Rename RenderingServer global shader uniform methods to be more explicit

The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
This commit is contained in:
Hugo Locurcio 2022-04-03 18:56:43 +02:00
parent 2e05cc3314
commit 4b42379c8f
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GPG key ID: 39E8F8BE30B0A49C
45 changed files with 532 additions and 532 deletions

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@ -1441,7 +1441,7 @@ void RendererSceneCull::instance_geometry_set_shader_parameter(RID p_instance, c
E->value.value = p_value;
if (E->value.index >= 0 && instance->instance_allocated_shader_parameters) {
//update directly
RSG::material_storage->global_variables_instance_update(p_instance, E->value.index, p_value);
RSG::material_storage->global_shader_uniforms_instance_update(p_instance, E->value.index, p_value);
}
}
}
@ -3850,16 +3850,16 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
if (p_instance->instance_allocated_shader_parameters != (p_instance->instance_shader_parameters.size() > 0)) {
p_instance->instance_allocated_shader_parameters = (p_instance->instance_shader_parameters.size() > 0);
if (p_instance->instance_allocated_shader_parameters) {
p_instance->instance_allocated_shader_parameters_offset = RSG::material_storage->global_variables_instance_allocate(p_instance->self);
p_instance->instance_allocated_shader_parameters_offset = RSG::material_storage->global_shader_uniforms_instance_allocate(p_instance->self);
geom->geometry_instance->set_instance_shader_parameters_offset(p_instance->instance_allocated_shader_parameters_offset);
for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : p_instance->instance_shader_parameters) {
if (E.value.value.get_type() != Variant::NIL) {
RSG::material_storage->global_variables_instance_update(p_instance->self, E.value.index, E.value.value);
RSG::material_storage->global_shader_uniforms_instance_update(p_instance->self, E.value.index, E.value.value);
}
}
} else {
RSG::material_storage->global_variables_instance_free(p_instance->self);
RSG::material_storage->global_shader_uniforms_instance_free(p_instance->self);
p_instance->instance_allocated_shader_parameters_offset = -1;
geom->geometry_instance->set_instance_shader_parameters_offset(-1);
}
@ -3955,7 +3955,7 @@ bool RendererSceneCull::free(RID p_rid) {
if (instance->instance_allocated_shader_parameters) {
//free the used shader parameters
RSG::material_storage->global_variables_instance_free(instance->self);
RSG::material_storage->global_shader_uniforms_instance_free(instance->self);
}
update_dirty_instances(); //in case something changed this