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

Fix incorrect checking of uniform set to prevent error spam (2)

This commit is contained in:
Yuri Roubinsky
2021-08-19 09:10:44 +03:00
parent 5ccf797c9c
commit b6af457d25
5 changed files with 5 additions and 5 deletions

View File

@@ -484,7 +484,7 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
if (material_uniform_set != prev_material_uniform_set) { if (material_uniform_set != prev_material_uniform_set) {
// Update uniform set. // Update uniform set.
if (RD::get_singleton()->uniform_set_is_valid(material_uniform_set)) { // Material may not have a uniform set. if (material_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material_uniform_set)) { // Material may not have a uniform set.
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET);
} }

View File

@@ -1976,7 +1976,7 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
if (material_uniform_set != prev_material_uniform_set) { if (material_uniform_set != prev_material_uniform_set) {
// Update uniform set. // Update uniform set.
if (RD::get_singleton()->uniform_set_is_valid(material_uniform_set)) { // Material may not have a uniform set. if (material_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material_uniform_set)) { // Material may not have a uniform set.
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET);
} }

View File

@@ -1094,7 +1094,7 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co
if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) { if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
pipeline_variants = &material_data->shader_data->pipeline_variants; pipeline_variants = &material_data->shader_data->pipeline_variants;
// Update uniform set. // Update uniform set.
if (RD::get_singleton()->uniform_set_is_valid(material_data->uniform_set)) { // Material may not have a uniform set. if (material_data->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material_data->uniform_set)) { // Material may not have a uniform set.
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, MATERIAL_UNIFORM_SET); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, MATERIAL_UNIFORM_SET);
} }
} else { } else {

View File

@@ -287,7 +287,7 @@ void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_
// Update uniform sets. // Update uniform sets.
{ {
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, 0); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, 0);
if (RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a uniform set. if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a uniform set.
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
} }
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);

View File

@@ -4848,7 +4848,7 @@ void RendererStorageRD::_particles_process(Particles *p_particles, double p_delt
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->particles_material_uniform_set, 1); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->particles_material_uniform_set, 1);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->collision_textures_uniform_set, 2); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->collision_textures_uniform_set, 2);
if (m->uniform_set.is_valid()) { if (m->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(m->uniform_set)) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, m->uniform_set, 3); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, m->uniform_set, 3);
} }