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authorclayjohn <claynjohn@gmail.com>2022-08-09 12:29:49 -0400
committerclayjohn <claynjohn@gmail.com>2022-08-09 12:29:49 -0400
commit028ef2edc863811318b75f43a23cbb2f0ee94910 (patch)
tree499d64c3b5f2fdd26a4cd871988ad025e2f795c4 /servers/rendering/renderer_rd/storage_rd
parentea4b8de2b4c06e6f18bf0470d716f787bddfecc3 (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.cpp14
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;
}