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Use a spec constant to control whether the MultiMesh branch is used in the vertex shader. #94289
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akien-mga
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godotengine:master
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clayjohn:MOBILE-multimesh-spec-constant
Jul 17, 2024
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This is changing the way
is_multimesh
is detected in the scene_forward_movine.glsl shader, but non mobile shaders will continue using the old way. Is there a reason to not unify criterias in different shaders?There was a problem hiding this comment.
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Yes, we will be changing how multimesh are handled in both shaders in 4.4. But before we do that, we need to merge #90400 otherwise we will make the shader compilation stutter much worse.
This PR is a band aid fix for 4.3. It only targets Mobile since the Quest3 is the only device with this driver bug and the cost of adding a new spec_constant in the Forward+ shader is much higher. The way the Mobile renderer works right now, this change won't increase shader compilation stutter, so it is safe to make. In the Forward+ renderer this change could increase shader compilation stutter (its already a much bigger problem there) and since the Forward+ renderer can't be used on the Quest3, it doesn't really provide a benefit.