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author | Pedro J. Estébanez <pedrojrulez@gmail.com> | 2022-10-06 20:45:56 +0200 |
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committer | Pedro J. Estébanez <pedrojrulez@gmail.com> | 2022-10-06 21:08:54 +0200 |
commit | 24ff2929997302e54d4ed1b2a6787c814b22ee5a (patch) | |
tree | e8cf4f71fd80d1750cc5f888046f61dd49f2564a /servers/rendering | |
parent | 0c23a2cfe3ad897e1e49008629c135764b2c155c (diff) |
Polish rendering driver refactor further
Mainly:
- Make `max_descriptors_per_pool` project setting Vulkan-specific.
- Use a common, render driver agnostic magic FourCC for shader binary data.
- Downgrade spirv_reflect to Vulkan-only dependency.
- Add a `RENDER_DRIVER_*` macro to GLSL shader code for per-driver customizations.
Diffstat (limited to 'servers/rendering')
-rw-r--r-- | servers/rendering/renderer_rd/shader_rd.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp index 0f2dea6fe9..5e9eadadd9 100644 --- a/servers/rendering/renderer_rd/shader_rd.cpp +++ b/servers/rendering/renderer_rd/shader_rd.cpp @@ -180,6 +180,7 @@ void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, c #if defined(MACOS_ENABLED) || defined(IOS_ENABLED) builder.append("#define MOLTENVK_USED\n"); #endif + builder.append(String("#define RENDER_DRIVER_") + OS::get_singleton()->get_current_rendering_driver_name().to_upper() + "\n"); } break; case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: { builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment) |