Merge pull request #39669 from lawnjelly/kessel_vertex_write_fix
GLES2 Batching - prevent baking on VERTEX use in a shader
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commit
388a194afc
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@ -1426,7 +1426,7 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
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p_shader->canvas_item.uses_time = false;
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p_shader->canvas_item.uses_time = false;
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p_shader->canvas_item.uses_modulate = false;
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p_shader->canvas_item.uses_modulate = false;
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p_shader->canvas_item.uses_color = false;
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p_shader->canvas_item.uses_color = false;
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p_shader->canvas_item.reads_vertex = false;
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p_shader->canvas_item.uses_vertex = false;
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p_shader->canvas_item.batch_flags = 0;
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p_shader->canvas_item.batch_flags = 0;
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shaders.actions_canvas.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_ADD);
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shaders.actions_canvas.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_ADD);
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@ -1444,8 +1444,7 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
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shaders.actions_canvas.usage_flag_pointers["TIME"] = &p_shader->canvas_item.uses_time;
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shaders.actions_canvas.usage_flag_pointers["TIME"] = &p_shader->canvas_item.uses_time;
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shaders.actions_canvas.usage_flag_pointers["MODULATE"] = &p_shader->canvas_item.uses_modulate;
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shaders.actions_canvas.usage_flag_pointers["MODULATE"] = &p_shader->canvas_item.uses_modulate;
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shaders.actions_canvas.usage_flag_pointers["COLOR"] = &p_shader->canvas_item.uses_color;
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shaders.actions_canvas.usage_flag_pointers["COLOR"] = &p_shader->canvas_item.uses_color;
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shaders.actions_canvas.usage_flag_pointers["VERTEX"] = &p_shader->canvas_item.uses_vertex;
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shaders.actions_canvas.read_flag_pointers["VERTEX"] = &p_shader->canvas_item.reads_vertex;
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actions = &shaders.actions_canvas;
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actions = &shaders.actions_canvas;
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actions->uniforms = &p_shader->uniforms;
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actions->uniforms = &p_shader->uniforms;
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@ -1538,7 +1537,7 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
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if (p_shader->canvas_item.uses_modulate | p_shader->canvas_item.uses_color) {
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if (p_shader->canvas_item.uses_modulate | p_shader->canvas_item.uses_color) {
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p_shader->canvas_item.batch_flags |= Shader::CanvasItem::PREVENT_COLOR_BAKING;
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p_shader->canvas_item.batch_flags |= Shader::CanvasItem::PREVENT_COLOR_BAKING;
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}
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}
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if (p_shader->canvas_item.reads_vertex) {
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if (p_shader->canvas_item.uses_vertex) {
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p_shader->canvas_item.batch_flags |= Shader::CanvasItem::PREVENT_VERTEX_BAKING;
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p_shader->canvas_item.batch_flags |= Shader::CanvasItem::PREVENT_VERTEX_BAKING;
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}
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}
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}
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}
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@ -461,7 +461,7 @@ public:
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bool uses_time;
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bool uses_time;
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bool uses_modulate;
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bool uses_modulate;
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bool uses_color;
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bool uses_color;
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bool reads_vertex;
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bool uses_vertex;
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} canvas_item;
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} canvas_item;
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@ -486,10 +486,6 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener
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*p_actions.write_flag_pointers[var_node->name] = true;
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*p_actions.write_flag_pointers[var_node->name] = true;
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}
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}
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if (!p_assigning && p_actions.read_flag_pointers.has(var_node->name)) {
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*p_actions.read_flag_pointers[var_node->name] = true;
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}
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if (p_default_actions.usage_defines.has(var_node->name) && !used_name_defines.has(var_node->name)) {
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if (p_default_actions.usage_defines.has(var_node->name) && !used_name_defines.has(var_node->name)) {
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String define = p_default_actions.usage_defines[var_node->name];
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String define = p_default_actions.usage_defines[var_node->name];
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String node_name = define.substr(1, define.length());
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String node_name = define.substr(1, define.length());
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@ -44,7 +44,6 @@ public:
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Map<StringName, Pair<int *, int> > render_mode_values;
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Map<StringName, Pair<int *, int> > render_mode_values;
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Map<StringName, bool *> render_mode_flags;
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Map<StringName, bool *> render_mode_flags;
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Map<StringName, bool *> usage_flag_pointers;
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Map<StringName, bool *> usage_flag_pointers;
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Map<StringName, bool *> read_flag_pointers;
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Map<StringName, bool *> write_flag_pointers;
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Map<StringName, bool *> write_flag_pointers;
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Map<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms;
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Map<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms;
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