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Rename uniform to parameter across the engine
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@@ -1436,7 +1436,7 @@ void RendererSceneCull::instance_geometry_set_lod_bias(RID p_instance, float p_l
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}
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}
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void RendererSceneCull::instance_geometry_set_shader_uniform(RID p_instance, const StringName &p_parameter, const Variant &p_value) {
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void RendererSceneCull::instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) {
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Instance *instance = instance_owner.get_or_null(p_instance);
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ERR_FAIL_COND(!instance);
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@@ -1454,12 +1454,12 @@ void RendererSceneCull::instance_geometry_set_shader_uniform(RID p_instance, con
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E->value.value = p_value;
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if (E->value.index >= 0 && instance->instance_allocated_shader_uniforms) {
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//update directly
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RSG::material_storage->global_shader_uniforms_instance_update(p_instance, E->value.index, p_value);
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RSG::material_storage->global_shader_parameters_instance_update(p_instance, E->value.index, p_value);
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}
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}
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}
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Variant RendererSceneCull::instance_geometry_get_shader_uniform(RID p_instance, const StringName &p_parameter) const {
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Variant RendererSceneCull::instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const {
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const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
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ERR_FAIL_COND_V(!instance, Variant());
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@@ -1469,7 +1469,7 @@ Variant RendererSceneCull::instance_geometry_get_shader_uniform(RID p_instance,
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return Variant();
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}
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Variant RendererSceneCull::instance_geometry_get_shader_uniform_default_value(RID p_instance, const StringName &p_parameter) const {
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Variant RendererSceneCull::instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const {
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const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
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ERR_FAIL_COND_V(!instance, Variant());
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@@ -1479,7 +1479,7 @@ Variant RendererSceneCull::instance_geometry_get_shader_uniform_default_value(RI
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return Variant();
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}
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void RendererSceneCull::instance_geometry_get_shader_uniform_list(RID p_instance, List<PropertyInfo> *p_parameters) const {
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void RendererSceneCull::instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const {
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const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
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ERR_FAIL_COND(!instance);
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@@ -3673,7 +3673,7 @@ void RendererSceneCull::render_particle_colliders() {
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void RendererSceneCull::_update_instance_shader_uniforms_from_material(HashMap<StringName, Instance::InstanceShaderParameter> &isparams, const HashMap<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material) {
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List<RendererMaterialStorage::InstanceShaderParam> plist;
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RSG::material_storage->material_get_instance_shader_uniforms(p_material, &plist);
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RSG::material_storage->material_get_instance_shader_parameters(p_material, &plist);
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for (const RendererMaterialStorage::InstanceShaderParam &E : plist) {
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StringName name = E.info.name;
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if (isparams.has(name)) {
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@@ -3879,17 +3879,17 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
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if (p_instance->instance_allocated_shader_uniforms != (p_instance->instance_shader_uniforms.size() > 0)) {
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p_instance->instance_allocated_shader_uniforms = (p_instance->instance_shader_uniforms.size() > 0);
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if (p_instance->instance_allocated_shader_uniforms) {
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p_instance->instance_allocated_shader_uniforms_offset = RSG::material_storage->global_shader_uniforms_instance_allocate(p_instance->self);
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p_instance->instance_allocated_shader_uniforms_offset = RSG::material_storage->global_shader_parameters_instance_allocate(p_instance->self);
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ERR_FAIL_NULL(geom->geometry_instance);
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geom->geometry_instance->set_instance_shader_uniforms_offset(p_instance->instance_allocated_shader_uniforms_offset);
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for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : p_instance->instance_shader_uniforms) {
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if (E.value.value.get_type() != Variant::NIL) {
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RSG::material_storage->global_shader_uniforms_instance_update(p_instance->self, E.value.index, E.value.value);
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RSG::material_storage->global_shader_parameters_instance_update(p_instance->self, E.value.index, E.value.value);
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}
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}
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} else {
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RSG::material_storage->global_shader_uniforms_instance_free(p_instance->self);
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RSG::material_storage->global_shader_parameters_instance_free(p_instance->self);
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p_instance->instance_allocated_shader_uniforms_offset = -1;
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ERR_FAIL_NULL(geom->geometry_instance);
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geom->geometry_instance->set_instance_shader_uniforms_offset(-1);
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@@ -3987,7 +3987,7 @@ bool RendererSceneCull::free(RID p_rid) {
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if (instance->instance_allocated_shader_uniforms) {
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//free the used shader parameters
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RSG::material_storage->global_shader_uniforms_instance_free(instance->self);
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RSG::material_storage->global_shader_parameters_instance_free(instance->self);
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}
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update_dirty_instances(); //in case something changed this
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