diff options
author | bitsawer <sawerduster@gmail.com> | 2023-05-29 12:05:22 +0300 |
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committer | bitsawer <sawerduster@gmail.com> | 2023-05-29 12:05:22 +0300 |
commit | 67038471ffdaf91d8385c9324698e99443c72056 (patch) | |
tree | c8f92d4f93b956c941fc2cd283336f735dab2fde /scene/resources/shader.cpp | |
parent | 1ae0bb0e8f9061f771177cc744f3ffa677d27145 (diff) | |
download | redot-engine-67038471ffdaf91d8385c9324698e99443c72056.tar.gz |
Fix shader preprocessor cyclic include handling
Diffstat (limited to 'scene/resources/shader.cpp')
-rw-r--r-- | scene/resources/shader.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/scene/resources/shader.cpp b/scene/resources/shader.cpp index fd2be9ba22..62c2483a93 100644 --- a/scene/resources/shader.cpp +++ b/scene/resources/shader.cpp @@ -62,7 +62,7 @@ void Shader::set_include_path(const String &p_path) { } void Shader::set_code(const String &p_code) { - for (Ref<ShaderInclude> E : include_dependencies) { + for (const Ref<ShaderInclude> &E : include_dependencies) { E->disconnect(SNAME("changed"), callable_mp(this, &Shader::_dependency_changed)); } @@ -83,8 +83,6 @@ void Shader::set_code(const String &p_code) { code = p_code; String pp_code = p_code; - HashSet<Ref<ShaderInclude>> new_include_dependencies; - { String path = get_path(); if (path.is_empty()) { @@ -93,14 +91,16 @@ void Shader::set_code(const String &p_code) { // Preprocessor must run here and not in the server because: // 1) Need to keep track of include dependencies at resource level // 2) Server does not do interaction with Resource filetypes, this is a scene level feature. + HashSet<Ref<ShaderInclude>> new_include_dependencies; ShaderPreprocessor preprocessor; - preprocessor.preprocess(p_code, path, pp_code, nullptr, nullptr, nullptr, &new_include_dependencies); + Error result = preprocessor.preprocess(p_code, path, pp_code, nullptr, nullptr, nullptr, &new_include_dependencies); + if (result == OK) { + // This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower) + include_dependencies = new_include_dependencies; + } } - // This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower) - include_dependencies = new_include_dependencies; - - for (Ref<ShaderInclude> E : include_dependencies) { + for (const Ref<ShaderInclude> &E : include_dependencies) { E->connect(SNAME("changed"), callable_mp(this, &Shader::_dependency_changed)); } |