Fix incorrect checking of uniform set to prevent error spam

This commit is contained in:
Yuri Roubinsky 2021-08-06 11:17:09 +03:00
parent 7997a188ca
commit ac4406cfbe
4 changed files with 14 additions and 10 deletions

View file

@ -483,8 +483,8 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
}
if (material_uniform_set != prev_material_uniform_set) {
//update uniform set
if (material_uniform_set.is_valid()) {
// Update uniform set.
if (RD::get_singleton()->uniform_set_is_valid(material_uniform_set)) { // Material may not have a uniform set.
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET);
}

View file

@ -1684,8 +1684,8 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
}
if (material_uniform_set != prev_material_uniform_set) {
//update uniform set
if (material_uniform_set.is_valid()) {
// Update uniform set.
if (RD::get_singleton()->uniform_set_is_valid(material_uniform_set)) { // Material may not have a uniform set.
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET);
}

View file

@ -1089,7 +1089,8 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co
if (material_data) {
if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
pipeline_variants = &material_data->shader_data->pipeline_variants;
if (material_data->uniform_set.is_valid()) {
// Update uniform set.
if (RD::get_singleton()->uniform_set_is_valid(material_data->uniform_set)) { // Material may not have a uniform set.
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, MATERIAL_UNIFORM_SET);
}
} else {

View file

@ -285,12 +285,15 @@ void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, p_pipeline->get_render_pipeline(RD::INVALID_ID, fb_format));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, 0);
if (p_uniform_set.is_valid()) { //material may not have uniform set
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
// Update uniform sets.
{
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, 0);
if (RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a uniform set.
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
}
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, 3);
}
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, 3);
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);