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Fix vector reduction in shader language
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@ -2207,6 +2207,37 @@ ShaderLanguage::DataType ShaderLanguage::get_scalar_type(DataType p_type) {
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return scalar_types[p_type];
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}
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int ShaderLanguage::get_cardinality(DataType p_type) {
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static const int cardinality_table[] = {
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0,
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1,
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2,
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3,
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4,
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1,
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2,
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3,
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4,
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1,
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2,
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3,
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4,
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1,
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2,
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3,
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4,
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2,
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3,
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4,
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1,
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1,
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1,
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1,
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};
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return cardinality_table[p_type];
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}
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bool ShaderLanguage::_get_completable_identifier(BlockNode *p_block, CompletionType p_type, StringName &identifier) {
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identifier = StringName();
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@ -3117,9 +3148,18 @@ ShaderLanguage::Node *ShaderLanguage::_reduce_expression(BlockNode *p_block, Sha
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if (get_scalar_type(cn->datatype) == base) {
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for (int j = 0; j < cn->values.size(); j++) {
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values.push_back(cn->values[j]);
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}
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int cardinality = get_cardinality(op->arguments[i]->get_datatype());
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if (cn->values.size() == cardinality) {
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for (int j = 0; j < cn->values.size(); j++) {
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values.push_back(cn->values[j]);
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}
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} else if (cn->values.size() == 1) {
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for (int j = 0; j < cardinality; j++) {
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values.push_back(cn->values[0]);
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}
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} // else: should be filtered by the parser as it's an invalid constructor
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} else if (get_scalar_type(cn->datatype) == cn->datatype) {
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ConstantNode::Value v;
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@ -532,6 +532,7 @@ public:
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static bool convert_constant(ConstantNode *p_constant, DataType p_to_type, ConstantNode::Value *p_value = NULL);
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static DataType get_scalar_type(DataType p_type);
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static int get_cardinality(DataType p_type);
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static bool is_scalar_type(DataType p_type);
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static bool is_sampler_type(DataType p_type);
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