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Fix error in Web builds that resulting in 2D

objects not drawing in the GLES3 backend.

Issue came from not binding a light UBO when using the DISABLE_LIGHTING
code path
This commit is contained in:
clayjohn
2022-10-14 11:18:27 -07:00
parent 39534a7aec
commit 978aa05a99
3 changed files with 7 additions and 1 deletions

View File

@@ -130,7 +130,10 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
if (syncStatus == GL_UNSIGNALED) { if (syncStatus == GL_UNSIGNALED) {
// If older than 2 frames, wait for sync OpenGL can have up to 3 frames in flight, any more and we need to sync anyway. // If older than 2 frames, wait for sync OpenGL can have up to 3 frames in flight, any more and we need to sync anyway.
if (state.canvas_instance_data_buffers[state.current_buffer].last_frame_used < RSG::rasterizer->get_frame_number() - 2) { if (state.canvas_instance_data_buffers[state.current_buffer].last_frame_used < RSG::rasterizer->get_frame_number() - 2) {
#ifndef WEB_ENABLED
// On web, we do nothing as the glSubBufferData will force a sync anyway and WebGL does not like waiting.
glClientWaitSync(state.canvas_instance_data_buffers[state.current_buffer].fence, 0, 100000000); // wait for up to 100ms glClientWaitSync(state.canvas_instance_data_buffers[state.current_buffer].fence, 0, 100000000); // wait for up to 100ms
#endif
} else { } else {
// Used in last frame or frame before that. OpenGL can get up to two frames behind, so these buffers may still be in use // Used in last frame or frame before that. OpenGL can get up to two frames behind, so these buffers may still be in use
// Allocate a new buffer and use that. // Allocate a new buffer and use that.

View File

@@ -211,7 +211,9 @@ void main() {
#include "canvas_uniforms_inc.glsl" #include "canvas_uniforms_inc.glsl"
#include "stdlib_inc.glsl" #include "stdlib_inc.glsl"
#ifndef DISABLE_LIGHTING
uniform sampler2D atlas_texture; //texunit:-2 uniform sampler2D atlas_texture; //texunit:-2
#endif // DISABLE_LIGHTING
//uniform sampler2D shadow_atlas_texture; //texunit:-3 //uniform sampler2D shadow_atlas_texture; //texunit:-3
uniform sampler2D screen_texture; //texunit:-4 uniform sampler2D screen_texture; //texunit:-4
uniform sampler2D sdf_texture; //texunit:-5 uniform sampler2D sdf_texture; //texunit:-5

View File

@@ -82,6 +82,7 @@ layout(std140) uniform CanvasData { //ubo:0
uint pad2; uint pad2;
}; };
#ifndef DISABLE_LIGHTING
#define LIGHT_FLAGS_BLEND_MASK uint(3 << 16) #define LIGHT_FLAGS_BLEND_MASK uint(3 << 16)
#define LIGHT_FLAGS_BLEND_MODE_ADD uint(0 << 16) #define LIGHT_FLAGS_BLEND_MODE_ADD uint(0 << 16)
#define LIGHT_FLAGS_BLEND_MODE_SUB uint(1 << 16) #define LIGHT_FLAGS_BLEND_MODE_SUB uint(1 << 16)
@@ -114,7 +115,7 @@ struct Light {
layout(std140) uniform LightData { //ubo:2 layout(std140) uniform LightData { //ubo:2
Light light_array[MAX_LIGHTS]; Light light_array[MAX_LIGHTS];
}; };
#endif // DISABLE_LIGHTING
layout(std140) uniform DrawDataInstances { //ubo:3 layout(std140) uniform DrawDataInstances { //ubo:3
DrawData draw_data[MAX_DRAW_DATA_INSTANCES]; DrawData draw_data[MAX_DRAW_DATA_INSTANCES];