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path: root/drivers/gles3/rasterizer_scene_gles3.cpp
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Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp15
1 files changed, 7 insertions, 8 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 85b35639ec..d106bb31c7 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -737,7 +737,6 @@ void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection,
RS::EnvironmentBG background = environment_get_background(p_env);
if (sky) {
- ERR_FAIL_COND(!sky);
sky_material = sky->material;
if (sky_material.is_valid()) {
@@ -2043,7 +2042,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
} break;
}
- if (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
+ if constexpr (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 2);
GLuint texture_to_bind = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_CUBEMAP_BLACK))->tex_id;
if (p_render_data->environment.is_valid()) {
@@ -2074,7 +2073,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
GLES3::SceneMaterialData *material_data;
void *mesh_surface;
- if (p_pass_mode == PASS_MODE_SHADOW) {
+ if constexpr (p_pass_mode == PASS_MODE_SHADOW) {
shader = surf->shader_shadow;
material_data = surf->material_shadow;
mesh_surface = surf->surface_shadow;
@@ -2088,7 +2087,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
continue;
}
- if (p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
+ if constexpr (p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
if (scene_state.current_depth_test != shader->depth_test) {
if (shader->depth_test == GLES3::SceneShaderData::DEPTH_TEST_DISABLED) {
glDisable(GL_DEPTH_TEST);
@@ -2115,9 +2114,9 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
scene_state.current_depth_draw = shader->depth_draw;
}
- if (p_pass_mode == PASS_MODE_COLOR_TRANSPARENT || p_pass_mode == PASS_MODE_COLOR_ADDITIVE) {
+ if constexpr (p_pass_mode == PASS_MODE_COLOR_TRANSPARENT || p_pass_mode == PASS_MODE_COLOR_ADDITIVE) {
GLES3::SceneShaderData::BlendMode desired_blend_mode;
- if (p_pass_mode == PASS_MODE_COLOR_ADDITIVE) {
+ if constexpr (p_pass_mode == PASS_MODE_COLOR_ADDITIVE) {
desired_blend_mode = GLES3::SceneShaderData::BLEND_MODE_ADD;
} else {
desired_blend_mode = shader->blend_mode;
@@ -2241,9 +2240,9 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
if (prev_shader != shader || prev_variant != instance_variant) {
material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant);
float opaque_prepass_threshold = 0.0;
- if (p_pass_mode == PASS_MODE_DEPTH) {
+ if constexpr (p_pass_mode == PASS_MODE_DEPTH) {
opaque_prepass_threshold = 0.99;
- } else if (p_pass_mode == PASS_MODE_SHADOW) {
+ } else if constexpr (p_pass_mode == PASS_MODE_SHADOW) {
opaque_prepass_threshold = 0.1;
}