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Ensure that "detect 3D" is only called when using 3D shaders

clayjohn 2 years ago
parent
commit
0b7e2dfdfc

+ 10 - 10
drivers/gles3/storage/material_storage.cpp

@@ -714,7 +714,7 @@ static const RS::CanvasItemTextureFilter filter_from_uniform_canvas[ShaderLangua
 	RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, // ShaderLanguage::TextureFilter::FILTER_DEFAULT,
 };
 
-void MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color) {
+void MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size) {
 	MaterialStorage *material_storage = MaterialStorage::get_singleton();
 	bool uses_global_buffer = false;
 
@@ -820,7 +820,7 @@ MaterialData::~MaterialData() {
 	}
 }
 
-void MaterialData::update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) {
+void MaterialData::update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_is_3d_shader_type) {
 	TextureStorage *texture_storage = TextureStorage::get_singleton();
 	MaterialStorage *material_storage = MaterialStorage::get_singleton();
 
@@ -991,7 +991,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
 				if (tex) {
 					gl_texture = textures[j];
 #ifdef TOOLS_ENABLED
-					if (tex->detect_3d_callback && p_use_linear_color) {
+					if (tex->detect_3d_callback && p_is_3d_shader_type) {
 						tex->detect_3d_callback(tex->detect_3d_callback_ud);
 					}
 					if (tex->detect_normal_callback && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL)) {
@@ -1046,7 +1046,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
 	}
 }
 
-void MaterialData::update_parameters_internal(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) {
+void MaterialData::update_parameters_internal(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, bool p_is_3d_shader_type) {
 	if ((uint32_t)ubo_data.size() != p_ubo_size) {
 		p_uniform_dirty = true;
 		if (!uniform_buffer) {
@@ -1061,7 +1061,7 @@ void MaterialData::update_parameters_internal(const HashMap<StringName, Variant>
 
 	//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());
 		glBindBuffer(GL_UNIFORM_BUFFER, uniform_buffer);
 		glBufferData(GL_UNIFORM_BUFFER, ubo_data.size(), ubo_data.ptrw(), GL_DYNAMIC_DRAW);
 		glBindBuffer(GL_UNIFORM_BUFFER, 0);
@@ -1078,7 +1078,7 @@ void MaterialData::update_parameters_internal(const HashMap<StringName, Variant>
 	}
 
 	if (p_textures_dirty && tex_uniform_count) {
-		update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true);
+		update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), p_is_3d_shader_type);
 	}
 }
 
@@ -2626,7 +2626,7 @@ GLES3::ShaderData *GLES3::_create_canvas_shader_func() {
 }
 
 void CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
-	update_parameters_internal(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);
+	update_parameters_internal(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, false);
 }
 
 static void bind_uniforms_generic(const Vector<RID> &p_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, int texture_offset = 0, const RS::CanvasItemTextureFilter *filter_mapping = filter_from_uniform, const RS::CanvasItemTextureRepeat *repeat_mapping = repeat_from_uniform) {
@@ -2795,7 +2795,7 @@ GLES3::ShaderData *GLES3::_create_sky_shader_func() {
 
 void SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
 	uniform_set_updated = true;
-	update_parameters_internal(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);
+	update_parameters_internal(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, true);
 }
 
 SkyMaterialData::~SkyMaterialData() {
@@ -3061,7 +3061,7 @@ void SceneMaterialData::set_next_pass(RID p_pass) {
 }
 
 void SceneMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
-	update_parameters_internal(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);
+	update_parameters_internal(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, true);
 }
 
 SceneMaterialData::~SceneMaterialData() {
@@ -3160,7 +3160,7 @@ GLES3::ShaderData *GLES3::_create_particles_shader_func() {
 }
 
 void ParticleProcessMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
-	update_parameters_internal(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);
+	update_parameters_internal(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, true);
 }
 
 ParticleProcessMaterialData::~ParticleProcessMaterialData() {

+ 2 - 4
drivers/gles3/storage/material_storage.h

@@ -88,7 +88,7 @@ struct Shader {
 /* Material structs */
 
 struct MaterialData {
-	void update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color);
+	void update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size);
 	void update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color);
 
 	virtual void set_render_priority(int p_priority) = 0;
@@ -98,7 +98,7 @@ struct MaterialData {
 	virtual ~MaterialData();
 
 	// Used internally by all Materials
-	void update_parameters_internal(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);
+	void update_parameters_internal(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, bool p_is_3d_shader_type);
 
 protected:
 	Vector<uint8_t> ubo_data;
@@ -112,8 +112,6 @@ private:
 	List<RID>::Element *global_texture_E = nullptr;
 	uint64_t global_textures_pass = 0;
 	HashMap<StringName, uint64_t> used_global_textures;
-
-	//internally by update_parameters_internal
 };
 
 typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);

+ 1 - 1
servers/rendering/renderer_rd/storage_rd/material_storage.cpp

@@ -1033,7 +1033,7 @@ bool MaterialStorage::MaterialData::update_parameters_uniform_set(const HashMap<
 	}
 
 	if (p_textures_dirty && tex_uniform_count) {
-		update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true);
+		update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), p_use_linear_color);
 	}
 
 	if (p_ubo_size == 0 && (p_texture_uniforms.size() == 0)) {