Ensure proper vertex input masks are used in 2D compatibility renderer

This commit is contained in:
clayjohn 2024-02-27 15:39:20 -08:00
parent 23191b834e
commit 2c7dd35822
3 changed files with 2 additions and 4 deletions

View File

@ -629,8 +629,6 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
state.canvas_instance_batches[state.current_batch_index].material_data = material_data;
if (shader_data_cache) {
state.canvas_instance_batches[state.current_batch_index].vertex_input_mask = shader_data_cache->vertex_input_mask;
} else {
state.canvas_instance_batches[state.current_batch_index].vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_COLOR | RS::ARRAY_TEX_UV;
}
}

View File

@ -269,7 +269,7 @@ public:
RID material;
GLES3::CanvasMaterialData *material_data = nullptr;
CanvasShaderGLES3::ShaderVariant shader_variant = CanvasShaderGLES3::MODE_QUAD;
uint64_t vertex_input_mask;
uint64_t vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_COLOR | RS::ARRAY_FORMAT_TEX_UV;
const Item::Command *command = nullptr;
Item::Command::Type command_type = Item::Command::TYPE_ANIMATION_SLICE; // Can default to any type that doesn't form a batch.

View File

@ -2607,7 +2607,7 @@ void CanvasShaderData::set_code(const String &p_code) {
MaterialStorage::get_singleton()->shaders.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_data);
ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.canvas_shader.version_is_valid(version));
vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_COLOR | RS::ARRAY_TEX_UV;
vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_COLOR | RS::ARRAY_FORMAT_TEX_UV;
vertex_input_mask |= uses_custom0 << RS::ARRAY_CUSTOM0;
vertex_input_mask |= uses_custom1 << RS::ARRAY_CUSTOM1;