Merge pull request #96912 from Chaosus/shader_fix_sky
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Fix broken sky shader
This commit is contained in:
Rémi Verschelde 2024-09-13 11:49:05 +02:00 committed by GitHub
commit 74de05a01c
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GPG Key ID: B5690EEEBB952194
2 changed files with 25 additions and 18 deletions

View File

@ -185,7 +185,7 @@ static String f2sp0(float p_float) {
return num;
}
static String get_constant_text(SL::DataType p_type, const Vector<SL::Scalar> &p_values, bool p_is_op) {
static String get_constant_text(SL::DataType p_type, const Vector<SL::Scalar> &p_values) {
switch (p_type) {
case SL::TYPE_BOOL:
return p_values[0].boolean ? "true" : "false";
@ -205,7 +205,7 @@ static String get_constant_text(SL::DataType p_type, const Vector<SL::Scalar> &p
}
case SL::TYPE_INT:
return itos(p_is_op ? Math::abs(p_values[0].sint) : p_values[0].sint); // To prevent writing unary minus twice in operator expression parsing.
return itos(p_values[0].sint);
case SL::TYPE_IVEC2:
case SL::TYPE_IVEC3:
case SL::TYPE_IVEC4: {
@ -238,7 +238,7 @@ static String get_constant_text(SL::DataType p_type, const Vector<SL::Scalar> &p
return text;
} break;
case SL::TYPE_FLOAT:
return f2sp0(p_is_op ? Math::abs(p_values[0].real) : p_values[0].real); // To prevent writing unary minus twice in operator expression parsing.
return f2sp0(p_values[0].real);
case SL::TYPE_VEC2:
case SL::TYPE_VEC3:
case SL::TYPE_VEC4: {
@ -446,7 +446,7 @@ static String _get_global_shader_uniform_from_type_and_index(const String &p_buf
}
}
String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_use_scope, bool p_is_op) {
String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_use_scope) {
String code;
switch (p_node->type) {
@ -1090,7 +1090,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
SL::ConstantNode *cnode = (SL::ConstantNode *)p_node;
if (cnode->array_size == 0) {
return get_constant_text(cnode->datatype, cnode->values, p_is_op);
return get_constant_text(cnode->datatype, cnode->values);
} else {
if (cnode->get_datatype() == SL::TYPE_STRUCT) {
code += _mkid(cnode->struct_name);
@ -1128,18 +1128,25 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
case SL::OP_ASSIGN_BIT_AND:
case SL::OP_ASSIGN_BIT_OR:
case SL::OP_ASSIGN_BIT_XOR:
code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true, true, true) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning, true, true);
code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, true) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
break;
case SL::OP_BIT_INVERT:
case SL::OP_NEGATE:
case SL::OP_NOT:
case SL::OP_DECREMENT:
case SL::OP_INCREMENT:
code = _opstr(onode->op) + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning, true, true);
break;
case SL::OP_INCREMENT: {
const String node_code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
if (onode->op == SL::OP_NEGATE && node_code.begins_with("-")) { // To prevent writing unary minus twice.
code = node_code;
} else {
code = _opstr(onode->op) + node_code;
}
} break;
case SL::OP_POST_DECREMENT:
case SL::OP_POST_INCREMENT:
code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning, true, true) + _opstr(onode->op);
code = _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + _opstr(onode->op);
break;
case SL::OP_CALL:
case SL::OP_STRUCT:
@ -1235,7 +1242,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
}
}
String node_code = _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning, true, true);
String node_code = _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
if (is_texture_func && i == 1) {
// If we're doing a texture lookup we need to check our texture argument
StringName texture_uniform;
@ -1352,19 +1359,19 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
}
} break;
case SL::OP_INDEX: {
code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning, true, true);
code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += "[";
code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning, true, true);
code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += "]";
} break;
case SL::OP_SELECT_IF: {
code += "(";
code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning, true, true);
code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += "?";
code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning, true, true);
code += _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += ":";
code += _dump_node_code(onode->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning, true, true);
code += _dump_node_code(onode->arguments[2], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += ")";
} break;
@ -1376,7 +1383,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
if (p_use_scope) {
code += "(";
}
code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + " " + _opstr(onode->op) + " " + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning, true, true);
code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + " " + _opstr(onode->op) + " " + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
if (p_use_scope) {
code += ")";
}

View File

@ -109,7 +109,7 @@ private:
String _get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat);
void _dump_function_deps(const ShaderLanguage::ShaderNode *p_node, const StringName &p_for_func, const HashMap<StringName, String> &p_func_code, String &r_to_add, HashSet<StringName> &added);
String _dump_node_code(const ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_scope = true, bool p_is_op = false);
String _dump_node_code(const ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_scope = true);
const ShaderLanguage::ShaderNode *shader = nullptr;
const ShaderLanguage::FunctionNode *function = nullptr;