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Rename RD uniform "type" to "uniform_type"
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
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parent
40b81339d0
commit
19bdd01438
12 changed files with 281 additions and 281 deletions
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@ -1022,7 +1022,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
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{
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
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u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
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u.binding = 1;
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u.ids.push_back(state.canvas_state_buffer);
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uniforms.push_back(u);
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@ -1030,7 +1030,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
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{
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
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u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
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u.binding = 2;
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u.ids.push_back(state.lights_uniform_buffer);
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uniforms.push_back(u);
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@ -1038,7 +1038,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
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{
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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u.binding = 3;
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u.ids.push_back(storage->decal_atlas_get_texture());
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uniforms.push_back(u);
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@ -1046,7 +1046,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
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{
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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u.binding = 4;
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u.ids.push_back(state.shadow_texture);
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uniforms.push_back(u);
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@ -1054,7 +1054,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
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{
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_SAMPLER;
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u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
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u.binding = 5;
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u.ids.push_back(state.shadow_sampler);
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uniforms.push_back(u);
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@ -1062,7 +1062,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
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{
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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u.binding = 6;
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RID screen;
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if (p_backbuffer) {
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@ -1079,7 +1079,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
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{
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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u.binding = 7;
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RID sdf = storage->render_target_get_sdf_texture(p_to_render_target);
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u.ids.push_back(sdf);
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@ -1089,7 +1089,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
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{
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//needs samplers for the material (uses custom textures) create them
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_SAMPLER;
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u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
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u.binding = 8;
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u.ids.resize(12);
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RID *ids_ptr = u.ids.ptrw();
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@ -1110,7 +1110,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
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{
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.binding = 9;
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u.ids.push_back(storage->global_variables_get_storage_buffer());
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uniforms.push_back(u);
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@ -2320,7 +2320,7 @@ void RendererCanvasRenderRD::MaterialData::update_parameters(const Map<StringNam
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{
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if (shader_data->ubo_size) {
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
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u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
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u.binding = 0;
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u.ids.push_back(uniform_buffer);
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uniforms.push_back(u);
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@ -2329,7 +2329,7 @@ void RendererCanvasRenderRD::MaterialData::update_parameters(const Map<StringNam
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const RID *textures = texture_cache.ptrw();
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for (uint32_t i = 0; i < tex_uniform_count; i++) {
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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u.binding = 1 + i;
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u.ids.push_back(textures[i]);
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uniforms.push_back(u);
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@ -2681,7 +2681,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
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{
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.binding = 0;
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u.ids.push_back(storage->get_default_rd_storage_buffer());
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uniforms.push_back(u);
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