Ensure that "detect 3D" is only called when using 3D shaders
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eb86dabee0
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0b7e2dfdfc
3 changed files with 13 additions and 15 deletions
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@ -714,7 +714,7 @@ static const RS::CanvasItemTextureFilter filter_from_uniform_canvas[ShaderLangua
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RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, // ShaderLanguage::TextureFilter::FILTER_DEFAULT,
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};
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void MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color) {
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void MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size) {
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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bool uses_global_buffer = false;
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@ -820,7 +820,7 @@ MaterialData::~MaterialData() {
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}
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}
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void MaterialData::update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) {
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void MaterialData::update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_is_3d_shader_type) {
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TextureStorage *texture_storage = TextureStorage::get_singleton();
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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@ -991,7 +991,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
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if (tex) {
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gl_texture = textures[j];
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#ifdef TOOLS_ENABLED
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if (tex->detect_3d_callback && p_use_linear_color) {
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if (tex->detect_3d_callback && p_is_3d_shader_type) {
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tex->detect_3d_callback(tex->detect_3d_callback_ud);
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}
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if (tex->detect_normal_callback && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL)) {
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@ -1046,7 +1046,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
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}
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}
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void MaterialData::update_parameters_internal(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size) {
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void MaterialData::update_parameters_internal(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, bool p_is_3d_shader_type) {
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if ((uint32_t)ubo_data.size() != p_ubo_size) {
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p_uniform_dirty = true;
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if (!uniform_buffer) {
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@ -1061,7 +1061,7 @@ void MaterialData::update_parameters_internal(const HashMap<StringName, Variant>
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//check whether buffer changed
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if (p_uniform_dirty && ubo_data.size()) {
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update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), true);
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update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size());
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glBindBuffer(GL_UNIFORM_BUFFER, uniform_buffer);
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glBufferData(GL_UNIFORM_BUFFER, ubo_data.size(), ubo_data.ptrw(), GL_DYNAMIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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@ -1078,7 +1078,7 @@ void MaterialData::update_parameters_internal(const HashMap<StringName, Variant>
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}
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if (p_textures_dirty && tex_uniform_count) {
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update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true);
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update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), p_is_3d_shader_type);
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}
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}
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@ -2626,7 +2626,7 @@ GLES3::ShaderData *GLES3::_create_canvas_shader_func() {
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}
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void CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
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update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
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update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, false);
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}
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static void bind_uniforms_generic(const Vector<RID> &p_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, int texture_offset = 0, const RS::CanvasItemTextureFilter *filter_mapping = filter_from_uniform, const RS::CanvasItemTextureRepeat *repeat_mapping = repeat_from_uniform) {
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@ -2795,7 +2795,7 @@ GLES3::ShaderData *GLES3::_create_sky_shader_func() {
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void SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
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uniform_set_updated = true;
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update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
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update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, true);
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}
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SkyMaterialData::~SkyMaterialData() {
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@ -3061,7 +3061,7 @@ void SceneMaterialData::set_next_pass(RID p_pass) {
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}
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void SceneMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
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update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
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update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, true);
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}
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SceneMaterialData::~SceneMaterialData() {
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@ -3160,7 +3160,7 @@ GLES3::ShaderData *GLES3::_create_particles_shader_func() {
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}
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void ParticleProcessMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
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update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
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update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, true);
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}
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ParticleProcessMaterialData::~ParticleProcessMaterialData() {
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@ -88,7 +88,7 @@ struct Shader {
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/* Material structs */
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struct MaterialData {
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void update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color);
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void update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size);
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void update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color);
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virtual void set_render_priority(int p_priority) = 0;
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@ -98,7 +98,7 @@ struct MaterialData {
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virtual ~MaterialData();
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// Used internally by all Materials
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void update_parameters_internal(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size);
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void update_parameters_internal(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, bool p_is_3d_shader_type);
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protected:
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Vector<uint8_t> ubo_data;
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@ -112,8 +112,6 @@ private:
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List<RID>::Element *global_texture_E = nullptr;
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uint64_t global_textures_pass = 0;
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HashMap<StringName, uint64_t> used_global_textures;
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//internally by update_parameters_internal
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};
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typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
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@ -1033,7 +1033,7 @@ bool MaterialStorage::MaterialData::update_parameters_uniform_set(const HashMap<
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}
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if (p_textures_dirty && tex_uniform_count) {
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update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true);
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update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), p_use_linear_color);
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}
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if (p_ubo_size == 0 && (p_texture_uniforms.size() == 0)) {
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