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-rw-r--r--servers/rendering_server.cpp90
1 files changed, 60 insertions, 30 deletions
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 908f05702c..e170b66562 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -1569,35 +1569,64 @@ Array RenderingServer::_mesh_surface_get_skeleton_aabb_bind(RID p_mesh, int p_su
ShaderLanguage::DataType RenderingServer::global_variable_type_get_shader_datatype(GlobalVariableType p_type) {
switch (p_type) {
- case RS::GLOBAL_VAR_TYPE_BOOL: return ShaderLanguage::TYPE_BOOL;
- case RS::GLOBAL_VAR_TYPE_BVEC2: return ShaderLanguage::TYPE_BVEC2;
- case RS::GLOBAL_VAR_TYPE_BVEC3: return ShaderLanguage::TYPE_BVEC3;
- case RS::GLOBAL_VAR_TYPE_BVEC4: return ShaderLanguage::TYPE_BVEC4;
- case RS::GLOBAL_VAR_TYPE_INT: return ShaderLanguage::TYPE_INT;
- case RS::GLOBAL_VAR_TYPE_IVEC2: return ShaderLanguage::TYPE_IVEC2;
- case RS::GLOBAL_VAR_TYPE_IVEC3: return ShaderLanguage::TYPE_IVEC3;
- case RS::GLOBAL_VAR_TYPE_IVEC4: return ShaderLanguage::TYPE_IVEC4;
- case RS::GLOBAL_VAR_TYPE_RECT2I: return ShaderLanguage::TYPE_IVEC4;
- case RS::GLOBAL_VAR_TYPE_UINT: return ShaderLanguage::TYPE_UINT;
- case RS::GLOBAL_VAR_TYPE_UVEC2: return ShaderLanguage::TYPE_UVEC2;
- case RS::GLOBAL_VAR_TYPE_UVEC3: return ShaderLanguage::TYPE_UVEC3;
- case RS::GLOBAL_VAR_TYPE_UVEC4: return ShaderLanguage::TYPE_UVEC4;
- case RS::GLOBAL_VAR_TYPE_FLOAT: return ShaderLanguage::TYPE_FLOAT;
- case RS::GLOBAL_VAR_TYPE_VEC2: return ShaderLanguage::TYPE_VEC2;
- case RS::GLOBAL_VAR_TYPE_VEC3: return ShaderLanguage::TYPE_VEC3;
- case RS::GLOBAL_VAR_TYPE_VEC4: return ShaderLanguage::TYPE_VEC4;
- case RS::GLOBAL_VAR_TYPE_COLOR: return ShaderLanguage::TYPE_VEC4;
- case RS::GLOBAL_VAR_TYPE_RECT2: return ShaderLanguage::TYPE_VEC4;
- case RS::GLOBAL_VAR_TYPE_MAT2: return ShaderLanguage::TYPE_MAT2;
- case RS::GLOBAL_VAR_TYPE_MAT3: return ShaderLanguage::TYPE_MAT3;
- case RS::GLOBAL_VAR_TYPE_MAT4: return ShaderLanguage::TYPE_MAT4;
- case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D: return ShaderLanguage::TYPE_MAT3;
- case RS::GLOBAL_VAR_TYPE_TRANSFORM: return ShaderLanguage::TYPE_MAT4;
- case RS::GLOBAL_VAR_TYPE_SAMPLER2D: return ShaderLanguage::TYPE_SAMPLER2D;
- case RS::GLOBAL_VAR_TYPE_SAMPLER2DARRAY: return ShaderLanguage::TYPE_SAMPLER2DARRAY;
- case RS::GLOBAL_VAR_TYPE_SAMPLER3D: return ShaderLanguage::TYPE_SAMPLER3D;
- case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE: return ShaderLanguage::TYPE_SAMPLERCUBE;
- default: return ShaderLanguage::TYPE_MAX; //invalid or not found
+ case RS::GLOBAL_VAR_TYPE_BOOL:
+ return ShaderLanguage::TYPE_BOOL;
+ case RS::GLOBAL_VAR_TYPE_BVEC2:
+ return ShaderLanguage::TYPE_BVEC2;
+ case RS::GLOBAL_VAR_TYPE_BVEC3:
+ return ShaderLanguage::TYPE_BVEC3;
+ case RS::GLOBAL_VAR_TYPE_BVEC4:
+ return ShaderLanguage::TYPE_BVEC4;
+ case RS::GLOBAL_VAR_TYPE_INT:
+ return ShaderLanguage::TYPE_INT;
+ case RS::GLOBAL_VAR_TYPE_IVEC2:
+ return ShaderLanguage::TYPE_IVEC2;
+ case RS::GLOBAL_VAR_TYPE_IVEC3:
+ return ShaderLanguage::TYPE_IVEC3;
+ case RS::GLOBAL_VAR_TYPE_IVEC4:
+ return ShaderLanguage::TYPE_IVEC4;
+ case RS::GLOBAL_VAR_TYPE_RECT2I:
+ return ShaderLanguage::TYPE_IVEC4;
+ case RS::GLOBAL_VAR_TYPE_UINT:
+ return ShaderLanguage::TYPE_UINT;
+ case RS::GLOBAL_VAR_TYPE_UVEC2:
+ return ShaderLanguage::TYPE_UVEC2;
+ case RS::GLOBAL_VAR_TYPE_UVEC3:
+ return ShaderLanguage::TYPE_UVEC3;
+ case RS::GLOBAL_VAR_TYPE_UVEC4:
+ return ShaderLanguage::TYPE_UVEC4;
+ case RS::GLOBAL_VAR_TYPE_FLOAT:
+ return ShaderLanguage::TYPE_FLOAT;
+ case RS::GLOBAL_VAR_TYPE_VEC2:
+ return ShaderLanguage::TYPE_VEC2;
+ case RS::GLOBAL_VAR_TYPE_VEC3:
+ return ShaderLanguage::TYPE_VEC3;
+ case RS::GLOBAL_VAR_TYPE_VEC4:
+ return ShaderLanguage::TYPE_VEC4;
+ case RS::GLOBAL_VAR_TYPE_COLOR:
+ return ShaderLanguage::TYPE_VEC4;
+ case RS::GLOBAL_VAR_TYPE_RECT2:
+ return ShaderLanguage::TYPE_VEC4;
+ case RS::GLOBAL_VAR_TYPE_MAT2:
+ return ShaderLanguage::TYPE_MAT2;
+ case RS::GLOBAL_VAR_TYPE_MAT3:
+ return ShaderLanguage::TYPE_MAT3;
+ case RS::GLOBAL_VAR_TYPE_MAT4:
+ return ShaderLanguage::TYPE_MAT4;
+ case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D:
+ return ShaderLanguage::TYPE_MAT3;
+ case RS::GLOBAL_VAR_TYPE_TRANSFORM:
+ return ShaderLanguage::TYPE_MAT4;
+ case RS::GLOBAL_VAR_TYPE_SAMPLER2D:
+ return ShaderLanguage::TYPE_SAMPLER2D;
+ case RS::GLOBAL_VAR_TYPE_SAMPLER2DARRAY:
+ return ShaderLanguage::TYPE_SAMPLER2DARRAY;
+ case RS::GLOBAL_VAR_TYPE_SAMPLER3D:
+ return ShaderLanguage::TYPE_SAMPLER3D;
+ case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE:
+ return ShaderLanguage::TYPE_SAMPLERCUBE;
+ default:
+ return ShaderLanguage::TYPE_MAX; //invalid or not found
}
}
@@ -2451,7 +2480,8 @@ RenderingServer::RenderingServer() {
GLOBAL_DEF("rendering/quality/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno,Apple");
GLOBAL_DEF("rendering/quality/texture_filters/use_nearest_mipmap_filter", false);
- GLOBAL_DEF("rendering/quality/texture_filters/max_anisotropy", 4);
+ GLOBAL_DEF("rendering/quality/texture_filters/anisotropic_filtering_level", 2);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/texture_filters/anisotropic_filtering_level", PropertyInfo(Variant::INT, "rendering/quality/texture_filters/anisotropic_filtering_level", PROPERTY_HINT_ENUM, "Disabled (Fastest),2x (Faster),4x (Fast),8x (Average),16x (Slow)"));
GLOBAL_DEF("rendering/quality/depth_of_field/depth_of_field_bokeh_shape", 1);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/depth_of_field/depth_of_field_bokeh_shape", PropertyInfo(Variant::INT, "rendering/quality/depth_of_field/depth_of_field_bokeh_shape", PROPERTY_HINT_ENUM, "Box (Fast),Hexagon (Average),Circle (Slow)"));