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Rename uniform
to parameter
across the engine
#64952
Rename uniform
to parameter
across the engine
#64952
Conversation
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Hey @Chaosus, thanks a lot for taking the time to do this!
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In the project setting, it's called Also, I didn't change the name of the methods in the |
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I think anything exposed to users should use "parameter". I don't think it is a big deal to change the naming in RenderingServer and MaterialStorage. After all, reduz originally named them with parameter and it was just changed to "uniform" recently (in #59840 and #59844) |
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Yep, should be consistent whichever way the cookie crumbles |
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uniform
to parameter
across the engine
@clayjohn Alright, I've renamed uniform term to parameter across all functions and enumeration members: |
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Edit: Changed to |
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I've added |
Awesome! Shader Globals works perfect. |
No, RD::Uniform and Uniform set etc. should all remain as is. Just the user-facing functions to set a single uniform should be changed. I'll review now! |
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Looks mostly good. Great work! I think everything in RenderingDevice should continue to use "uniform". So you'll have to undo those changes unfortunately. I think it is best it maintains the original name as people using it will be more familiar with uniforms as uniform has a specific meaning in the context of graphics APIs that is incompatible with the more general term "parameter". Parameter is fine for the Godot-shader API though, so it is suitable for user-facing code in the editer, scene nodes and RenderingServer
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@clayjohn Done I think - check again |
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The actual problem is that uniform term is unfriendly to VisualShader for artists, everywhere else it should be uniform, which is the right term. "parameter" is not more friendly for programmers, its more confusing because anything can be a parameter. |
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It also marks vulkan_core.h as changed, it should not be?
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Sorry, due to formatting suddenly, reverted it back |
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Thanks! |
Changes:
ShaderMaterial::set_shader_uniform/get_shader_uniform
renamed toset_shader_param/get_shader_param
.<Type>Uniform
renamed to<Type>Parameter
.VisualShaderEditor
.VisualShaderNodeTextureUniform
toVisualShaderNodeTextureParameter
andVisualShaderNodeTexture2DParameter
.default_value
type inVisualShaderNodeVec4Parameter
fromQuaternion
toVector4
.Target to close godotengine/godot-proposals#5123 hope I did everything correct (as far as I remember the last bikeshedding meeting)