diff options
Diffstat (limited to 'drivers/gles3/storage/mesh_storage.cpp')
-rw-r--r-- | drivers/gles3/storage/mesh_storage.cpp | 23 |
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); |