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Implement instance uniforms in Compatibility renderer #96819

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1 change: 1 addition & 0 deletions drivers/gles3/rasterizer_scene_gles3.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3453,6 +3453,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
}

material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::MODEL_FLAGS, inst->flags_cache, shader->version, instance_variant, spec_constants);
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::INSTANCE_OFFSET, uint32_t(inst->shader_uniforms_offset), shader->version, instance_variant, spec_constants);

if (p_pass_mode == PASS_MODE_MATERIAL) {
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::UV_OFFSET, p_params->uv_offset, shader->version, instance_variant, spec_constants);
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2 changes: 2 additions & 0 deletions drivers/gles3/shaders/scene.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -261,6 +261,7 @@ uniform highp mat4 world_transform;
uniform highp vec3 compressed_aabb_position;
uniform highp vec3 compressed_aabb_size;
uniform highp vec4 uv_scale;
uniform highp uint instance_offset;

uniform highp uint model_flags;

Expand Down Expand Up @@ -965,6 +966,7 @@ ivec2 multiview_uv(ivec2 uv) {
uniform highp mat4 world_transform;
uniform mediump float opaque_prepass_threshold;
uniform highp uint model_flags;
uniform highp uint instance_offset;

#if defined(RENDER_MATERIAL)
layout(location = 0) out vec4 albedo_output_buffer;
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1 change: 1 addition & 0 deletions drivers/gles3/storage/material_storage.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1371,6 +1371,7 @@ MaterialStorage::MaterialStorage() {

actions.check_multiview_samplers = RasterizerGLES3::get_singleton()->is_xr_enabled();
actions.global_buffer_array_variable = "global_shader_uniforms";
actions.instance_uniform_index_variable = "instance_offset";

shaders.compiler_scene.initialize(actions);
}
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4 changes: 2 additions & 2 deletions servers/rendering/shader_compiler.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -949,7 +949,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
code = _get_global_shader_uniform_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type);
} else if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
//instance variable, index it as such
code = "(" + p_default_actions.instance_uniform_index_variable + "+" + itos(u.instance_index) + ")";
code = "(" + p_default_actions.instance_uniform_index_variable + "+" + itos(u.instance_index) + "u)";
code = _get_global_shader_uniform_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type);
} else {
//regular uniform, index from UBO
Expand Down Expand Up @@ -1049,7 +1049,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
code = _get_global_shader_uniform_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type);
} else if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
//instance variable, index it as such
code = "(" + p_default_actions.instance_uniform_index_variable + "+" + itos(u.instance_index) + ")";
code = "(" + p_default_actions.instance_uniform_index_variable + "+" + itos(u.instance_index) + "u)";
code = _get_global_shader_uniform_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type);
} else {
//regular uniform, index from UBO
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4 changes: 0 additions & 4 deletions servers/rendering/shader_language.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -9049,10 +9049,6 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f
_set_error(vformat(RTR("Uniform instances are not yet implemented for '%s' shaders."), shader_type_identifier));
return ERR_PARSE_ERROR;
}
if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
_set_error(RTR("Uniform instances are not supported in gl_compatibility shaders."));
return ERR_PARSE_ERROR;
}
if (uniform_scope == ShaderNode::Uniform::SCOPE_LOCAL) {
tk = _get_token();
if (tk.type != TK_UNIFORM) {
Expand Down
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