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Change how device address is requested to avoid future API breakage
PR #100062 introduced BUFFER_USAGE_DEVICE_ADDRESS_BIT. However it did so by adding a boolean to uniform_buffer_create(), called "bool p_enable_device_address". This makes maintaining backwards compatibility harder because I am working on another feature that would require introducing yet another bit flag. This would save us the need to add fallback routines when the feature I am working on makes it to Godot 4.5. Even if my feature doesn't make it to 4.5 either, this PR makes the routine more future-proof. This PR also moves STORAGE_BUFFER_USAGE_DEVICE_ADDRESS into BUFFER_CREATION_DEVICE_ADDRESS_BIT, since it's an option available to both storage and uniforms. This PR also moves the boolean use_as_storage into BUFFER_CREATION_AS_STORAGE.
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@@ -66,7 +66,7 @@ DebugEffects::DebugEffects() {
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void DebugEffects::_create_frustum_arrays() {
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if (frustum.vertex_buffer.is_null()) {
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// Create vertex buffer, but don't put data in it yet
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frustum.vertex_buffer = RD::get_singleton()->vertex_buffer_create(8 * sizeof(float) * 3, Vector<uint8_t>(), false);
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frustum.vertex_buffer = RD::get_singleton()->vertex_buffer_create(8 * sizeof(float) * 3, Vector<uint8_t>());
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Vector<RD::VertexAttribute> attributes;
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Vector<RID> buffers;
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