1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-13 13:31:48 +00:00

Merge pull request #53411 from RandomShaper/ubershaders_3.x

This commit is contained in:
Rémi Verschelde
2021-11-09 13:12:44 +01:00
committed by GitHub
73 changed files with 2479 additions and 718 deletions

View File

@@ -295,8 +295,8 @@ String ShaderCompilerGLES2::_dump_node_code(const SL::Node *p_node, int p_level,
int max_texture_uniforms = 0;
int max_uniforms = 0;
for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->uniforms.front(); E; E = E->next()) {
if (SL::is_sampler_type(E->get().type)) {
for (OrderedHashMap<StringName, SL::ShaderNode::Uniform>::Element E = snode->uniforms.front(); E; E = E.next()) {
if (SL::is_sampler_type(E.get().type)) {
max_texture_uniforms++;
} else {
max_uniforms++;
@@ -347,55 +347,55 @@ String ShaderCompilerGLES2::_dump_node_code(const SL::Node *p_node, int p_level,
// uniforms
for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = snode->uniforms.front(); E; E = E->next()) {
for (OrderedHashMap<StringName, SL::ShaderNode::Uniform>::Element E = snode->uniforms.front(); E; E = E.next()) {
StringBuffer<> uniform_code;
// use highp if no precision is specified to prevent different default values in fragment and vertex shader
SL::DataPrecision precision = E->get().precision;
if (precision == SL::PRECISION_DEFAULT && E->get().type != SL::TYPE_BOOL) {
SL::DataPrecision precision = E.get().precision;
if (precision == SL::PRECISION_DEFAULT && E.get().type != SL::TYPE_BOOL) {
precision = SL::PRECISION_HIGHP;
}
uniform_code += "uniform ";
uniform_code += _prestr(precision);
uniform_code += _typestr(E->get().type);
uniform_code += _typestr(E.get().type);
uniform_code += " ";
uniform_code += _mkid(E->key());
uniform_code += _mkid(E.key());
uniform_code += ";\n";
if (SL::is_sampler_type(E->get().type)) {
r_gen_code.texture_uniforms.write[E->get().texture_order] = E->key();
r_gen_code.texture_hints.write[E->get().texture_order] = E->get().hint;
if (SL::is_sampler_type(E.get().type)) {
r_gen_code.texture_uniforms.write[E.get().texture_order] = E.key();
r_gen_code.texture_hints.write[E.get().texture_order] = E.get().hint;
} else {
r_gen_code.uniforms.write[E->get().order] = E->key();
r_gen_code.uniforms.write[E.get().order] = E.key();
}
vertex_global += uniform_code.as_string();
fragment_global += uniform_code.as_string();
p_actions.uniforms->insert(E->key(), E->get());
p_actions.uniforms->insert(E.key(), E.get());
}
// varyings
List<Pair<StringName, SL::ShaderNode::Varying>> var_frag_to_light;
for (Map<StringName, SL::ShaderNode::Varying>::Element *E = snode->varyings.front(); E; E = E->next()) {
if (E->get().stage == SL::ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT || E->get().stage == SL::ShaderNode::Varying::STAGE_FRAGMENT) {
var_frag_to_light.push_back(Pair<StringName, SL::ShaderNode::Varying>(E->key(), E->get()));
fragment_varyings.insert(E->key());
for (OrderedHashMap<StringName, SL::ShaderNode::Varying>::Element E = snode->varyings.front(); E; E = E.next()) {
if (E.get().stage == SL::ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT || E.get().stage == SL::ShaderNode::Varying::STAGE_FRAGMENT) {
var_frag_to_light.push_back(Pair<StringName, SL::ShaderNode::Varying>(E.key(), E.get()));
fragment_varyings.insert(E.key());
continue;
}
StringBuffer<> varying_code;
varying_code += "varying ";
varying_code += _prestr(E->get().precision);
varying_code += _typestr(E->get().type);
varying_code += _prestr(E.get().precision);
varying_code += _typestr(E.get().type);
varying_code += " ";
varying_code += _mkid(E->key());
if (E->get().array_size > 0) {
varying_code += _mkid(E.key());
if (E.get().array_size > 0) {
varying_code += "[";
varying_code += itos(E->get().array_size);
varying_code += itos(E.get().array_size);
varying_code += "]";
}
varying_code += ";\n";