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-rw-r--r--servers/physics_2d/godot_body_pair_2d.cpp2
-rw-r--r--servers/physics_2d/godot_collision_solver_2d.cpp2
-rw-r--r--servers/physics_2d/godot_collision_solver_2d_sat.cpp2
-rw-r--r--servers/physics_3d/godot_body_pair_3d.cpp2
-rw-r--r--servers/physics_3d/godot_collision_solver_3d.cpp4
-rw-r--r--servers/physics_3d/godot_collision_solver_3d_sat.cpp2
-rw-r--r--servers/rendering/renderer_rd/environment/fog.cpp2
-rw-r--r--servers/rendering/renderer_rd/environment/sky.cpp2
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp2
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/storage_rd/material_storage.cpp4
-rw-r--r--servers/rendering/renderer_rd/storage_rd/material_storage.h2
-rw-r--r--servers/rendering/renderer_rd/storage_rd/particles_storage.cpp2
14 files changed, 16 insertions, 16 deletions
diff --git a/servers/physics_2d/godot_body_pair_2d.cpp b/servers/physics_2d/godot_body_pair_2d.cpp
index 2f2af15da7..7b7c67bbc2 100644
--- a/servers/physics_2d/godot_body_pair_2d.cpp
+++ b/servers/physics_2d/godot_body_pair_2d.cpp
@@ -170,7 +170,7 @@ bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A,
Vector2 mnormal = motion / mlen;
- real_t min, max;
+ real_t min = 0.0, max = 0.0;
p_A->get_shape(p_shape_A)->project_rangev(mnormal, p_xform_A, min, max);
// Did it move enough in this direction to even attempt raycast?
diff --git a/servers/physics_2d/godot_collision_solver_2d.cpp b/servers/physics_2d/godot_collision_solver_2d.cpp
index 52237539c0..9c7b8fbe53 100644
--- a/servers/physics_2d/godot_collision_solver_2d.cpp
+++ b/servers/physics_2d/godot_collision_solver_2d.cpp
@@ -197,7 +197,7 @@ bool GodotCollisionSolver2D::solve_concave(const GodotShape2D *p_shape_A, const
real_t axis_scale = 1.0 / axis.length();
axis *= axis_scale;
- real_t smin, smax;
+ real_t smin = 0.0, smax = 0.0;
p_shape_A->project_rangev(axis, rel_transform, smin, smax);
smin *= axis_scale;
smax *= axis_scale;
diff --git a/servers/physics_2d/godot_collision_solver_2d_sat.cpp b/servers/physics_2d/godot_collision_solver_2d_sat.cpp
index 8aa30ad6a4..f8924239ea 100644
--- a/servers/physics_2d/godot_collision_solver_2d_sat.cpp
+++ b/servers/physics_2d/godot_collision_solver_2d_sat.cpp
@@ -234,7 +234,7 @@ public:
axis = Vector2(0.0, 1.0);
}
- real_t min_A, max_A, min_B, max_B;
+ real_t min_A = 0.0, max_A = 0.0, min_B = 0.0, max_B = 0.0;
if (castA) {
shape_A->project_range_cast(motion_A, axis, *transform_A, min_A, max_A);
diff --git a/servers/physics_3d/godot_body_pair_3d.cpp b/servers/physics_3d/godot_body_pair_3d.cpp
index eebbe0196d..7e6cc6f834 100644
--- a/servers/physics_3d/godot_body_pair_3d.cpp
+++ b/servers/physics_3d/godot_body_pair_3d.cpp
@@ -170,7 +170,7 @@ bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A,
Vector3 mnormal = motion / mlen;
- real_t min, max;
+ real_t min = 0.0, max = 0.0;
p_A->get_shape(p_shape_A)->project_range(mnormal, p_xform_A, min, max);
// Did it move enough in this direction to even attempt raycast?
diff --git a/servers/physics_3d/godot_collision_solver_3d.cpp b/servers/physics_3d/godot_collision_solver_3d.cpp
index 9fe0e3eb84..ca76a819ec 100644
--- a/servers/physics_3d/godot_collision_solver_3d.cpp
+++ b/servers/physics_3d/godot_collision_solver_3d.cpp
@@ -48,7 +48,7 @@ bool GodotCollisionSolver3D::solve_static_world_boundary(const GodotShape3D *p_s
static const int max_supports = 16;
Vector3 supports[max_supports];
int support_count;
- GodotShape3D::FeatureType support_type;
+ GodotShape3D::FeatureType support_type = GodotShape3D::FeatureType::FEATURE_POINT;
p_shape_B->get_supports(p_transform_B.basis.xform_inv(-p.normal).normalized(), max_supports, supports, support_count, support_type);
if (support_type == GodotShape3D::FEATURE_CIRCLE) {
@@ -338,7 +338,7 @@ bool GodotCollisionSolver3D::solve_concave(const GodotShape3D *p_shape_A, const
real_t axis_scale = 1.0 / axis.length();
axis *= axis_scale;
- real_t smin, smax;
+ real_t smin = 0.0, smax = 0.0;
p_shape_A->project_range(axis, rel_transform, smin, smax);
smin -= p_margin_A;
smax += p_margin_A;
diff --git a/servers/physics_3d/godot_collision_solver_3d_sat.cpp b/servers/physics_3d/godot_collision_solver_3d_sat.cpp
index 56e644b57b..933a5e28df 100644
--- a/servers/physics_3d/godot_collision_solver_3d_sat.cpp
+++ b/servers/physics_3d/godot_collision_solver_3d_sat.cpp
@@ -634,7 +634,7 @@ public:
axis = Vector3(0.0, 1.0, 0.0);
}
- real_t min_A, max_A, min_B, max_B;
+ real_t min_A = 0.0, max_A = 0.0, min_B = 0.0, max_B = 0.0;
shape_A->project_range(axis, *transform_A, min_A, max_A);
shape_B->project_range(axis, *transform_B, min_B, max_B);
diff --git a/servers/rendering/renderer_rd/environment/fog.cpp b/servers/rendering/renderer_rd/environment/fog.cpp
index 4c72f0a56e..74082906c4 100644
--- a/servers/rendering/renderer_rd/environment/fog.cpp
+++ b/servers/rendering/renderer_rd/environment/fog.cpp
@@ -143,7 +143,7 @@ Vector3 Fog::fog_volume_get_extents(RID p_fog_volume) const {
bool Fog::FogMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
uniform_set_updated = true;
- return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, Fog::get_singleton()->volumetric_fog.shader.version_get_shader(shader_data->version, 0), VolumetricFogShader::FogSet::FOG_SET_MATERIAL);
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, Fog::get_singleton()->volumetric_fog.shader.version_get_shader(shader_data->version, 0), VolumetricFogShader::FogSet::FOG_SET_MATERIAL, true);
}
Fog::FogMaterialData::~FogMaterialData() {
diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp
index 84130f9504..4ff2a66975 100644
--- a/servers/rendering/renderer_rd/environment/sky.cpp
+++ b/servers/rendering/renderer_rd/environment/sky.cpp
@@ -268,7 +268,7 @@ bool SkyRD::SkyMaterialData::update_parameters(const HashMap<StringName, Variant
uniform_set_updated = true;
- return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL);
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL, true);
}
SkyRD::SkyMaterialData::~SkyMaterialData() {
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
index 1987577464..c01919a606 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
@@ -509,7 +509,7 @@ void SceneShaderForwardClustered::MaterialData::set_next_pass(RID p_pass) {
bool SceneShaderForwardClustered::MaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton;
- return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardClustered::MATERIAL_UNIFORM_SET, RD::BARRIER_MASK_RASTER);
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardClustered::MATERIAL_UNIFORM_SET, true, RD::BARRIER_MASK_RASTER);
}
SceneShaderForwardClustered::MaterialData::~MaterialData() {
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
index 691d431b82..71fb3ee4f5 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -464,7 +464,7 @@ void SceneShaderForwardMobile::MaterialData::set_next_pass(RID p_pass) {
bool SceneShaderForwardMobile::MaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton;
- return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardMobile::MATERIAL_UNIFORM_SET, RD::BARRIER_MASK_RASTER);
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardMobile::MATERIAL_UNIFORM_SET, true, RD::BARRIER_MASK_RASTER);
}
SceneShaderForwardMobile::MaterialData::~MaterialData() {
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 3de6f05e84..4c14ef7b9e 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -2324,7 +2324,7 @@ RendererRD::MaterialStorage::ShaderData *RendererCanvasRenderRD::_create_shader_
bool RendererCanvasRenderRD::CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
- return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET, false);
}
RendererCanvasRenderRD::CanvasMaterialData::~CanvasMaterialData() {
diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
index 626738d971..1fecac9045 100644
--- a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
@@ -1270,7 +1270,7 @@ void MaterialStorage::MaterialData::free_parameters_uniform_set(RID p_uniform_se
}
}
-bool MaterialStorage::MaterialData::update_parameters_uniform_set(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier) {
+bool MaterialStorage::MaterialData::update_parameters_uniform_set(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, bool p_use_linear_color, uint32_t p_barrier) {
if ((uint32_t)ubo_data.size() != p_ubo_size) {
p_uniform_dirty = true;
if (uniform_buffer.is_valid()) {
@@ -1294,7 +1294,7 @@ bool MaterialStorage::MaterialData::update_parameters_uniform_set(const HashMap<
//check whether buffer changed
if (p_uniform_dirty && ubo_data.size()) {
- update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), true);
+ update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), p_use_linear_color);
RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), p_barrier);
}
diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.h b/servers/rendering/renderer_rd/storage_rd/material_storage.h
index 330eac777f..19c2f39553 100644
--- a/servers/rendering/renderer_rd/storage_rd/material_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/material_storage.h
@@ -79,7 +79,7 @@ public:
virtual ~MaterialData();
//to be used internally by update_parameters, in the most common configuration of material parameters
- bool update_parameters_uniform_set(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
+ bool update_parameters_uniform_set(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, bool p_use_linear_color, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
void free_parameters_uniform_set(RID p_uniform_set);
private:
diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
index 18303ce870..78f4c410c3 100644
--- a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
@@ -1712,7 +1712,7 @@ MaterialStorage::ShaderData *ParticlesStorage::_create_particles_shader_func() {
}
bool ParticlesStorage::ParticleProcessMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
- return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, ParticlesStorage::get_singleton()->particles_shader.shader.version_get_shader(shader_data->version, 0), 3);
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, ParticlesStorage::get_singleton()->particles_shader.shader.version_get_shader(shader_data->version, 0), 3, true);
}
ParticlesStorage::ParticleProcessMaterialData::~ParticleProcessMaterialData() {