diff options
author | clayjohn <claynjohn@gmail.com> | 2023-06-13 13:20:11 -0700 |
---|---|---|
committer | clayjohn <claynjohn@gmail.com> | 2023-06-13 13:20:11 -0700 |
commit | 0b7e2dfdfc57fac776d4da1c579aa3f1c325c1f0 (patch) | |
tree | 340414cf639b7f95957410519c49e24fea67229a /drivers/gles3/storage/material_storage.cpp | |
parent | eb86dabee07e8dfce3b06cbd557b50b74afd3d6c (diff) | |
download | redot-engine-0b7e2dfdfc57fac776d4da1c579aa3f1c325c1f0.tar.gz |
Ensure that "detect 3D" is only called when using 3D shaders
Diffstat (limited to 'drivers/gles3/storage/material_storage.cpp')
-rw-r--r-- | drivers/gles3/storage/material_storage.cpp | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp index d246c47b6a..473974fc7c 100644 --- a/drivers/gles3/storage/material_storage.cpp +++ b/drivers/gles3/storage/material_storage.cpp @@ -714,7 +714,7 @@ static const RS::CanvasItemTextureFilter filter_from_uniform_canvas[ShaderLangua RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, // ShaderLanguage::TextureFilter::FILTER_DEFAULT, }; -void MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color) { +void MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size) { MaterialStorage *material_storage = MaterialStorage::get_singleton(); bool uses_global_buffer = false; @@ -820,7 +820,7 @@ MaterialData::~MaterialData() { } } -void MaterialData::update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) { +void MaterialData::update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_is_3d_shader_type) { TextureStorage *texture_storage = TextureStorage::get_singleton(); MaterialStorage *material_storage = MaterialStorage::get_singleton(); @@ -991,7 +991,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet if (tex) { gl_texture = textures[j]; #ifdef TOOLS_ENABLED - if (tex->detect_3d_callback && p_use_linear_color) { + if (tex->detect_3d_callback && p_is_3d_shader_type) { tex->detect_3d_callback(tex->detect_3d_callback_ud); } if (tex->detect_normal_callback && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL)) { @@ -1046,7 +1046,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet } } -void MaterialData::update_parameters_internal(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size) { +void MaterialData::update_parameters_internal(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, bool p_is_3d_shader_type) { if ((uint32_t)ubo_data.size() != p_ubo_size) { p_uniform_dirty = true; if (!uniform_buffer) { @@ -1061,7 +1061,7 @@ void MaterialData::update_parameters_internal(const HashMap<StringName, Variant> //check whether buffer changed if (p_uniform_dirty && ubo_data.size()) { - update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), true); + update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size()); glBindBuffer(GL_UNIFORM_BUFFER, uniform_buffer); glBufferData(GL_UNIFORM_BUFFER, ubo_data.size(), ubo_data.ptrw(), GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); @@ -1078,7 +1078,7 @@ void MaterialData::update_parameters_internal(const HashMap<StringName, Variant> } if (p_textures_dirty && tex_uniform_count) { - update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true); + update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), p_is_3d_shader_type); } } @@ -2626,7 +2626,7 @@ GLES3::ShaderData *GLES3::_create_canvas_shader_func() { } void CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { - update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size); + update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, false); } static void bind_uniforms_generic(const Vector<RID> &p_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, int texture_offset = 0, const RS::CanvasItemTextureFilter *filter_mapping = filter_from_uniform, const RS::CanvasItemTextureRepeat *repeat_mapping = repeat_from_uniform) { @@ -2795,7 +2795,7 @@ GLES3::ShaderData *GLES3::_create_sky_shader_func() { void SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { uniform_set_updated = true; - update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size); + update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, true); } SkyMaterialData::~SkyMaterialData() { @@ -3061,7 +3061,7 @@ void SceneMaterialData::set_next_pass(RID p_pass) { } void SceneMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { - update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size); + update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, true); } SceneMaterialData::~SceneMaterialData() { @@ -3160,7 +3160,7 @@ GLES3::ShaderData *GLES3::_create_particles_shader_func() { } void ParticleProcessMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { - update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size); + update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, true); } ParticleProcessMaterialData::~ParticleProcessMaterialData() { |