diff options
Diffstat (limited to 'drivers/gles3/shader_gles3.h')
-rw-r--r-- | drivers/gles3/shader_gles3.h | 8 |
1 files changed, 5 insertions, 3 deletions
diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h index 15281064af..763d3bfa8b 100644 --- a/drivers/gles3/shader_gles3.h +++ b/drivers/gles3/shader_gles3.h @@ -73,10 +73,11 @@ private: //versions CharString general_defines; - // A version is a high-level construct which is a combination of built-in and user-defined shader code - // Variants use #idefs to toggle behaviour on and off to change behaviour of the shader + // A version is a high-level construct which is a combination of built-in and user-defined shader code, Each user-created Shader makes one version + // Variants use #ifdefs to toggle behaviour on and off to change behaviour of the shader + // All variants are compiled each time a new version is created // Specializations use #ifdefs to toggle behaviour on and off for performance, on supporting hardware, they will compile a version with everything enabled, and then compile more copies to improve performance - // Use specializations to enable and disabled advanced features, use variants to toggle behaviour when different data may be used (e.g. using a samplerArray vs a sampler) + // Use specializations to enable and disabled advanced features, use variants to toggle behaviour when different data may be used (e.g. using a samplerArray vs a sampler, or doing a depth prepass vs a color pass) struct Version { Vector<StringName> texture_uniforms; CharString uniforms; @@ -217,6 +218,7 @@ protected: ERR_FAIL_INDEX_V(p_which, uniform_count, -1); Version *version = version_owner.get_or_null(p_version); ERR_FAIL_COND_V(!version, -1); + ERR_FAIL_INDEX_V(p_variant, int(version->variants.size()), -1); return version->variants[p_variant].lookup_ptr(p_specialization)->uniform_location[p_which]; } |