Fix texture samplers to not being last in the property list
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88d9325065
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e41048e16e
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@ -586,11 +586,7 @@ void ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const
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if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
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continue;
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}
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if (E.value.texture_order >= 0) {
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filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.texture_order + 100000));
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} else {
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filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.order));
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}
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filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.prop_order));
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}
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int uniform_count = filtered_uniforms.size();
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sorter.sort(filtered_uniforms.ptr(), uniform_count);
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@ -640,7 +636,7 @@ bool ShaderData::is_parameter_texture(const StringName &p_param) const {
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return false;
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}
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return uniforms[p_param].texture_order >= 0;
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return uniforms[p_param].is_texture();
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}
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///////////////////////////////////////////////////////////////////////////
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@ -719,7 +715,7 @@ void MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguag
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bool uses_global_buffer = false;
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for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : p_uniforms) {
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if (E.value.order < 0) {
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if (E.value.is_texture()) {
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continue; // texture, does not go here
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}
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@ -102,11 +102,7 @@ void MaterialStorage::get_shader_parameter_list(RID p_shader, List<PropertyInfo>
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if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
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continue;
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}
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if (E.value.texture_order >= 0) {
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filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.texture_order + 100000));
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} else {
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filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.order));
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}
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filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.prop_order));
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}
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int uniform_count = filtered_uniforms.size();
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sorter.sort(filtered_uniforms.ptr(), uniform_count);
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@ -580,11 +580,7 @@ void MaterialStorage::ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_
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if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
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continue;
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}
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if (E.value.texture_order >= 0) {
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filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.texture_order + 100000));
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} else {
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filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.order));
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}
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filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.prop_order));
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}
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int uniform_count = filtered_uniforms.size();
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sorter.sort(filtered_uniforms.ptr(), uniform_count);
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@ -634,7 +630,7 @@ bool MaterialStorage::ShaderData::is_parameter_texture(const StringName &p_param
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return false;
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}
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return uniforms[p_param].texture_order >= 0;
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return uniforms[p_param].is_texture();
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}
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///////////////////////////////////////////////////////////////////////////
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@ -645,7 +641,7 @@ void MaterialStorage::MaterialData::update_uniform_buffer(const HashMap<StringNa
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bool uses_global_buffer = false;
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for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : p_uniforms) {
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if (E.value.order < 0) {
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if (E.value.is_texture()) {
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continue; // texture, does not go here
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}
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@ -922,7 +922,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
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if (shader->uniforms.has(vnode->name)) {
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//its a uniform!
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const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[vnode->name];
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if (u.texture_order >= 0) {
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if (u.is_texture()) {
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StringName name;
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if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) {
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name = "color_buffer";
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@ -1039,7 +1039,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
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if (shader->uniforms.has(anode->name)) {
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//its a uniform!
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const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[anode->name];
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if (u.texture_order >= 0) {
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if (u.is_texture()) {
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code = _mkid(anode->name); //texture, use as is
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} else {
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//a scalar or vector
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@ -8202,6 +8202,7 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f
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int texture_binding = 0;
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int uniforms = 0;
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int instance_index = 0;
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int prop_index = 0;
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#ifdef DEBUG_ENABLED
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uint64_t uniform_buffer_size = 0;
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uint64_t max_uniform_buffer_size = 0;
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@ -8756,6 +8757,7 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f
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++texture_binding;
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}
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uniform.order = -1;
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uniform.prop_order = prop_index++;
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} else {
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if (uniform_scope == ShaderNode::Uniform::SCOPE_INSTANCE && (type == TYPE_MAT2 || type == TYPE_MAT3 || type == TYPE_MAT4)) {
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_set_error(vformat(RTR("The '%s' qualifier is not supported for matrix types."), "SCOPE_INSTANCE"));
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@ -8764,6 +8766,7 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f
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uniform.texture_order = -1;
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if (uniform_scope != ShaderNode::Uniform::SCOPE_INSTANCE) {
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uniform.order = uniforms++;
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uniform.prop_order = prop_index++;
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#ifdef DEBUG_ENABLED
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if (check_device_limit_warnings) {
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if (uniform.array_size > 0) {
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@ -648,6 +648,7 @@ public:
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};
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int order = 0;
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int prop_order = 0;
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int texture_order = 0;
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int texture_binding = 0;
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DataType type = TYPE_VOID;
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@ -664,6 +665,11 @@ public:
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String group;
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String subgroup;
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_FORCE_INLINE_ bool is_texture() const {
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// Order is assigned to -1 for texture uniforms.
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return order < 0;
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}
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Uniform() {
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hint_range[0] = 0.0f;
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hint_range[1] = 1.0f;
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