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-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp2
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp32
-rw-r--r--drivers/gles3/shaders/canvas.glsl5
-rw-r--r--drivers/gles3/shaders/ssao.glsl6
4 files changed, 26 insertions, 19 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 007c3605c1..7e02f2f3f5 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -3304,7 +3304,7 @@ void RasterizerSceneGLES3::_prepare_depth_texture() {
void RasterizerSceneGLES3::_bind_depth_texture() {
if (!state.bound_depth_texture) {
- ERR_FAIL_COND(!state.prepared_depth_texture)
+ ERR_FAIL_COND(!state.prepared_depth_texture);
//bind depth for read
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 8);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 8311d0de84..561a3cae2d 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -3772,28 +3772,30 @@ PoolVector<uint8_t> RasterizerStorageGLES3::mesh_surface_get_index_array(RID p_m
Surface *surface = mesh->surfaces[p_surface];
- ERR_FAIL_COND_V(surface->index_array_len == 0, PoolVector<uint8_t>());
-
PoolVector<uint8_t> ret;
ret.resize(surface->index_array_byte_size);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
+
+ if (surface->index_array_byte_size > 0) {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
#if defined(GLES_OVER_GL) || defined(__EMSCRIPTEN__)
- {
- PoolVector<uint8_t>::Write w = ret.write();
- glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, surface->index_array_byte_size, w.ptr());
- }
+ {
+ PoolVector<uint8_t>::Write w = ret.write();
+ glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, surface->index_array_byte_size, w.ptr());
+ }
#else
- void *data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, surface->index_array_byte_size, GL_MAP_READ_BIT);
- ERR_FAIL_NULL_V(data, PoolVector<uint8_t>());
- {
- PoolVector<uint8_t>::Write w = ret.write();
- copymem(w.ptr(), data, surface->index_array_byte_size);
- }
- glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
+ void *data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, surface->index_array_byte_size, GL_MAP_READ_BIT);
+ ERR_FAIL_NULL_V(data, PoolVector<uint8_t>());
+ {
+ PoolVector<uint8_t>::Write w = ret.write();
+ copymem(w.ptr(), data, surface->index_array_byte_size);
+ }
+ glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
#endif
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+
return ret;
}
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 0d1e7ee4a1..a46b31c92e 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -117,7 +117,12 @@ void main() {
#ifdef USE_INSTANCING
mat4 extra_matrix_instance = extra_matrix * transpose(mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0)));
color *= instance_color;
+
+#ifdef USE_INSTANCE_CUSTOM
vec4 instance_custom = instance_custom_data;
+#else
+ vec4 instance_custom = vec4(0.0);
+#endif
#else
mat4 extra_matrix_instance = extra_matrix;
diff --git a/drivers/gles3/shaders/ssao.glsl b/drivers/gles3/shaders/ssao.glsl
index be44365169..d9cdc3fc1f 100644
--- a/drivers/gles3/shaders/ssao.glsl
+++ b/drivers/gles3/shaders/ssao.glsl
@@ -16,15 +16,15 @@ void main() {
#define TWO_PI 6.283185307179586476925286766559
#ifdef SSAO_QUALITY_HIGH
-#define NUM_SAMPLES (80)
+#define NUM_SAMPLES (16)
#endif
#ifdef SSAO_QUALITY_LOW
-#define NUM_SAMPLES (15)
+#define NUM_SAMPLES (8)
#endif
#if !defined(SSAO_QUALITY_LOW) && !defined(SSAO_QUALITY_HIGH)
-#define NUM_SAMPLES (40)
+#define NUM_SAMPLES (12)
#endif
// If using depth mip levels, the log of the maximum pixel offset before we need to switch to a lower