Merge pull request #53369 from RandomShaper/fix_shader_state_3.x
[3.x] Reset scene conditionals assumed to be false
This commit is contained in:
commit
37847eb94d
|
@ -1924,8 +1924,6 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
|
||||||
state.current_depth_test = true;
|
state.current_depth_test = true;
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, false);
|
|
||||||
|
|
||||||
state.current_blend_mode = -1;
|
state.current_blend_mode = -1;
|
||||||
state.current_line_width = -1;
|
state.current_line_width = -1;
|
||||||
state.current_depth_draw = -1;
|
state.current_depth_draw = -1;
|
||||||
|
@ -1938,16 +1936,20 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
|
||||||
int current_blend_mode = -1;
|
int current_blend_mode = -1;
|
||||||
|
|
||||||
uint32_t prev_shading = 0xFFFFFFFF;
|
uint32_t prev_shading = 0xFFFFFFFF;
|
||||||
RasterizerStorageGLES3::Skeleton *prev_skeleton = nullptr;
|
|
||||||
|
|
||||||
state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, true); //by default unshaded (easier to set)
|
state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, true); //by default unshaded (easier to set)
|
||||||
|
|
||||||
|
RasterizerStorageGLES3::Skeleton *prev_skeleton = nullptr;
|
||||||
|
state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, false);
|
||||||
|
|
||||||
bool first = true;
|
bool first = true;
|
||||||
bool prev_use_instancing = false;
|
bool prev_use_instancing = false;
|
||||||
|
state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING, false);
|
||||||
bool prev_octahedral_compression = false;
|
bool prev_octahedral_compression = false;
|
||||||
|
state.scene_shader.set_conditional(SceneShaderGLES3::ENABLE_OCTAHEDRAL_COMPRESSION, false);
|
||||||
|
|
||||||
storage->info.render.draw_call_count += p_element_count;
|
storage->info.render.draw_call_count += p_element_count;
|
||||||
bool prev_opaque_prepass = false;
|
bool prev_opaque_prepass = false;
|
||||||
|
state.scene_shader.set_conditional(SceneShaderGLES3::USE_OPAQUE_PREPASS, false);
|
||||||
|
|
||||||
for (int i = 0; i < p_element_count; i++) {
|
for (int i = 0; i < p_element_count; i++) {
|
||||||
RenderList::Element *e = p_elements[i];
|
RenderList::Element *e = p_elements[i];
|
||||||
|
|
Loading…
Reference in New Issue