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Fix shader state caching when blend shapes used
Previously, conditionals set on the shader would change outside of the
_render_list function when blend shapes were used
This is an issue because the function keeps track of the previous shader
state to try to minimize state changes
Now we keep all this shader state change within the _render_list
function to ensure the saved previous state is correct
(cherry picked from commit 9988739332
)
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@ -1268,8 +1268,6 @@ void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e, const Transfo
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if (s->blend_shapes.size() && e->instance->blend_values.size()) {
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//blend shapes, use transform feedback
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storage->mesh_render_blend_shapes(s, e->instance->blend_values.read().ptr());
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//disable octahedral compression as the result of blend shapes is always uncompressed cartesian coordinates
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state.scene_shader.set_conditional(SceneShaderGLES3::ENABLE_OCTAHEDRAL_COMPRESSION, false);
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//rebind shader
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state.scene_shader.bind();
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#ifdef DEBUG_ENABLED
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@ -2116,7 +2114,9 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_PHYSICAL_LIGHT_ATTENUATION, storage->config.use_physical_light_attenuation);
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bool octahedral_compression = e->instance->base_type != VS::INSTANCE_IMMEDIATE && ((RasterizerStorageGLES3::Surface *)e->geometry)->format & VisualServer::ArrayFormat::ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION;
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bool octahedral_compression = e->instance->base_type != VS::INSTANCE_IMMEDIATE &&
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((RasterizerStorageGLES3::Surface *)e->geometry)->format & VisualServer::ArrayFormat::ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION &&
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!(((RasterizerStorageGLES3::Surface *)e->geometry)->blend_shapes.size() && e->instance->blend_values.size());
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if (octahedral_compression != prev_octahedral_compression) {
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state.scene_shader.set_conditional(SceneShaderGLES3::ENABLE_OCTAHEDRAL_COMPRESSION, octahedral_compression);
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rebind = true;
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