Clean up Shader Preprocessor

* Moved preprocessor to Shader and ShaderInclude
* Clean up RenderingServer side
* Preprocessor is separate from parser now, but it emits tokens with include location hints.
* Improved ShaderEditor validation code
* Added include file code completion
* Added notification for all files affected by a broken include.
This commit is contained in:
reduz
2022-06-29 11:31:18 +02:00
committed by Juan Linietsky
parent 7b94603baa
commit f649678402
32 changed files with 548 additions and 291 deletions
+29 -12
View File
@@ -33,6 +33,7 @@
#include "core/io/file_access.h"
#include "scene/scene_string_names.h"
#include "servers/rendering/shader_language.h"
#include "servers/rendering/shader_preprocessor.h"
#include "servers/rendering_server.h"
#include "texture.h"
@@ -47,21 +48,17 @@ void Shader::_dependency_changed() {
emit_changed();
}
void Shader::set_code(const String &p_code) {
HashSet<Ref<ShaderInclude>> new_include_dependencies;
void Shader::set_path(const String &p_path, bool p_take_over) {
Resource::set_path(p_path, p_take_over);
RS::get_singleton()->shader_set_path_hint(shader, p_path);
}
void Shader::set_code(const String &p_code) {
for (Ref<ShaderInclude> E : include_dependencies) {
E->disconnect(SNAME("changed"), callable_mp(this, &Shader::_dependency_changed));
}
String type = ShaderLanguage::get_shader_type_and_dependencies(p_code, &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) {
E->connect(SNAME("changed"), callable_mp(this, &Shader::_dependency_changed));
}
String type = ShaderLanguage::get_shader_type(p_code);
if (type == "canvas_item") {
mode = MODE_CANVAS_ITEM;
@@ -75,7 +72,27 @@ void Shader::set_code(const String &p_code) {
mode = MODE_SPATIAL;
}
RenderingServer::get_singleton()->shader_set_code(shader, p_code);
code = p_code;
String pp_code = p_code;
HashSet<Ref<ShaderInclude>> new_include_dependencies;
{
// 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.
ShaderPreprocessor preprocessor;
preprocessor.preprocess(p_code, pp_code, nullptr, nullptr, &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) {
E->connect(SNAME("changed"), callable_mp(this, &Shader::_dependency_changed));
}
RenderingServer::get_singleton()->shader_set_code(shader, pp_code);
params_cache_dirty = true;
emit_changed();
@@ -83,7 +100,7 @@ void Shader::set_code(const String &p_code) {
String Shader::get_code() const {
_update_shader();
return RenderingServer::get_singleton()->shader_get_code(shader);
return code;
}
void Shader::get_param_list(List<PropertyInfo> *p_params) const {
+3
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@@ -55,6 +55,7 @@ private:
RID shader;
Mode mode = MODE_SPATIAL;
HashSet<Ref<ShaderInclude>> include_dependencies;
String code;
// hack the name of performance
// shaders keep a list of ShaderMaterial -> RenderingServer name translations, to make
@@ -72,6 +73,8 @@ public:
//void set_mode(Mode p_mode);
virtual Mode get_mode() const;
virtual void set_path(const String &p_path, bool p_take_over = false) override;
void set_code(const String &p_code);
String get_code() const;
+6 -1
View File
@@ -30,6 +30,7 @@
#include "shader_include.h"
#include "servers/rendering/shader_language.h"
#include "servers/rendering/shader_preprocessor.h"
void ShaderInclude::_dependency_changed() {
emit_changed();
@@ -43,7 +44,11 @@ void ShaderInclude::set_code(const String &p_code) {
E->disconnect(SNAME("changed"), callable_mp(this, &ShaderInclude::_dependency_changed));
}
ShaderLanguage::get_shader_dependencies(p_code, &new_dependencies);
{
String pp_code;
ShaderPreprocessor preprocessor;
preprocessor.preprocess(p_code, pp_code, nullptr, nullptr, &new_dependencies);
}
// This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower)
dependencies = new_dependencies;