Add prefix to struct member names in shader compiler

This commit is contained in:
Chaosus 2024-11-02 12:12:19 +03:00
parent c6c464cf9a
commit 5efe8ccdea

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@ -489,7 +489,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
struct_code += _typestr(m->datatype);
}
struct_code += " ";
struct_code += m->name;
struct_code += _mkid(m->name);
if (m->array_size > 0) {
struct_code += "[";
struct_code += itos(m->array_size);
@ -1448,7 +1448,13 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
} break;
case SL::Node::NODE_TYPE_MEMBER: {
SL::MemberNode *mnode = (SL::MemberNode *)p_node;
code = _dump_node_code(mnode->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + "." + mnode->name;
String name;
if (mnode->basetype == SL::TYPE_STRUCT) {
name = _mkid(mnode->name);
} else {
name = mnode->name;
}
code = _dump_node_code(mnode->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + "." + name;
if (mnode->index_expression != nullptr) {
code += "[";
code += _dump_node_code(mnode->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);