Use `PackedVector4Array` instead of float array for vec4 array uniform

This commit is contained in:
Yuri Rubinsky 2024-06-26 17:11:32 +03:00
parent cae2f853dc
commit 72c7e51905
2 changed files with 18 additions and 6 deletions

View File

@ -324,6 +324,21 @@ void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
is_uniform_type_compatible = E->get().type == cached.get_type();
}
#ifndef DISABLE_DEPRECATED
// PackedFloat32Array -> PackedVector4Array conversion.
if (!is_uniform_type_compatible && E->get().type == Variant::PACKED_VECTOR4_ARRAY && cached.get_type() == Variant::PACKED_FLOAT32_ARRAY) {
PackedVector4Array varray;
PackedFloat32Array array = (PackedFloat32Array)cached;
for (int i = 0; i + 3 < array.size(); i += 4) {
varray.push_back(Vector4(array[i], array[i + 1], array[i + 2], array[i + 3]));
}
param_cache.insert(E->get().name, varray);
is_uniform_type_compatible = true;
}
#endif
if (is_uniform_type_compatible && E->get().type == Variant::OBJECT && cached.get_type() == Variant::OBJECT) {
// Check if the Object class (hint string) changed, for example Texture2D sampler to Texture3D.
// Allow inheritance, Texture2D type sampler should also accept CompressedTexture2D.

View File

@ -3982,12 +3982,9 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
}
value = Variant(array);
} else {
PackedFloat32Array array;
PackedVector4Array array;
for (int i = 0; i < array_size; i += 4) {
array.push_back(p_value[i].real);
array.push_back(p_value[i + 1].real);
array.push_back(p_value[i + 2].real);
array.push_back(p_value[i + 3].real);
array.push_back(Vector4(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real, p_value[i + 3].real));
}
value = Variant(array);
}
@ -4219,7 +4216,7 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
pi.type = Variant::PACKED_COLOR_ARRAY;
} else {
pi.type = Variant::PACKED_FLOAT32_ARRAY;
pi.type = Variant::PACKED_VECTOR4_ARRAY;
}
} else {
if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {