Merge pull request #68643 from Chaosus/fix_shader

Fix https://github.com/godotengine/godot/issues/68378
This commit is contained in:
Yuri Rubinsky 2022-11-15 23:37:56 +03:00 committed by GitHub
commit f3c12c0ab4
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 70 additions and 2 deletions

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@ -1141,8 +1141,18 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
case SL::OP_STRUCT:
case SL::OP_CONSTRUCT: {
ERR_FAIL_COND_V(onode->arguments[0]->type != SL::Node::TYPE_VARIABLE, String());
const SL::VariableNode *vnode = static_cast<const SL::VariableNode *>(onode->arguments[0]);
const SL::FunctionNode *func = nullptr;
const bool is_internal_func = internal_functions.has(vnode->name);
SL::VariableNode *vnode = (SL::VariableNode *)onode->arguments[0];
if (!is_internal_func) {
for (int i = 0; i < shader->functions.size(); i++) {
if (shader->functions[i].name == vnode->name) {
func = shader->functions[i].function;
break;
}
}
}
bool is_texture_func = false;
bool is_screen_texture = false;
@ -1156,7 +1166,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
used_flag_pointers.insert(vnode->name);
}
if (internal_functions.has(vnode->name)) {
if (is_internal_func) {
code += vnode->name;
is_texture_func = texture_functions.has(vnode->name);
} else if (p_default_actions.renames.has(vnode->name)) {
@ -1172,6 +1182,44 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
if (i > 1) {
code += ", ";
}
bool is_out_qualifier = false;
if (is_internal_func) {
is_out_qualifier = SL::is_builtin_func_out_parameter(vnode->name, i - 1);
} else if (func != nullptr) {
const SL::ArgumentQualifier qualifier = func->arguments[i - 1].qualifier;
is_out_qualifier = qualifier == SL::ARGUMENT_QUALIFIER_OUT || qualifier == SL::ARGUMENT_QUALIFIER_INOUT;
}
if (is_out_qualifier) {
StringName name;
bool found = false;
{
const SL::Node *node = onode->arguments[i];
bool done = false;
do {
switch (node->type) {
case SL::Node::TYPE_VARIABLE: {
name = static_cast<const SL::VariableNode *>(node)->name;
done = true;
found = true;
} break;
case SL::Node::TYPE_MEMBER: {
node = static_cast<const SL::MemberNode *>(node)->owner;
} break;
default: {
done = true;
} break;
}
} while (!done);
}
if (found && p_actions.write_flag_pointers.has(name)) {
*p_actions.write_flag_pointers[name] = true;
}
}
String node_code = _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
if (!RS::get_singleton()->is_low_end() && is_texture_func && i == 1) {
//need to map from texture to sampler in order to sample when using Vulkan GLSL

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@ -9717,6 +9717,25 @@ String ShaderLanguage::get_shader_type(const String &p_code) {
return String();
}
bool ShaderLanguage::is_builtin_func_out_parameter(const String &p_name, int p_param) {
int i = 0;
while (builtin_func_out_args[i].name) {
if (p_name == builtin_func_out_args[i].name) {
for (int j = 0; j < BuiltinFuncOutArgs::MAX_ARGS; j++) {
int arg = builtin_func_out_args[i].arguments[j];
if (arg == p_param) {
return true;
}
if (arg < 0) {
return false;
}
}
}
i++;
}
return false;
}
#ifdef DEBUG_ENABLED
void ShaderLanguage::_check_warning_accums() {
for (const KeyValue<ShaderWarning::Code, HashMap<StringName, HashMap<StringName, Usage>> *> &E : warnings_check_map2) {

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@ -1119,6 +1119,7 @@ public:
void clear();
static String get_shader_type(const String &p_code);
static bool is_builtin_func_out_parameter(const String &p_name, int p_param);
struct ShaderCompileInfo {
HashMap<StringName, FunctionInfo> functions;