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mirror of https://github.com/godotengine/godot.git synced 2025-11-07 12:30:27 +00:00

Extract global variable, shader and material storage

This commit is contained in:
Bastiaan Olij
2022-03-21 22:25:25 +11:00
parent fc4e9d6299
commit 36defd1179
38 changed files with 4564 additions and 4095 deletions

View File

@@ -213,14 +213,13 @@ public:
FUNC2(texture_set_force_redraw_if_visible, RID, bool)
//from now on, calls forwarded to this singleton
/* SHADER API */
#undef ServerName
#undef server_name
#define ServerName RendererStorage
#define server_name RSG::storage
/* SHADER API */
#define ServerName RendererMaterialStorage
#define server_name RSG::material_storage
FUNCRIDSPLIT(shader)
@@ -249,6 +248,13 @@ public:
/* MESH API */
//from now on, calls forwarded to this singleton
#undef ServerName
#undef server_name
#define ServerName RendererStorage
#define server_name RSG::storage
virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces, int p_blend_shape_count = 0) override {
RID mesh = RSG::storage->mesh_allocate();
@@ -870,8 +876,8 @@ public:
#undef server_name
#undef ServerName
//from now on, calls forwarded to this singleton
#define ServerName RendererStorage
#define server_name RSG::storage
#define ServerName RendererMaterialStorage
#define server_name RSG::material_storage
FUNC3(global_variable_add, const StringName &, GlobalVariableType, const Variant &)
FUNC1(global_variable_remove, const StringName &)