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Emit normal_roughness compatibility code in custom functions
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@ -1286,6 +1286,13 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
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break;
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}
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if (function->arguments[j].tex_argument_check) {
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if (function->arguments[j].tex_hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) {
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is_screen_texture = true;
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} else if (function->arguments[j].tex_hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
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is_depth_texture = true;
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} else if (function->arguments[j].tex_hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) {
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is_normal_roughness_texture = true;
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}
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sampler_name = _get_sampler_name(function->arguments[j].tex_argument_filter, function->arguments[j].tex_argument_repeat);
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found = true;
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break;
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@ -4761,7 +4761,7 @@ bool ShaderLanguage::_validate_assign(Node *p_node, const FunctionInfo &p_functi
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return false;
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}
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bool ShaderLanguage::_propagate_function_call_sampler_uniform_settings(const StringName &p_name, int p_argument, TextureFilter p_filter, TextureRepeat p_repeat) {
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bool ShaderLanguage::_propagate_function_call_sampler_uniform_settings(const StringName &p_name, int p_argument, TextureFilter p_filter, TextureRepeat p_repeat, ShaderNode::Uniform::Hint p_hint) {
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for (int i = 0; i < shader->vfunctions.size(); i++) {
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if (shader->vfunctions[i].name == p_name) {
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ERR_FAIL_INDEX_V(p_argument, shader->vfunctions[i].function->arguments.size(), false);
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@ -4770,20 +4770,21 @@ bool ShaderLanguage::_propagate_function_call_sampler_uniform_settings(const Str
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_set_error(vformat(RTR("Sampler argument %d of function '%s' called more than once using both built-ins and uniform textures, this is not supported (use either one or the other)."), p_argument, String(p_name)));
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return false;
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} else if (arg->tex_argument_check) {
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//was checked, verify that filter and repeat are the same
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if (arg->tex_argument_filter == p_filter && arg->tex_argument_repeat == p_repeat) {
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// Was checked, verify that filter, repeat, and hint are the same.
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if (arg->tex_argument_filter == p_filter && arg->tex_argument_repeat == p_repeat && arg->tex_hint == p_hint) {
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return true;
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} else {
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_set_error(vformat(RTR("Sampler argument %d of function '%s' called more than once using textures that differ in either filter or repeat setting."), p_argument, String(p_name)));
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_set_error(vformat(RTR("Sampler argument %d of function '%s' called more than once using textures that differ in either filter, repeat, or texture hint setting."), p_argument, String(p_name)));
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return false;
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}
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} else {
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arg->tex_argument_check = true;
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arg->tex_argument_filter = p_filter;
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arg->tex_argument_repeat = p_repeat;
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arg->tex_hint = p_hint;
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for (KeyValue<StringName, HashSet<int>> &E : arg->tex_argument_connect) {
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for (const int &F : E.value) {
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if (!_propagate_function_call_sampler_uniform_settings(E.key, F, p_filter, p_repeat)) {
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if (!_propagate_function_call_sampler_uniform_settings(E.key, F, p_filter, p_repeat, p_hint)) {
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return false;
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}
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}
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@ -5583,7 +5584,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
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}
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//propagate
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if (!_propagate_function_call_sampler_uniform_settings(name, i, u->filter, u->repeat)) {
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if (!_propagate_function_call_sampler_uniform_settings(name, i, u->filter, u->repeat, u->hint)) {
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return nullptr;
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}
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} else if (p_function_info.built_ins.has(varname)) {
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@ -578,42 +578,6 @@ public:
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Node(NODE_TYPE_STRUCT) {}
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};
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struct FunctionNode : public Node {
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struct Argument {
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ArgumentQualifier qualifier;
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StringName name;
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DataType type;
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StringName struct_name;
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DataPrecision precision;
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//for passing textures as arguments
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bool tex_argument_check;
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TextureFilter tex_argument_filter;
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TextureRepeat tex_argument_repeat;
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bool tex_builtin_check;
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StringName tex_builtin;
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bool is_const;
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int array_size;
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HashMap<StringName, HashSet<int>> tex_argument_connect;
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};
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StringName name;
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DataType return_type = TYPE_VOID;
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StringName return_struct_name;
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DataPrecision return_precision = PRECISION_DEFAULT;
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int return_array_size = 0;
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Vector<Argument> arguments;
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BlockNode *body = nullptr;
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bool can_discard = false;
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virtual DataType get_datatype() const override { return return_type; }
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virtual String get_datatype_name() const override { return String(return_struct_name); }
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virtual int get_array_size() const override { return return_array_size; }
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FunctionNode() :
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Node(NODE_TYPE_FUNCTION) {}
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};
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struct ShaderNode : public Node {
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struct Constant {
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StringName name;
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@ -722,6 +686,43 @@ public:
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Node(NODE_TYPE_SHADER) {}
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};
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struct FunctionNode : public Node {
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struct Argument {
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ArgumentQualifier qualifier;
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StringName name;
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DataType type;
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StringName struct_name;
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DataPrecision precision;
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//for passing textures as arguments
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bool tex_argument_check;
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TextureFilter tex_argument_filter;
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TextureRepeat tex_argument_repeat;
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bool tex_builtin_check;
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StringName tex_builtin;
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ShaderNode::Uniform::Hint tex_hint;
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bool is_const;
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int array_size;
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HashMap<StringName, HashSet<int>> tex_argument_connect;
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};
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StringName name;
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DataType return_type = TYPE_VOID;
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StringName return_struct_name;
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DataPrecision return_precision = PRECISION_DEFAULT;
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int return_array_size = 0;
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Vector<Argument> arguments;
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BlockNode *body = nullptr;
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bool can_discard = false;
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virtual DataType get_datatype() const override { return return_type; }
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virtual String get_datatype_name() const override { return String(return_struct_name); }
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virtual int get_array_size() const override { return return_array_size; }
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FunctionNode() :
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Node(NODE_TYPE_FUNCTION) {}
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};
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struct UniformOrderComparator {
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_FORCE_INLINE_ bool operator()(const Pair<StringName, int> &A, const Pair<StringName, int> &B) const {
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return A.second < B.second;
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@ -1122,7 +1123,7 @@ private:
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bool _validate_function_call(BlockNode *p_block, const FunctionInfo &p_function_info, OperatorNode *p_func, DataType *r_ret_type, StringName *r_ret_type_str, bool *r_is_custom_function = nullptr);
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bool _parse_function_arguments(BlockNode *p_block, const FunctionInfo &p_function_info, OperatorNode *p_func, int *r_complete_arg = nullptr);
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bool _propagate_function_call_sampler_uniform_settings(const StringName &p_name, int p_argument, TextureFilter p_filter, TextureRepeat p_repeat);
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bool _propagate_function_call_sampler_uniform_settings(const StringName &p_name, int p_argument, TextureFilter p_filter, TextureRepeat p_repeat, ShaderNode::Uniform::Hint p_hint);
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bool _propagate_function_call_sampler_builtin_reference(const StringName &p_name, int p_argument, const StringName &p_builtin);
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bool _validate_varying_assign(ShaderNode::Varying &p_varying, String *r_message);
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bool _check_node_constness(const Node *p_node) const;
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