Merge pull request #55029 from clayjohn/VULKAN-SRGB
Add SHADER_IS_SRGB define to Vulkan renderer
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commit
c30aa372ca
5 changed files with 11 additions and 1 deletions
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@ -585,6 +585,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
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actions.renames["CUSTOM1"] = "custom1_attrib";
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actions.renames["CUSTOM1"] = "custom1_attrib";
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actions.renames["CUSTOM2"] = "custom2_attrib";
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actions.renames["CUSTOM2"] = "custom2_attrib";
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actions.renames["CUSTOM3"] = "custom3_attrib";
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actions.renames["CUSTOM3"] = "custom3_attrib";
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actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
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// not implemented but need these just in case code is in the shaders
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// not implemented but need these just in case code is in the shaders
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actions.renames["VIEW_INDEX"] = "0";
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actions.renames["VIEW_INDEX"] = "0";
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@ -573,6 +573,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
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actions.renames["CUSTOM1"] = "custom1_attrib";
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actions.renames["CUSTOM1"] = "custom1_attrib";
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actions.renames["CUSTOM2"] = "custom2_attrib";
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actions.renames["CUSTOM2"] = "custom2_attrib";
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actions.renames["CUSTOM3"] = "custom3_attrib";
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actions.renames["CUSTOM3"] = "custom3_attrib";
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actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
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actions.renames["VIEW_INDEX"] = "ViewIndex";
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actions.renames["VIEW_INDEX"] = "ViewIndex";
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actions.renames["VIEW_MONO_LEFT"] = "0";
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actions.renames["VIEW_MONO_LEFT"] = "0";
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@ -2868,7 +2868,7 @@ bool RendererStorageRD::MaterialData::update_parameters_uniform_set(const Map<St
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//check whether buffer changed
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//check whether buffer changed
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if (p_uniform_dirty && ubo_data.size()) {
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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(), false);
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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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RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), p_barrier);
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RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), p_barrier);
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}
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}
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@ -6,6 +6,8 @@
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#include "scene_forward_clustered_inc.glsl"
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#include "scene_forward_clustered_inc.glsl"
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#define SHADER_IS_SRGB false
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/* INPUT ATTRIBS */
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/* INPUT ATTRIBS */
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layout(location = 0) in vec3 vertex_attrib;
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layout(location = 0) in vec3 vertex_attrib;
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@ -358,6 +360,8 @@ void main() {
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#VERSION_DEFINES
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#VERSION_DEFINES
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#define SHADER_IS_SRGB false
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/* Specialization Constants (Toggles) */
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/* Specialization Constants (Toggles) */
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layout(constant_id = 0) const bool sc_use_forward_gi = false;
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layout(constant_id = 0) const bool sc_use_forward_gi = false;
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@ -7,6 +7,8 @@
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/* Include our forward mobile UBOs definitions etc. */
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/* Include our forward mobile UBOs definitions etc. */
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#include "scene_forward_mobile_inc.glsl"
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#include "scene_forward_mobile_inc.glsl"
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#define SHADER_IS_SRGB false
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/* INPUT ATTRIBS */
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/* INPUT ATTRIBS */
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layout(location = 0) in vec3 vertex_attrib;
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layout(location = 0) in vec3 vertex_attrib;
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@ -370,6 +372,8 @@ void main() {
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#VERSION_DEFINES
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#VERSION_DEFINES
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#define SHADER_IS_SRGB false
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/* Specialization Constants */
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/* Specialization Constants */
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#if !defined(MODE_RENDER_DEPTH)
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#if !defined(MODE_RENDER_DEPTH)
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