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-rw-r--r--servers/rendering/shader_language.cpp41
1 files changed, 26 insertions, 15 deletions
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index 5b4931edec..e35fde406f 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -39,6 +39,8 @@
#define HAS_WARNING(flag) (warning_flags & flag)
+int ShaderLanguage::instance_counter = 0;
+
String ShaderLanguage::get_operator_text(Operator p_op) {
static const char *op_names[OP_MAX] = { "==",
"!=",
@@ -1547,7 +1549,7 @@ bool ShaderLanguage::_validate_operator(OperatorNode *p_op, DataType *r_ret_type
}
DataType na = p_op->arguments[0]->get_datatype();
- valid = na > TYPE_BOOL && na < TYPE_MAT2;
+ valid = na > TYPE_BVEC4 && na < TYPE_MAT2;
ret_type = na;
} break;
case OP_ADD:
@@ -1567,7 +1569,7 @@ bool ShaderLanguage::_validate_operator(OperatorNode *p_op, DataType *r_ret_type
}
if (na == nb) {
- valid = (na > TYPE_BOOL && na <= TYPE_MAT4);
+ valid = (na > TYPE_BVEC4 && na <= TYPE_MAT4);
ret_type = na;
} else if (na == TYPE_INT && nb == TYPE_IVEC2) {
valid = true;
@@ -1776,7 +1778,7 @@ bool ShaderLanguage::_validate_operator(OperatorNode *p_op, DataType *r_ret_type
DataType nb = p_op->arguments[1]->get_datatype();
if (na == nb) {
- valid = (na > TYPE_BOOL && na <= TYPE_MAT4);
+ valid = (na > TYPE_BVEC4 && na <= TYPE_MAT4);
ret_type = na;
} else if (na == TYPE_IVEC2 && nb == TYPE_INT) {
valid = true;
@@ -5546,10 +5548,16 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
}
}
if (is_sampler_type(call_function->arguments[i].type)) {
- //let's see where our argument comes from
- ERR_CONTINUE(n->type != Node::NODE_TYPE_VARIABLE); //bug? this should always be a variable
- VariableNode *vn = static_cast<VariableNode *>(n);
- StringName varname = vn->name;
+ // Let's see where our argument comes from.
+ StringName varname;
+ if (n->type == Node::NODE_TYPE_VARIABLE) {
+ VariableNode *vn = static_cast<VariableNode *>(n);
+ varname = vn->name;
+ } else if (n->type == Node::NODE_TYPE_ARRAY) {
+ ArrayNode *an = static_cast<ArrayNode *>(n);
+ varname = an->name;
+ }
+
if (shader->uniforms.has(varname)) {
//being sampler, this either comes from a uniform
ShaderNode::Uniform *u = &shader->uniforms[varname];
@@ -10812,17 +10820,16 @@ ShaderLanguage::ShaderLanguage() {
nodes = nullptr;
completion_class = TAG_GLOBAL;
- int idx = 0;
- while (builtin_func_defs[idx].name) {
- if (builtin_func_defs[idx].tag == SubClassTag::TAG_GLOBAL) {
- const StringName &name = StringName(builtin_func_defs[idx].name);
-
- if (!global_func_set.has(name)) {
- global_func_set.insert(name);
+ if (instance_counter == 0) {
+ int idx = 0;
+ while (builtin_func_defs[idx].name) {
+ if (builtin_func_defs[idx].tag == SubClassTag::TAG_GLOBAL) {
+ global_func_set.insert(builtin_func_defs[idx].name);
}
+ idx++;
}
- idx++;
}
+ instance_counter++;
#ifdef DEBUG_ENABLED
warnings_check_map.insert(ShaderWarning::UNUSED_CONSTANT, &used_constants);
@@ -10837,4 +10844,8 @@ ShaderLanguage::ShaderLanguage() {
ShaderLanguage::~ShaderLanguage() {
clear();
+ instance_counter--;
+ if (instance_counter == 0) {
+ global_func_set.clear();
+ }
}