Pushes array of uniforms to first place in the buffer to prevent bug

This commit is contained in:
Yuri Roubinsky 2021-11-07 22:46:12 +03:00
parent c89061e982
commit bbfa5f29c7

View file

@ -7439,7 +7439,6 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
int texture_uniforms = 0;
int texture_binding = 0;
int uniforms = 0;
int instance_index = 0;
ShaderNode::Uniform::Scope uniform_scope = ShaderNode::Uniform::SCOPE_LOCAL;
@ -7790,9 +7789,6 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
return ERR_PARSE_ERROR;
}
uniform2.texture_order = -1;
if (uniform_scope != ShaderNode::Uniform::SCOPE_INSTANCE) {
uniform2.order = uniforms++;
}
}
if (uniform2.array_size > 0) {
@ -8771,6 +8767,20 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
tk = _get_token();
}
int uniforms = 0;
// Need to push arrays to first place in a uniform buffer in order to correct work.
for (Map<StringName, ShaderNode::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) {
if (E->get().texture_order == -1 && E->get().scope != ShaderNode::Uniform::SCOPE_INSTANCE && E->get().array_size > 0) {
E->get().order = uniforms++;
}
}
for (Map<StringName, ShaderNode::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) {
if (E->get().texture_order == -1 && E->get().scope != ShaderNode::Uniform::SCOPE_INSTANCE && E->get().array_size == 0) {
E->get().order = uniforms++;
}
}
int error_line;
String error_message;
if (!_check_varying_usages(&error_line, &error_message)) {