diff options
author | clayjohn <claynjohn@gmail.com> | 2022-08-09 12:29:49 -0400 |
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committer | clayjohn <claynjohn@gmail.com> | 2022-08-09 12:29:49 -0400 |
commit | 028ef2edc863811318b75f43a23cbb2f0ee94910 (patch) | |
tree | 499d64c3b5f2fdd26a4cd871988ad025e2f795c4 /servers/rendering/renderer_rd/storage_rd | |
parent | ea4b8de2b4c06e6f18bf0470d716f787bddfecc3 (diff) |
Add shader uniform hints for screen textures so users can specify custom filter and repeat modes.
At this time, it works best in the Vulkan Renderers as they support using multiple samplers with the same texture.
In GLES3 this feature really only allows you to use the screen texture without mipmaps if you want to save the cost of generating them.
Diffstat (limited to 'servers/rendering/renderer_rd/storage_rd')
-rw-r--r-- | servers/rendering/renderer_rd/storage_rd/material_storage.cpp | 14 |
1 files changed, 13 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp index 88ce6c261c..e120424bbb 100644 --- a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp @@ -941,6 +941,12 @@ void MaterialStorage::MaterialData::update_uniform_buffer(const HashMap<StringNa continue; //instance uniforms don't appear in the buffer } + if (E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE || + E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE || + E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) { + continue; + } + if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) { //this is a global variable, get the index to it GlobalShaderUniforms::Variable *gv = material_storage->global_shader_uniforms.variables.getptr(E.key); @@ -1052,6 +1058,12 @@ void MaterialStorage::MaterialData::update_textures(const HashMap<StringName, Va Vector<RID> textures; + if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE || + p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE || + p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) { + continue; + } + if (p_texture_uniforms[i].global) { uses_global_textures = true; @@ -1307,7 +1319,7 @@ bool MaterialStorage::MaterialData::update_parameters_uniform_set(const HashMap< update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true); } - if (p_ubo_size == 0 && p_texture_uniforms.size() == 0) { + if (p_ubo_size == 0 && (p_texture_uniforms.size() == 0)) { // This material does not require an uniform set, so don't create it. return false; } |