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path: root/drivers/gles3/storage/mesh_storage.cpp
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Diffstat (limited to 'drivers/gles3/storage/mesh_storage.cpp')
-rw-r--r--drivers/gles3/storage/mesh_storage.cpp23
1 files changed, 11 insertions, 12 deletions
diff --git a/drivers/gles3/storage/mesh_storage.cpp b/drivers/gles3/storage/mesh_storage.cpp
index 88ee749ed6..393dcbc22f 100644
--- a/drivers/gles3/storage/mesh_storage.cpp
+++ b/drivers/gles3/storage/mesh_storage.cpp
@@ -764,14 +764,17 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V
int skin_stride = 0;
for (int i = 0; i < RS::ARRAY_INDEX; i++) {
+ attribs[i].enabled = false;
+ attribs[i].integer = false;
if (!(s->format & (1ULL << i))) {
- attribs[i].enabled = false;
- attribs[i].integer = false;
continue;
}
- attribs[i].enabled = true;
- attribs[i].integer = false;
+ if ((p_input_mask & (1ULL << i))) {
+ // Only enable if it matches input mask.
+ // Iterate over all anyway, so we can calculate stride.
+ attribs[i].enabled = true;
+ }
switch (i) {
case RS::ARRAY_VERTEX: {
@@ -1108,8 +1111,6 @@ void MeshStorage::_blend_shape_bind_mesh_instance_buffer(MeshInstance *p_mi, uin
}
void MeshStorage::_compute_skeleton(MeshInstance *p_mi, Skeleton *p_sk, uint32_t p_surface) {
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
// Add in the bones and weights.
glBindBuffer(GL_ARRAY_BUFFER, p_mi->mesh->surfaces[p_surface]->skin_buffer);
@@ -1200,9 +1201,8 @@ void MeshStorage::update_mesh_instances() {
glBindBuffer(GL_ARRAY_BUFFER, 0);
GLuint vertex_array_gl = 0;
- uint64_t mask = ((1 << 10) - 1) << 3; // Mask from ARRAY_FORMAT_COLOR to ARRAY_FORMAT_INDEX.
- mask = ~mask;
- uint64_t format = mi->surfaces[i].format_cache & mask; // Format should only have vertex, normal, tangent (as necessary) + compressions.
+ uint64_t mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_NORMAL | RS::ARRAY_FORMAT_VERTEX;
+ uint64_t format = mi->mesh->surfaces[i]->format & mask; // Format should only have vertex, normal, tangent (as necessary).
mesh_surface_get_vertex_arrays_and_format(mi->mesh->surfaces[i], format, vertex_array_gl);
glBindVertexArray(vertex_array_gl);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mi->surfaces[i].vertex_buffers[0]);
@@ -1315,9 +1315,8 @@ void MeshStorage::update_mesh_instances() {
skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::INVERSE_TRANSFORM_OFFSET, inverse_transform[2], skeleton_shader.shader_version, variant, specialization);
GLuint vertex_array_gl = 0;
- uint64_t mask = ((1 << 10) - 1) << 3; // Mask from ARRAY_FORMAT_COLOR to ARRAY_FORMAT_INDEX.
- mask = ~mask;
- uint64_t format = mi->surfaces[i].format_cache & mask; // Format should only have vertex, normal, tangent (as necessary) + compressions.
+ uint64_t mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_NORMAL | RS::ARRAY_FORMAT_VERTEX;
+ uint64_t format = mi->mesh->surfaces[i]->format & mask; // Format should only have vertex, normal, tangent (as necessary).
mesh_surface_get_vertex_arrays_and_format(mi->mesh->surfaces[i], format, vertex_array_gl);
glBindVertexArray(vertex_array_gl);
_compute_skeleton(mi, sk, i);