Merge pull request #107175 from lawnjelly/scenetreefti_fix_show_updates

`SceneTreeFTI` - Fix `force_update` flag getting out of sync with invisible nodes
This commit is contained in:
Rémi Verschelde 2025-06-12 11:56:37 +02:00
commit b7caebcd78
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@ -291,7 +291,12 @@ void SceneTreeFTI::_create_depth_lists() {
}
#endif
// Prevent being added to the dest_list twice when on
// the frame_xform_list AND the frame_xform_list_forced.
if ((l == 0) && s->data.fti_frame_xform_force_update) {
#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
DEV_ASSERT(data.frame_xform_list_forced.find(s) != -1);
#endif
continue;
}
@ -520,14 +525,14 @@ void SceneTreeFTI::_update_dirty_nodes(Node *p_node, uint32_t p_current_half_fra
if (p_active) {
#ifdef GODOT_SCENE_TREE_FTI_PRINT_TREE
bool dirty = s->data.dirty & Node3D::DIRTY_GLOBAL_INTERPOLATED;
bool dirty = s->_test_dirty_bits(Node3D::DIRTY_GLOBAL_INTERPOLATED_TRANSFORM);
if (data.periodic_debug_log && !data.use_optimized_traversal_method && !data.frame_start) {
String sz;
for (int n = 0; n < p_depth; n++) {
sz += "\t";
}
print_line(sz + p_node->get_name() + (dirty ? " DIRTY" : "") + (s->get_transform() == Transform() ? "\t[IDENTITY]" : ""));
print_line(sz + p_node->get_name() + (dirty ? " DIRTY" : "") + (s->get_transform() == Transform3D() ? "\t[IDENTITY]" : ""));
}
#endif
@ -575,11 +580,6 @@ void SceneTreeFTI::_update_dirty_nodes(Node *p_node, uint32_t p_current_half_fra
// Upload to RenderingServer the interpolated global xform.
s->fti_update_servers_xform();
// Only do this at most for one frame,
// it is used to catch objects being removed from the tick lists
// that have a deferred frame update.
s->data.fti_frame_xform_force_update = false;
// Ensure branches are only processed once on each traversal.
s->data.fti_processed = true;
@ -719,6 +719,17 @@ void SceneTreeFTI::frame_update(Node *p_root, bool p_frame_start) {
#endif // not GODOT_SCENE_TREE_FTI_VERIFY
// In theory we could clear the `force_update` flags from the nodes in the traversal.
// The problem is that hidden nodes are not recursed into, therefore the flags would
// never get cleared and could get out of sync with the forced list.
// So instead we are clearing them here manually.
// This is not ideal in terms of cache coherence so perhaps another method can be
// explored in future.
uint32_t forced_list_size = data.frame_xform_list_forced.size();
for (uint32_t n = 0; n < forced_list_size; n++) {
Node3D *s = data.frame_xform_list_forced[n];
s->data.fti_frame_xform_force_update = false;
}
data.frame_xform_list_forced.clear();
if (!p_frame_start && data.periodic_debug_log) {