Use 16-bit index buffers instead of 32 when unnecessary
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@ -2587,18 +2587,18 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
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{ // default index buffer
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Vector<uint8_t> pv;
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pv.resize(6 * 4);
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pv.resize(6 * 2);
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{
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uint8_t *w = pv.ptrw();
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int *p32 = (int *)w;
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p32[0] = 0;
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p32[1] = 1;
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p32[2] = 2;
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p32[3] = 0;
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p32[4] = 2;
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p32[5] = 3;
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uint16_t *p16 = (uint16_t *)w;
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p16[0] = 0;
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p16[1] = 1;
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p16[2] = 2;
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p16[3] = 0;
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p16[4] = 2;
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p16[5] = 3;
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}
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shader.quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
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shader.quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT16, pv);
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shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
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}
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