diff options
| author | Thomas Herzog <therzog@mail.de> | 2018-08-06 18:26:17 +0200 |
|---|---|---|
| committer | Thomas Herzog <therzog@mail.de> | 2018-08-08 17:09:44 +0200 |
| commit | 73fe08be2e378384d76ec48cf3647f2b950b52b3 (patch) | |
| tree | 471c8878da39a66daef09366257a516902580bcf /drivers/gles2/rasterizer_canvas_gles2.cpp | |
| parent | 6ffd2d3529eaac30031874c24aa1c97809166421 (diff) | |
| download | redot-engine-73fe08be2e378384d76ec48cf3647f2b950b52b3.tar.gz | |
GLES2 refactors
This commit unhacks some parts of the 3D rendering.
Most notably:
- possibility to use negative texture units
(no longer weird manual index allocation for user samplers)
- refactoring of light code, now sorts in a different way,
should yield better performance
- fixes a crash while saving (because of "Illegal instruction" execution)
when using a decent compiler (clang, it's clang. Thanks GCC for not telling me about UB).
Diffstat (limited to 'drivers/gles2/rasterizer_canvas_gles2.cpp')
| -rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp index 256d37186d..3d388c031a 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.cpp +++ b/drivers/gles2/rasterizer_canvas_gles2.cpp @@ -349,7 +349,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false); if (state.canvas_shader.bind()) { _set_uniforms(); - state.canvas_shader.use_material((void *)p_material, 2); + state.canvas_shader.use_material((void *)p_material); } _bind_canvas_texture(RID(), RID()); @@ -393,7 +393,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false); if (state.canvas_shader.bind()) { _set_uniforms(); - state.canvas_shader.use_material((void *)p_material, 2); + state.canvas_shader.use_material((void *)p_material); } RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map); @@ -476,7 +476,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, true); if (state.canvas_shader.bind()) { _set_uniforms(); - state.canvas_shader.use_material((void *)p_material, 2); + state.canvas_shader.use_material((void *)p_material); } glDisableVertexAttribArray(VS::ARRAY_COLOR); @@ -642,7 +642,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur if (state.canvas_shader.bind()) { _set_uniforms(); - state.canvas_shader.use_material((void *)p_material, 2); + state.canvas_shader.use_material((void *)p_material); } static const int num_points = 32; @@ -673,7 +673,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur if (state.canvas_shader.bind()) { _set_uniforms(); - state.canvas_shader.use_material((void *)p_material, 2); + state.canvas_shader.use_material((void *)p_material); } RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map); @@ -694,7 +694,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur if (state.canvas_shader.bind()) { _set_uniforms(); - state.canvas_shader.use_material((void *)p_material, 2); + state.canvas_shader.use_material((void *)p_material); } _bind_canvas_texture(RID(), RID()); @@ -727,7 +727,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur if (state.canvas_shader.bind()) { _set_uniforms(); - state.canvas_shader.use_material((void *)p_material, 2); + state.canvas_shader.use_material((void *)p_material); } ERR_CONTINUE(primitive->points.size() < 1); @@ -926,7 +926,7 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons state.canvas_shader.set_custom_shader(0); state.canvas_shader.bind(); } - state.canvas_shader.use_material((void *)material_ptr, 2); + state.canvas_shader.use_material((void *)material_ptr); shader_cache = shader_ptr; |
