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authorYuri Rubinsky <chaosus89@gmail.com>2024-06-26 17:11:32 +0300
committerYuri Rubinsky <chaosus89@gmail.com>2024-06-28 13:34:43 +0300
commit72c7e51905a97d6d8cec5995009905bf25583d5f (patch)
tree1ba294afeccd2baeac5c8575ec277edc506f1638
parentcae2f853dcd1ecc26ca68de08cec62089dee1f26 (diff)
downloadredot-engine-72c7e51905a97d6d8cec5995009905bf25583d5f.tar.gz
Use `PackedVector4Array` instead of float array for vec4 array uniform
-rw-r--r--scene/resources/material.cpp15
-rw-r--r--servers/rendering/shader_language.cpp9
2 files changed, 18 insertions, 6 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index b2567e431b..7d121c9d87 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -324,6 +324,21 @@ void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
is_uniform_type_compatible = E->get().type == cached.get_type();
}
+#ifndef DISABLE_DEPRECATED
+ // PackedFloat32Array -> PackedVector4Array conversion.
+ if (!is_uniform_type_compatible && E->get().type == Variant::PACKED_VECTOR4_ARRAY && cached.get_type() == Variant::PACKED_FLOAT32_ARRAY) {
+ PackedVector4Array varray;
+ PackedFloat32Array array = (PackedFloat32Array)cached;
+
+ for (int i = 0; i + 3 < array.size(); i += 4) {
+ varray.push_back(Vector4(array[i], array[i + 1], array[i + 2], array[i + 3]));
+ }
+
+ param_cache.insert(E->get().name, varray);
+ is_uniform_type_compatible = true;
+ }
+#endif
+
if (is_uniform_type_compatible && E->get().type == Variant::OBJECT && cached.get_type() == Variant::OBJECT) {
// Check if the Object class (hint string) changed, for example Texture2D sampler to Texture3D.
// Allow inheritance, Texture2D type sampler should also accept CompressedTexture2D.
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index 1e9690a8ae..5b4931edec 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -3982,12 +3982,9 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
}
value = Variant(array);
} else {
- PackedFloat32Array array;
+ PackedVector4Array array;
for (int i = 0; i < array_size; i += 4) {
- array.push_back(p_value[i].real);
- array.push_back(p_value[i + 1].real);
- array.push_back(p_value[i + 2].real);
- array.push_back(p_value[i + 3].real);
+ array.push_back(Vector4(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real, p_value[i + 3].real));
}
value = Variant(array);
}
@@ -4219,7 +4216,7 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
pi.type = Variant::PACKED_COLOR_ARRAY;
} else {
- pi.type = Variant::PACKED_FLOAT32_ARRAY;
+ pi.type = Variant::PACKED_VECTOR4_ARRAY;
}
} else {
if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {