Use signed integers for async shader conditionals

This commit is contained in:
Pedro J. Estébanez 2022-06-19 20:16:27 +02:00
parent e4d6a4d005
commit d3d8ccea60
3 changed files with 12 additions and 7 deletions

View File

@ -189,6 +189,11 @@ bool ShaderGLES3::_bind_ubershader() {
ERR_FAIL_COND_V(conditionals_uniform == -1, false);
#endif
new_conditional_version.version &= ~VersionKey::UBERSHADER_FLAG;
#ifdef DEV_ENABLED
// So far we don't need bit 31 for conditionals. That allows us to use signed integers,
// which are more compatible across GL driver vendors.
CRASH_COND(new_conditional_version.version >= 0x80000000);
#endif
glUniform1ui(conditionals_uniform, new_conditional_version.version);
return bound;
}
@ -499,11 +504,11 @@ static CharString _prepare_ubershader_chunk(const CharString &p_chunk) {
} else if (l.begins_with("#ifdef")) {
Vector<String> pieces = l.split_spaces();
CRASH_COND(pieces.size() != 2);
s += "if ((ubershader_flags & FLAG_" + pieces[1] + ") != 0u) {\n";
s += "if ((ubershader_flags & FLAG_" + pieces[1] + ") != 0) {\n";
} else if (l.begins_with("#ifndef")) {
Vector<String> pieces = l.split_spaces();
CRASH_COND(pieces.size() != 2);
s += "if ((ubershader_flags & FLAG_" + pieces[1] + ") == 0u) {\n";
s += "if ((ubershader_flags & FLAG_" + pieces[1] + ") == 0) {\n";
} else {
CRASH_NOW_MSG("The shader template is using too complex syntax in a line marked with ubershader-runtime.");
}
@ -577,7 +582,7 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version(bool &r_async_forbidden)
if (build_ubershader) {
strings_common.push_back("#define IS_UBERSHADER\n");
for (int i = 0; i < conditional_count; i++) {
String s = vformat("#define FLAG_%s (1u << %du)\n", String(conditional_defines[i]).strip_edges().trim_prefix("#define "), i);
String s = vformat("#define FLAG_%s (1 << %d)\n", String(conditional_defines[i]).strip_edges().trim_prefix("#define "), i);
CharString cs = s.ascii();
flag_macros.push_back(cs);
strings_common.push_back(cs.ptr());

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@ -2,7 +2,7 @@
[vertex]
#if defined(IS_UBERSHADER)
uniform highp uint ubershader_flags;
uniform highp int ubershader_flags;
#endif
layout(location = 0) in highp vec4 color;
@ -222,7 +222,7 @@ VERTEX_SHADER_CODE
[fragment]
#if defined(IS_UBERSHADER)
uniform highp uint ubershader_flags;
uniform highp int ubershader_flags;
#endif
// any code here is never executed, stuff is filled just so it works

View File

@ -2,7 +2,7 @@
[vertex]
#if defined(IS_UBERSHADER)
uniform highp uint ubershader_flags;
uniform highp int ubershader_flags;
#endif
#define M_PI 3.14159265359
@ -645,7 +645,7 @@ VERTEX_SHADER_CODE
[fragment]
#if defined(IS_UBERSHADER)
uniform highp uint ubershader_flags;
uniform highp int ubershader_flags;
// These are more performant and make the ubershaderification simpler
#define VCT_QUALITY_HIGH
#define USE_LIGHTMAP_FILTER_BICUBIC