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godot/servers/rendering/storage
clayjohn 35100396e4 Validate varying count when compiling shaders
This avoids crashing on devices when a number of varyings greater than the device limit is used.

For now this accurately prints an error when compiling the shader, but the error text only pops up in the editor if the number of user varyings is above the limit.
2025-02-13 15:07:15 -08:00
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camera_attributes_storage.cpp
camera_attributes_storage.h
compositor_storage.cpp
compositor_storage.h
environment_storage.cpp
environment_storage.h
light_storage.h Fix various typos 2025-01-08 14:47:42 +02:00
material_storage.h Add transparency support for LightmapGI 2024-12-18 19:36:16 +01:00
mesh_storage.cpp Added indirect drawing functionality to MultiMesh 2025-01-13 14:51:51 -06:00
mesh_storage.h Added indirect drawing functionality to MultiMesh 2025-01-13 14:51:51 -06:00
particles_storage.h Fix GPUParticlesCollisionHeightField3D adding collisions excluded by its layer_mask 2025-02-04 08:02:44 +02:00
render_data.cpp
render_data.h
render_scene_buffers.cpp Metal: Add MetalFX upscaling support 2025-01-06 06:03:18 -07:00
render_scene_buffers.h
render_scene_data.cpp
render_scene_data.h
texture_storage.h Allow using custom Rect2i for rendering with OpenXR 2025-01-09 09:46:15 -06:00
utilities.cpp
utilities.h Validate varying count when compiling shaders 2025-02-13 15:07:15 -08:00
variant_converters.h