From bb655856e2e8a4805d647369b5416afbc546949b Mon Sep 17 00:00:00 2001 From: karroffel Date: Wed, 7 Feb 2018 11:56:52 +0100 Subject: [PATCH] using TIME in light shader enables uses_fragment_time The GLES3 shader compiler performs certain checks to enable or disable the usage of certain uniform variables (and with that the set-up of UBOs). If the `TIME` variable gets used inside the `vertex` function then the renderer knows that it has to insert that value into the UBO. The same applies to the `fragment` function. The `light` function gets executed inside the fragment shader for every light source that is relevant to the current pixel. If the `TIME` variable gets used in that function then it needs to be present in the fragment-UBO. The check for this was missing, so if a shader uses `TIME` inside `light` but not inside `fragment` then the uniform will not actually be set up. --- drivers/gles3/shader_compiler_gles3.cpp | 15 ++++++++------- drivers/gles3/shader_compiler_gles3.h | 1 + 2 files changed, 9 insertions(+), 7 deletions(-) diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index f1d7085d54e..070c661c8a3 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -477,22 +477,22 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener current_func_name = fnode->name; - if (fnode->name == "vertex") { + if (fnode->name == vertex_name) { _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.vertex_global, added_vtx); - r_gen_code.vertex = function_code["vertex"]; + r_gen_code.vertex = function_code[vertex_name]; } - if (fnode->name == "fragment") { + if (fnode->name == fragment_name) { _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment); - r_gen_code.fragment = function_code["fragment"]; + r_gen_code.fragment = function_code[fragment_name]; } - if (fnode->name == "light") { + if (fnode->name == light_name) { _dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment); - r_gen_code.light = function_code["light"]; + r_gen_code.light = function_code[light_name]; } } @@ -573,7 +573,7 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener if (current_func_name == vertex_name) { r_gen_code.uses_vertex_time = true; } - if (current_func_name == fragment_name) { + if (current_func_name == fragment_name || current_func_name == light_name) { r_gen_code.uses_fragment_time = true; } } @@ -939,6 +939,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { vertex_name = "vertex"; fragment_name = "fragment"; + light_name = "light"; time_name = "TIME"; List func_list; diff --git a/drivers/gles3/shader_compiler_gles3.h b/drivers/gles3/shader_compiler_gles3.h index 85e8e02b8ef..bf776ee0626 100644 --- a/drivers/gles3/shader_compiler_gles3.h +++ b/drivers/gles3/shader_compiler_gles3.h @@ -83,6 +83,7 @@ private: StringName current_func_name; StringName vertex_name; StringName fragment_name; + StringName light_name; StringName time_name; Set used_name_defines;