From 978aa05a997c3e040ae674f9a1e6176bafddcc4a Mon Sep 17 00:00:00 2001 From: clayjohn Date: Fri, 14 Oct 2022 11:18:27 -0700 Subject: Fix error in Web builds that resulting in 2D objects not drawing in the GLES3 backend. Issue came from not binding a light UBO when using the DISABLE_LIGHTING code path --- drivers/gles3/rasterizer_canvas_gles3.cpp | 3 +++ drivers/gles3/shaders/canvas.glsl | 2 ++ drivers/gles3/shaders/canvas_uniforms_inc.glsl | 3 ++- 3 files changed, 7 insertions(+), 1 deletion(-) (limited to 'drivers/gles3') diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 65bb98d29e..2844c20193 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -130,7 +130,10 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ if (syncStatus == GL_UNSIGNALED) { // If older than 2 frames, wait for sync OpenGL can have up to 3 frames in flight, any more and we need to sync anyway. if (state.canvas_instance_data_buffers[state.current_buffer].last_frame_used < RSG::rasterizer->get_frame_number() - 2) { +#ifndef WEB_ENABLED + // On web, we do nothing as the glSubBufferData will force a sync anyway and WebGL does not like waiting. glClientWaitSync(state.canvas_instance_data_buffers[state.current_buffer].fence, 0, 100000000); // wait for up to 100ms +#endif } else { // Used in last frame or frame before that. OpenGL can get up to two frames behind, so these buffers may still be in use // Allocate a new buffer and use that. diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index 22a11cdc29..23db41802e 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -211,7 +211,9 @@ void main() { #include "canvas_uniforms_inc.glsl" #include "stdlib_inc.glsl" +#ifndef DISABLE_LIGHTING uniform sampler2D atlas_texture; //texunit:-2 +#endif // DISABLE_LIGHTING //uniform sampler2D shadow_atlas_texture; //texunit:-3 uniform sampler2D screen_texture; //texunit:-4 uniform sampler2D sdf_texture; //texunit:-5 diff --git a/drivers/gles3/shaders/canvas_uniforms_inc.glsl b/drivers/gles3/shaders/canvas_uniforms_inc.glsl index 43d275205f..dd5ebecb1a 100644 --- a/drivers/gles3/shaders/canvas_uniforms_inc.glsl +++ b/drivers/gles3/shaders/canvas_uniforms_inc.glsl @@ -82,6 +82,7 @@ layout(std140) uniform CanvasData { //ubo:0 uint pad2; }; +#ifndef DISABLE_LIGHTING #define LIGHT_FLAGS_BLEND_MASK uint(3 << 16) #define LIGHT_FLAGS_BLEND_MODE_ADD uint(0 << 16) #define LIGHT_FLAGS_BLEND_MODE_SUB uint(1 << 16) @@ -114,7 +115,7 @@ struct Light { layout(std140) uniform LightData { //ubo:2 Light light_array[MAX_LIGHTS]; }; - +#endif // DISABLE_LIGHTING layout(std140) uniform DrawDataInstances { //ubo:3 DrawData draw_data[MAX_DRAW_DATA_INSTANCES]; -- cgit v1.2.3