1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-11 13:10:58 +00:00

Remove selective shader baking.

This commit is contained in:
Pāvels Nadtočajevs
2025-07-23 23:02:24 +03:00
parent e0603aeda3
commit 9c325d0f91
5 changed files with 6 additions and 75 deletions

View File

@@ -222,15 +222,6 @@ void Fog::init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_lay
} else {
volumetric_fog.shader.set_variant_enabled(0, false);
}
// Always bake default (with image atomics) variant.
volumetric_fog.shader.set_variants_bake_for(0, "*", true, true);
// Bake no "image atomics" variant for macOS/iOS (Vulkan and Metal) and visionOS (Metal).
volumetric_fog.shader.set_variants_bake_for(1, "macos_forward_clustered_vulkan", true, false);
volumetric_fog.shader.set_variants_bake_for(1, "macos_forward_clustered_metal", true, false);
volumetric_fog.shader.set_variants_bake_for(1, "ios_forward_clustered_vulkan", true, false);
volumetric_fog.shader.set_variants_bake_for(1, "ios_forward_clustered_metal", true, false);
volumetric_fog.shader.set_variants_bake_for(1, "visionos_forward_clustered_metal", true, false);
material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_shader_funcs);
material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_material_funcs);
@@ -333,15 +324,6 @@ ALBEDO = vec3(1.0);
} else {
volumetric_fog.process_shader.set_variant_enabled(i, false);
}
// Always bake default (with image atomics) variant.
volumetric_fog.process_shader.set_variants_bake_for(i, "*", true, true);
// Bake no "image atomics" variant for macOS/iOS (Vulkan and Metal) and visionOS (Metal) only.
volumetric_fog.process_shader.set_variants_bake_for(i + VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX, "macos_forward_clustered_vulkan", true, false);
volumetric_fog.process_shader.set_variants_bake_for(i + VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX, "macos_forward_clustered_metal", true, false);
volumetric_fog.process_shader.set_variants_bake_for(i + VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX, "ios_forward_clustered_vulkan", true, false);
volumetric_fog.process_shader.set_variants_bake_for(i + VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX, "ios_forward_clustered_metal", true, false);
volumetric_fog.process_shader.set_variants_bake_for(i + VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX, "visionos_forward_clustered_metal", true, false);
}
volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create();