Fix shader state caching when blend shapes used

Previously, conditionals set on the shader would change outside of the
_render_list function when blend shapes were used

This is an issue because the function keeps track of the previous shader
state to try to minimize state changes

Now we keep all this shader state change within the _render_list
function to ensure the saved previous state is correct
This commit is contained in:
Omar El Sheikh 2022-03-05 16:33:17 -05:00
parent 56310caee2
commit 9988739332

View file

@ -1297,8 +1297,6 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo
if (s->blend_shapes.size() && e->instance->blend_values.size()) {
//blend shapes, use transform feedback
storage->mesh_render_blend_shapes(s, e->instance->blend_values.read().ptr());
//disable octahedral compression as the result of blend shapes is always uncompressed cartesian coordinates
state.scene_shader.set_conditional(SceneShaderGLES3::ENABLE_OCTAHEDRAL_COMPRESSION, false);
//rebind shader
state.scene_shader.bind();
#ifdef DEBUG_ENABLED
@ -2147,7 +2145,9 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
state.scene_shader.set_conditional(SceneShaderGLES3::USE_PHYSICAL_LIGHT_ATTENUATION, storage->config.use_physical_light_attenuation);
bool octahedral_compression = e->instance->base_type != VS::INSTANCE_IMMEDIATE && ((RasterizerStorageGLES3::Surface *)e->geometry)->format & VisualServer::ArrayFormat::ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION;
bool octahedral_compression = e->instance->base_type != VS::INSTANCE_IMMEDIATE &&
((RasterizerStorageGLES3::Surface *)e->geometry)->format & VisualServer::ArrayFormat::ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION &&
!(((RasterizerStorageGLES3::Surface *)e->geometry)->blend_shapes.size() && e->instance->blend_values.size());
if (octahedral_compression != prev_octahedral_compression) {
state.scene_shader.set_conditional(SceneShaderGLES3::ENABLE_OCTAHEDRAL_COMPRESSION, octahedral_compression);
rebind = true;