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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.
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2e05cc3314
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4b42379c8f
45 changed files with 532 additions and 532 deletions
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@ -370,7 +370,7 @@ void ShaderCompiler::_dump_function_deps(const SL::ShaderNode *p_node, const Str
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}
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}
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static String _get_global_variable_from_type_and_index(const String &p_buffer, const String &p_index, ShaderLanguage::DataType p_type) {
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static String _get_global_shader_uniform_from_type_and_index(const String &p_buffer, const String &p_index, ShaderLanguage::DataType p_type) {
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switch (p_type) {
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case ShaderLanguage::TYPE_BOOL: {
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return "(" + p_buffer + "[" + p_index + "].x != 0.0)";
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@ -903,11 +903,11 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
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if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
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code = actions.base_uniform_string + _mkid(vnode->name); //texture, use as is
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//global variable, this means the code points to an index to the global table
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code = _get_global_variable_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type);
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code = _get_global_shader_uniform_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type);
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} else if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
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//instance variable, index it as such
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code = "(" + p_default_actions.instance_uniform_index_variable + "+" + itos(u.instance_index) + ")";
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code = _get_global_variable_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type);
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code = _get_global_shader_uniform_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type);
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} else {
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//regular uniform, index from UBO
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code = actions.base_uniform_string + _mkid(vnode->name);
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@ -1003,11 +1003,11 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
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if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
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code = actions.base_uniform_string + _mkid(anode->name); //texture, use as is
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//global variable, this means the code points to an index to the global table
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code = _get_global_variable_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type);
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code = _get_global_shader_uniform_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type);
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} else if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
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//instance variable, index it as such
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code = "(" + p_default_actions.instance_uniform_index_variable + "+" + itos(u.instance_index) + ")";
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code = _get_global_variable_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type);
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code = _get_global_shader_uniform_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type);
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} else {
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//regular uniform, index from UBO
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code = actions.base_uniform_string + _mkid(anode->name);
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@ -1309,8 +1309,8 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
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}
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ShaderLanguage::DataType ShaderCompiler::_get_variable_type(const StringName &p_type) {
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RS::GlobalVariableType gvt = RS::get_singleton()->global_variable_get_type(p_type);
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return (ShaderLanguage::DataType)RS::global_variable_type_get_shader_datatype(gvt);
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RS::GlobalShaderUniformType gvt = RS::get_singleton()->global_shader_uniform_get_type(p_type);
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return (ShaderLanguage::DataType)RS::global_shader_uniform_type_get_shader_datatype(gvt);
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}
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Error ShaderCompiler::compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
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@ -1318,7 +1318,7 @@ Error ShaderCompiler::compile(RS::ShaderMode p_mode, const String &p_code, Ident
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info.functions = ShaderTypes::get_singleton()->get_functions(p_mode);
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info.render_modes = ShaderTypes::get_singleton()->get_modes(p_mode);
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info.shader_types = ShaderTypes::get_singleton()->get_types();
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info.global_variable_type_func = _get_variable_type;
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info.global_shader_uniform_type_func = _get_variable_type;
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Error err = parser.compile(p_code, info);
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