Fix error in Web builds that resulting in 2D
objects not drawing in the GLES3 backend. Issue came from not binding a light UBO when using the DISABLE_LIGHTING code path
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3 changed files with 7 additions and 1 deletions
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@ -130,7 +130,10 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
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if (syncStatus == GL_UNSIGNALED) {
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// If older than 2 frames, wait for sync OpenGL can have up to 3 frames in flight, any more and we need to sync anyway.
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if (state.canvas_instance_data_buffers[state.current_buffer].last_frame_used < RSG::rasterizer->get_frame_number() - 2) {
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#ifndef WEB_ENABLED
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// On web, we do nothing as the glSubBufferData will force a sync anyway and WebGL does not like waiting.
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glClientWaitSync(state.canvas_instance_data_buffers[state.current_buffer].fence, 0, 100000000); // wait for up to 100ms
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#endif
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} else {
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// Used in last frame or frame before that. OpenGL can get up to two frames behind, so these buffers may still be in use
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// Allocate a new buffer and use that.
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@ -211,7 +211,9 @@ void main() {
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#include "canvas_uniforms_inc.glsl"
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#include "stdlib_inc.glsl"
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#ifndef DISABLE_LIGHTING
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uniform sampler2D atlas_texture; //texunit:-2
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#endif // DISABLE_LIGHTING
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//uniform sampler2D shadow_atlas_texture; //texunit:-3
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uniform sampler2D screen_texture; //texunit:-4
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uniform sampler2D sdf_texture; //texunit:-5
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@ -82,6 +82,7 @@ layout(std140) uniform CanvasData { //ubo:0
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uint pad2;
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};
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#ifndef DISABLE_LIGHTING
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#define LIGHT_FLAGS_BLEND_MASK uint(3 << 16)
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#define LIGHT_FLAGS_BLEND_MODE_ADD uint(0 << 16)
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#define LIGHT_FLAGS_BLEND_MODE_SUB uint(1 << 16)
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@ -114,7 +115,7 @@ struct Light {
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layout(std140) uniform LightData { //ubo:2
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Light light_array[MAX_LIGHTS];
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};
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#endif // DISABLE_LIGHTING
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layout(std140) uniform DrawDataInstances { //ubo:3
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DrawData draw_data[MAX_DRAW_DATA_INSTANCES];
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