Use signed integers for async shader conditionals
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@ -189,6 +189,11 @@ bool ShaderGLES3::_bind_ubershader() {
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ERR_FAIL_COND_V(conditionals_uniform == -1, false);
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#endif
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new_conditional_version.version &= ~VersionKey::UBERSHADER_FLAG;
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#ifdef DEV_ENABLED
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// So far we don't need bit 31 for conditionals. That allows us to use signed integers,
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// which are more compatible across GL driver vendors.
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CRASH_COND(new_conditional_version.version >= 0x80000000);
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#endif
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glUniform1ui(conditionals_uniform, new_conditional_version.version);
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return bound;
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}
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@ -499,11 +504,11 @@ static CharString _prepare_ubershader_chunk(const CharString &p_chunk) {
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} else if (l.begins_with("#ifdef")) {
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Vector<String> pieces = l.split_spaces();
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CRASH_COND(pieces.size() != 2);
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s += "if ((ubershader_flags & FLAG_" + pieces[1] + ") != 0u) {\n";
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s += "if ((ubershader_flags & FLAG_" + pieces[1] + ") != 0) {\n";
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} else if (l.begins_with("#ifndef")) {
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Vector<String> pieces = l.split_spaces();
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CRASH_COND(pieces.size() != 2);
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s += "if ((ubershader_flags & FLAG_" + pieces[1] + ") == 0u) {\n";
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s += "if ((ubershader_flags & FLAG_" + pieces[1] + ") == 0) {\n";
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} else {
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CRASH_NOW_MSG("The shader template is using too complex syntax in a line marked with ubershader-runtime.");
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}
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@ -577,7 +582,7 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version(bool &r_async_forbidden)
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if (build_ubershader) {
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strings_common.push_back("#define IS_UBERSHADER\n");
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for (int i = 0; i < conditional_count; i++) {
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String s = vformat("#define FLAG_%s (1u << %du)\n", String(conditional_defines[i]).strip_edges().trim_prefix("#define "), i);
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String s = vformat("#define FLAG_%s (1 << %d)\n", String(conditional_defines[i]).strip_edges().trim_prefix("#define "), i);
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CharString cs = s.ascii();
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flag_macros.push_back(cs);
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strings_common.push_back(cs.ptr());
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@ -2,7 +2,7 @@
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[vertex]
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#if defined(IS_UBERSHADER)
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uniform highp uint ubershader_flags;
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uniform highp int ubershader_flags;
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#endif
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layout(location = 0) in highp vec4 color;
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@ -222,7 +222,7 @@ VERTEX_SHADER_CODE
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[fragment]
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#if defined(IS_UBERSHADER)
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uniform highp uint ubershader_flags;
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uniform highp int ubershader_flags;
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#endif
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// any code here is never executed, stuff is filled just so it works
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@ -2,7 +2,7 @@
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[vertex]
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#if defined(IS_UBERSHADER)
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uniform highp uint ubershader_flags;
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uniform highp int ubershader_flags;
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#endif
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#define M_PI 3.14159265359
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@ -645,7 +645,7 @@ VERTEX_SHADER_CODE
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[fragment]
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#if defined(IS_UBERSHADER)
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uniform highp uint ubershader_flags;
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uniform highp int ubershader_flags;
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// These are more performant and make the ubershaderification simpler
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#define VCT_QUALITY_HIGH
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#define USE_LIGHTMAP_FILTER_BICUBIC
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