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Make inclusion of Godot version in shader hash universal

This commit is contained in:
Pedro J. Estébanez
2023-01-09 17:44:29 +01:00
parent 964fc6e15d
commit 5ca2ba45f1
2 changed files with 6 additions and 2 deletions

View File

@@ -36,7 +36,6 @@
#include "core/io/marshalls.h"
#include "core/os/os.h"
#include "core/templates/hashfuncs.h"
#include "core/version.h"
#include "drivers/vulkan/vulkan_context.h"
#include "thirdparty/misc/smolv.h"
@@ -4574,7 +4573,7 @@ String RenderingDeviceVulkan::_shader_uniform_debug(RID p_shader, int p_set) {
#define SHADER_BINARY_VERSION 3
String RenderingDeviceVulkan::shader_get_binary_cache_key() const {
return "Vulkan-SV" + itos(SHADER_BINARY_VERSION) + "-" + String(VERSION_NUMBER) + "-" + String(VERSION_HASH);
return "Vulkan-SV" + itos(SHADER_BINARY_VERSION);
}
struct RenderingDeviceVulkanShaderBinaryDataBinding {