Fully initialize all members of structs `IdentifierActions`, `GeneratedCode` and `DefaultIdentifierActions`
(cherry picked from commit b38ac30fe0
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@ -52,38 +52,38 @@ public:
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HashMap<StringName, bool *> usage_flag_pointers;
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HashMap<StringName, bool *> write_flag_pointers;
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HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms;
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HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> *uniforms = nullptr;
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};
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struct GeneratedCode {
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Vector<String> defines;
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struct Texture {
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StringName name;
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ShaderLanguage::DataType type;
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ShaderLanguage::ShaderNode::Uniform::Hint hint;
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ShaderLanguage::DataType type = ShaderLanguage::DataType::TYPE_VOID;
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ShaderLanguage::ShaderNode::Uniform::Hint hint = ShaderLanguage::ShaderNode::Uniform::Hint::HINT_NONE;
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bool use_color = false;
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ShaderLanguage::TextureFilter filter;
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ShaderLanguage::TextureRepeat repeat;
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bool global;
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int array_size;
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ShaderLanguage::TextureFilter filter = ShaderLanguage::TextureFilter::FILTER_DEFAULT;
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ShaderLanguage::TextureRepeat repeat = ShaderLanguage::TextureRepeat::REPEAT_DEFAULT;
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bool global = false;
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int array_size = 0;
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};
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Vector<Texture> texture_uniforms;
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Vector<uint32_t> uniform_offsets;
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uint32_t uniform_total_size;
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uint32_t uniform_total_size = 0;
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String uniforms;
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String stage_globals[STAGE_MAX];
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HashMap<String, String> code;
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bool uses_global_textures;
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bool uses_fragment_time;
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bool uses_vertex_time;
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bool uses_screen_texture_mipmaps;
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bool uses_screen_texture;
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bool uses_depth_texture;
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bool uses_normal_roughness_texture;
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bool uses_global_textures = false;
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bool uses_fragment_time = false;
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bool uses_vertex_time = false;
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bool uses_screen_texture_mipmaps = false;
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bool uses_screen_texture = false;
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bool uses_depth_texture = false;
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bool uses_normal_roughness_texture = false;
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};
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struct DefaultIdentifierActions {
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@ -91,8 +91,8 @@ public:
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HashMap<StringName, String> render_mode_defines;
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HashMap<StringName, String> usage_defines;
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HashMap<StringName, String> custom_samplers;
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ShaderLanguage::TextureFilter default_filter;
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ShaderLanguage::TextureRepeat default_repeat;
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ShaderLanguage::TextureFilter default_filter = ShaderLanguage::TextureFilter::FILTER_DEFAULT;
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ShaderLanguage::TextureRepeat default_repeat = ShaderLanguage::TextureRepeat::REPEAT_DEFAULT;
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int base_texture_binding_index = 0;
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int texture_layout_set = 0;
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String base_uniform_string;
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