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Add MAKE_RESOURCE_TYPE_HINT macro to simplify binding arrays of resources

This commit is contained in:
Rémi Verschelde
2022-11-22 16:10:41 +01:00
parent f6f8a48459
commit 5d20dccade
9 changed files with 16 additions and 12 deletions

View File

@@ -4111,7 +4111,7 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
if (p_uniform.array_size > 0) {
pi.type = Variant::ARRAY;
pi.hint = PROPERTY_HINT_ARRAY_TYPE;
pi.hint_string = vformat("%s/%s:%s", Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "Texture2D");
pi.hint_string = MAKE_RESOURCE_TYPE_HINT("Texture2D");
} else {
pi.type = Variant::OBJECT;
pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
@@ -4126,7 +4126,7 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
if (p_uniform.array_size > 0) {
pi.type = Variant::ARRAY;
pi.hint = PROPERTY_HINT_ARRAY_TYPE;
pi.hint_string = vformat("%s/%s:%s", Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "TextureLayered");
pi.hint_string = MAKE_RESOURCE_TYPE_HINT("TextureLayered");
} else {
pi.type = Variant::OBJECT;
pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
@@ -4139,7 +4139,7 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
if (p_uniform.array_size > 0) {
pi.type = Variant::ARRAY;
pi.hint = PROPERTY_HINT_ARRAY_TYPE;
pi.hint_string = vformat("%s/%s:%s", Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "Texture3D");
pi.hint_string = MAKE_RESOURCE_TYPE_HINT("Texture3D");
} else {
pi.type = Variant::OBJECT;
pi.hint = PROPERTY_HINT_RESOURCE_TYPE;