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https://github.com/godotengine/godot
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Fix shader preprocessor cyclic include handling
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parent
1ae0bb0e8f
commit
67038471ff
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@ -62,7 +62,7 @@ void Shader::set_include_path(const String &p_path) {
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}
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void Shader::set_code(const String &p_code) {
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for (Ref<ShaderInclude> E : include_dependencies) {
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for (const Ref<ShaderInclude> &E : include_dependencies) {
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E->disconnect(SNAME("changed"), callable_mp(this, &Shader::_dependency_changed));
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}
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@ -83,8 +83,6 @@ void Shader::set_code(const String &p_code) {
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code = p_code;
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String pp_code = p_code;
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HashSet<Ref<ShaderInclude>> new_include_dependencies;
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{
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String path = get_path();
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if (path.is_empty()) {
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@ -93,14 +91,16 @@ void Shader::set_code(const String &p_code) {
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// Preprocessor must run here and not in the server because:
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// 1) Need to keep track of include dependencies at resource level
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// 2) Server does not do interaction with Resource filetypes, this is a scene level feature.
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HashSet<Ref<ShaderInclude>> new_include_dependencies;
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ShaderPreprocessor preprocessor;
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preprocessor.preprocess(p_code, path, pp_code, nullptr, nullptr, nullptr, &new_include_dependencies);
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Error result = preprocessor.preprocess(p_code, path, pp_code, nullptr, nullptr, nullptr, &new_include_dependencies);
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if (result == OK) {
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// This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower)
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include_dependencies = new_include_dependencies;
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}
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}
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// This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower)
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include_dependencies = new_include_dependencies;
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for (Ref<ShaderInclude> E : include_dependencies) {
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for (const Ref<ShaderInclude> &E : include_dependencies) {
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E->connect(SNAME("changed"), callable_mp(this, &Shader::_dependency_changed));
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}
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@ -37,10 +37,9 @@ void ShaderInclude::_dependency_changed() {
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}
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void ShaderInclude::set_code(const String &p_code) {
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HashSet<Ref<ShaderInclude>> new_dependencies;
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code = p_code;
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for (Ref<ShaderInclude> E : dependencies) {
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for (const Ref<ShaderInclude> &E : dependencies) {
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E->disconnect(SNAME("changed"), callable_mp(this, &ShaderInclude::_dependency_changed));
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}
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@ -51,14 +50,16 @@ void ShaderInclude::set_code(const String &p_code) {
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}
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String pp_code;
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HashSet<Ref<ShaderInclude>> new_dependencies;
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ShaderPreprocessor preprocessor;
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preprocessor.preprocess(p_code, path, pp_code, nullptr, nullptr, nullptr, &new_dependencies);
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Error result = preprocessor.preprocess(p_code, path, pp_code, nullptr, nullptr, nullptr, &new_dependencies);
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if (result == OK) {
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// This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower)
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dependencies = new_dependencies;
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}
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}
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// This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower)
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dependencies = new_dependencies;
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for (Ref<ShaderInclude> E : dependencies) {
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for (const Ref<ShaderInclude> &E : dependencies) {
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E->connect(SNAME("changed"), callable_mp(this, &ShaderInclude::_dependency_changed));
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}
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@ -700,7 +700,7 @@ void ShaderPreprocessor::process_include(Tokenizer *p_tokenizer) {
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if (!included.is_empty()) {
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uint64_t code_hash = included.hash64();
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if (state->cyclic_include_hashes.find(code_hash)) {
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set_error(RTR("Cyclic include found."), line);
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set_error(RTR("Cyclic include found") + ": " + path, line);
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return;
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}
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}
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@ -733,7 +733,7 @@ void ShaderPreprocessor::process_include(Tokenizer *p_tokenizer) {
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FilePosition fp;
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fp.file = state->current_filename;
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fp.line = line;
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fp.line = line + 1;
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state->include_positions.push_back(fp);
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String result;
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@ -1157,6 +1157,7 @@ void ShaderPreprocessor::set_error(const String &p_error, int p_line) {
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if (state->error.is_empty()) {
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state->error = p_error;
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FilePosition fp;
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fp.file = state->current_filename;
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fp.line = p_line + 1;
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state->include_positions.push_back(fp);
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}
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