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mirror of https://github.com/godotengine/godot.git synced 2025-11-05 12:10:55 +00:00

Added support for uniform arrays in shaders

This commit is contained in:
Yuri Roubinsky
2021-06-09 12:33:41 +03:00
parent a8f53dcced
commit 6873ecaaf9
10 changed files with 1163 additions and 327 deletions

View File

@@ -1078,6 +1078,9 @@ bool ShaderLanguage::_find_identifier(const BlockNode *p_block, bool p_allow_rea
if (r_data_type) {
*r_data_type = shader->uniforms[p_identifier].type;
}
if (r_array_size) {
*r_array_size = shader->uniforms[p_identifier].array_size;
}
if (r_type) {
*r_type = IDENTIFIER_UNIFORM;
}
@@ -2921,86 +2924,294 @@ bool ShaderLanguage::is_sampler_type(DataType p_type) {
p_type == TYPE_SAMPLERCUBEARRAY;
}
Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, ShaderLanguage::ShaderNode::Uniform::Hint p_hint) {
Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, int p_array_size, ShaderLanguage::ShaderNode::Uniform::Hint p_hint) {
int array_size = p_array_size;
if (p_value.size() > 0) {
Variant value;
switch (p_type) {
case ShaderLanguage::TYPE_BOOL:
value = Variant(p_value[0].boolean);
if (array_size > 0) {
PackedInt32Array array = PackedInt32Array();
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].boolean);
}
value = Variant(array);
} else {
value = Variant(p_value[0].boolean);
}
break;
case ShaderLanguage::TYPE_BVEC2:
array_size *= 2;
if (array_size > 0) {
PackedInt32Array array = PackedInt32Array();
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].boolean);
}
value = Variant(array);
} else {
value = Variant(p_value[0].boolean);
}
break;
case ShaderLanguage::TYPE_BVEC3:
array_size *= 3;
if (array_size > 0) {
PackedInt32Array array = PackedInt32Array();
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].boolean);
}
value = Variant(array);
} else {
value = Variant(p_value[0].boolean);
}
break;
case ShaderLanguage::TYPE_BVEC4:
array_size *= 4;
if (array_size > 0) {
PackedInt32Array array = PackedInt32Array();
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].boolean);
}
value = Variant(array);
} else {
value = Variant(p_value[0].boolean);
}
break;
case ShaderLanguage::TYPE_INT:
value = Variant(p_value[0].sint);
if (array_size > 0) {
PackedInt32Array array = PackedInt32Array();
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].sint);
}
value = Variant(array);
} else {
value = Variant(p_value[0].sint);
}
break;
case ShaderLanguage::TYPE_IVEC2:
value = Variant(Vector2(p_value[0].sint, p_value[1].sint));
if (array_size > 0) {
array_size *= 2;
PackedInt32Array array = PackedInt32Array();
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].sint);
}
value = Variant(array);
} else {
value = Variant(Vector2(p_value[0].sint, p_value[1].sint));
}
break;
case ShaderLanguage::TYPE_IVEC3:
value = Variant(Vector3(p_value[0].sint, p_value[1].sint, p_value[2].sint));
if (array_size > 0) {
array_size *= 3;
PackedInt32Array array = PackedInt32Array();
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].sint);
}
value = Variant(array);
} else {
value = Variant(Vector3(p_value[0].sint, p_value[1].sint, p_value[2].sint));
}
break;
case ShaderLanguage::TYPE_IVEC4:
value = Variant(Plane(p_value[0].sint, p_value[1].sint, p_value[2].sint, p_value[3].sint));
if (array_size > 0) {
array_size *= 4;
PackedInt32Array array = PackedInt32Array();
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].sint);
}
value = Variant(array);
} else {
value = Variant(Plane(p_value[0].sint, p_value[1].sint, p_value[2].sint, p_value[3].sint));
}
break;
case ShaderLanguage::TYPE_UINT:
value = Variant(p_value[0].uint);
if (array_size > 0) {
PackedInt32Array array = PackedInt32Array();
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].uint);
}
value = Variant(array);
} else {
value = Variant(p_value[0].uint);
}
break;
case ShaderLanguage::TYPE_UVEC2:
value = Variant(Vector2(p_value[0].uint, p_value[1].uint));
if (array_size > 0) {
array_size *= 2;
PackedInt32Array array = PackedInt32Array();
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].uint);
}
value = Variant(array);
} else {
value = Variant(Vector2(p_value[0].uint, p_value[1].uint));
}
break;
case ShaderLanguage::TYPE_UVEC3:
value = Variant(Vector3(p_value[0].uint, p_value[1].uint, p_value[2].uint));
if (array_size > 0) {
array_size *= 3;
PackedInt32Array array = PackedInt32Array();
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].uint);
}
value = Variant(array);
} else {
value = Variant(Vector3(p_value[0].uint, p_value[1].uint, p_value[2].uint));
}
break;
case ShaderLanguage::TYPE_UVEC4:
value = Variant(Plane(p_value[0].uint, p_value[1].uint, p_value[2].uint, p_value[3].uint));
if (array_size > 0) {
array_size *= 4;
PackedInt32Array array = PackedInt32Array();
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].uint);
}
value = Variant(array);
} else {
value = Variant(Plane(p_value[0].uint, p_value[1].uint, p_value[2].uint, p_value[3].uint));
}
break;
case ShaderLanguage::TYPE_FLOAT:
value = Variant(p_value[0].real);
if (array_size > 0) {
PackedFloat32Array array = PackedFloat32Array();
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].real);
}
value = Variant(array);
} else {
value = Variant(p_value[0].real);
}
break;
case ShaderLanguage::TYPE_VEC2:
value = Variant(Vector2(p_value[0].real, p_value[1].real));
if (array_size > 0) {
array_size *= 2;
PackedVector2Array array = PackedVector2Array();
for (int i = 0; i < array_size; i += 2) {
array.push_back(Vector2(p_value[i].real, p_value[i + 1].real));
}
value = Variant(array);
} else {
value = Variant(Vector2(p_value[0].real, p_value[1].real));
}
break;
case ShaderLanguage::TYPE_VEC3:
value = Variant(Vector3(p_value[0].real, p_value[1].real, p_value[2].real));
if (array_size > 0) {
array_size *= 3;
PackedVector3Array array = PackedVector3Array();
for (int i = 0; i < array_size; i += 3) {
array.push_back(Vector3(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real));
}
value = Variant(array);
} else {
value = Variant(Vector3(p_value[0].real, p_value[1].real, p_value[2].real));
}
break;
case ShaderLanguage::TYPE_VEC4:
if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
value = Variant(Color(p_value[0].real, p_value[1].real, p_value[2].real, p_value[3].real));
if (array_size > 0) {
array_size *= 4;
if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
PackedColorArray array = PackedColorArray();
for (int i = 0; i < array_size; i += 4) {
array.push_back(Color(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real, p_value[i + 3].real));
}
value = Variant(array);
} else {
PackedFloat32Array array = PackedFloat32Array();
for (int i = 0; i < array_size; i += 4) {
array.push_back(p_value[i].real);
array.push_back(p_value[i + 1].real);
array.push_back(p_value[i + 2].real);
array.push_back(p_value[i + 3].real);
}
value = Variant(array);
}
} else {
value = Variant(Plane(p_value[0].real, p_value[1].real, p_value[2].real, p_value[3].real));
if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
value = Variant(Color(p_value[0].real, p_value[1].real, p_value[2].real, p_value[3].real));
} else {
value = Variant(Plane(p_value[0].real, p_value[1].real, p_value[2].real, p_value[3].real));
}
}
break;
case ShaderLanguage::TYPE_MAT2:
value = Variant(Transform2D(p_value[0].real, p_value[2].real, p_value[1].real, p_value[3].real, 0.0, 0.0));
if (array_size > 0) {
array_size *= 4;
PackedFloat32Array array = PackedFloat32Array();
for (int i = 0; i < array_size; i += 4) {
array.push_back(p_value[i].real);
array.push_back(p_value[i + 1].real);
array.push_back(p_value[i + 2].real);
array.push_back(p_value[i + 3].real);
}
value = Variant(array);
} else {
value = Variant(Transform2D(p_value[0].real, p_value[2].real, p_value[1].real, p_value[3].real, 0.0, 0.0));
}
break;
case ShaderLanguage::TYPE_MAT3: {
Basis p;
p[0][0] = p_value[0].real;
p[0][1] = p_value[1].real;
p[0][2] = p_value[2].real;
p[1][0] = p_value[3].real;
p[1][1] = p_value[4].real;
p[1][2] = p_value[5].real;
p[2][0] = p_value[6].real;
p[2][1] = p_value[7].real;
p[2][2] = p_value[8].real;
value = Variant(p);
if (array_size > 0) {
array_size *= 9;
PackedFloat32Array array = PackedFloat32Array();
for (int i = 0; i < array_size; i += 9) {
for (int j = 0; j < 9; j++) {
array.push_back(p_value[i + j].real);
}
}
value = Variant(array);
} else {
Basis p;
p[0][0] = p_value[0].real;
p[0][1] = p_value[1].real;
p[0][2] = p_value[2].real;
p[1][0] = p_value[3].real;
p[1][1] = p_value[4].real;
p[1][2] = p_value[5].real;
p[2][0] = p_value[6].real;
p[2][1] = p_value[7].real;
p[2][2] = p_value[8].real;
value = Variant(p);
}
break;
}
case ShaderLanguage::TYPE_MAT4: {
Basis p;
p[0][0] = p_value[0].real;
p[0][1] = p_value[1].real;
p[0][2] = p_value[2].real;
p[1][0] = p_value[4].real;
p[1][1] = p_value[5].real;
p[1][2] = p_value[6].real;
p[2][0] = p_value[8].real;
p[2][1] = p_value[9].real;
p[2][2] = p_value[10].real;
Transform3D t = Transform3D(p, Vector3(p_value[3].real, p_value[7].real, p_value[11].real));
value = Variant(t);
if (array_size > 0) {
array_size *= 16;
PackedFloat32Array array = PackedFloat32Array();
for (int i = 0; i < array_size; i += 16) {
for (int j = 0; j < 16; j++) {
array.push_back(p_value[i + j].real);
}
}
value = Variant(array);
} else {
Basis p;
p[0][0] = p_value[0].real;
p[0][1] = p_value[1].real;
p[0][2] = p_value[2].real;
p[1][0] = p_value[4].real;
p[1][1] = p_value[5].real;
p[1][2] = p_value[6].real;
p[2][0] = p_value[8].real;
p[2][1] = p_value[9].real;
p[2][2] = p_value[10].real;
Transform3D t = Transform3D(p, Vector3(p_value[3].real, p_value[7].real, p_value[11].real));
value = Variant(t);
}
break;
}
case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
@@ -3036,31 +3247,50 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
pi.type = Variant::NIL;
break;
case ShaderLanguage::TYPE_BOOL:
pi.type = Variant::BOOL;
if (p_uniform.array_size > 0) {
pi.type = Variant::PACKED_INT32_ARRAY;
} else {
pi.type = Variant::BOOL;
}
break;
case ShaderLanguage::TYPE_BVEC2:
pi.type = Variant::INT;
pi.hint = PROPERTY_HINT_FLAGS;
pi.hint_string = "x,y";
if (p_uniform.array_size > 0) {
pi.type = Variant::PACKED_INT32_ARRAY;
} else {
pi.type = Variant::INT;
pi.hint = PROPERTY_HINT_FLAGS;
pi.hint_string = "x,y";
}
break;
case ShaderLanguage::TYPE_BVEC3:
pi.type = Variant::INT;
pi.hint = PROPERTY_HINT_FLAGS;
pi.hint_string = "x,y,z";
if (p_uniform.array_size > 0) {
pi.type = Variant::PACKED_INT32_ARRAY;
} else {
pi.type = Variant::INT;
pi.hint = PROPERTY_HINT_FLAGS;
pi.hint_string = "x,y,z";
}
break;
case ShaderLanguage::TYPE_BVEC4:
pi.type = Variant::INT;
pi.hint = PROPERTY_HINT_FLAGS;
pi.hint_string = "x,y,z,w";
if (p_uniform.array_size > 0) {
pi.type = Variant::PACKED_INT32_ARRAY;
} else {
pi.type = Variant::INT;
pi.hint = PROPERTY_HINT_FLAGS;
pi.hint_string = "x,y,z,w";
}
break;
case ShaderLanguage::TYPE_UINT:
case ShaderLanguage::TYPE_INT: {
pi.type = Variant::INT;
if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
pi.hint = PROPERTY_HINT_RANGE;
pi.hint_string = rtos(p_uniform.hint_range[0]) + "," + rtos(p_uniform.hint_range[1]) + "," + rtos(p_uniform.hint_range[2]);
if (p_uniform.array_size > 0) {
pi.type = Variant::PACKED_INT32_ARRAY;
} else {
pi.type = Variant::INT;
if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
pi.hint = PROPERTY_HINT_RANGE;
pi.hint_string = rtos(p_uniform.hint_range[0]) + "," + rtos(p_uniform.hint_range[1]) + "," + rtos(p_uniform.hint_range[2]);
}
}
} break;
case ShaderLanguage::TYPE_IVEC2:
case ShaderLanguage::TYPE_IVEC3:
@@ -3071,59 +3301,106 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
pi.type = Variant::PACKED_INT32_ARRAY;
} break;
case ShaderLanguage::TYPE_FLOAT: {
pi.type = Variant::FLOAT;
if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
pi.hint = PROPERTY_HINT_RANGE;
pi.hint_string = rtos(p_uniform.hint_range[0]) + "," + rtos(p_uniform.hint_range[1]) + "," + rtos(p_uniform.hint_range[2]);
if (p_uniform.array_size > 0) {
pi.type = Variant::PACKED_FLOAT32_ARRAY;
} else {
pi.type = Variant::FLOAT;
if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
pi.hint = PROPERTY_HINT_RANGE;
pi.hint_string = rtos(p_uniform.hint_range[0]) + "," + rtos(p_uniform.hint_range[1]) + "," + rtos(p_uniform.hint_range[2]);
}
}
} break;
case ShaderLanguage::TYPE_VEC2:
pi.type = Variant::VECTOR2;
if (p_uniform.array_size > 0) {
pi.type = Variant::PACKED_VECTOR2_ARRAY;
} else {
pi.type = Variant::VECTOR2;
}
break;
case ShaderLanguage::TYPE_VEC3:
pi.type = Variant::VECTOR3;
if (p_uniform.array_size > 0) {
pi.type = Variant::PACKED_VECTOR3_ARRAY;
} else {
pi.type = Variant::VECTOR3;
}
break;
case ShaderLanguage::TYPE_VEC4: {
if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
pi.type = Variant::COLOR;
if (p_uniform.array_size > 0) {
if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
pi.type = Variant::PACKED_COLOR_ARRAY;
} else {
pi.type = Variant::PACKED_FLOAT32_ARRAY;
}
} else {
pi.type = Variant::PLANE;
if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
pi.type = Variant::COLOR;
} else {
pi.type = Variant::PLANE;
}
}
} break;
case ShaderLanguage::TYPE_MAT2:
pi.type = Variant::TRANSFORM2D;
if (p_uniform.array_size > 0) {
pi.type = Variant::PACKED_FLOAT32_ARRAY;
} else {
pi.type = Variant::TRANSFORM2D;
}
break;
case ShaderLanguage::TYPE_MAT3:
pi.type = Variant::BASIS;
if (p_uniform.array_size > 0) {
pi.type = Variant::PACKED_FLOAT32_ARRAY;
} else {
pi.type = Variant::BASIS;
}
break;
case ShaderLanguage::TYPE_MAT4:
pi.type = Variant::TRANSFORM3D;
if (p_uniform.array_size > 0) {
pi.type = Variant::PACKED_FLOAT32_ARRAY;
} else {
pi.type = Variant::TRANSFORM3D;
}
break;
case ShaderLanguage::TYPE_SAMPLER2D:
case ShaderLanguage::TYPE_ISAMPLER2D:
case ShaderLanguage::TYPE_USAMPLER2D: {
pi.type = Variant::OBJECT;
if (p_uniform.array_size > 0) {
pi.type = Variant::ARRAY;
} else {
pi.type = Variant::OBJECT;
}
pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
pi.hint_string = "Texture2D";
} break;
case ShaderLanguage::TYPE_SAMPLER2DARRAY:
case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
case ShaderLanguage::TYPE_USAMPLER2DARRAY: {
pi.type = Variant::OBJECT;
if (p_uniform.array_size > 0) {
pi.type = Variant::ARRAY;
} else {
pi.type = Variant::OBJECT;
}
pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
pi.hint_string = "TextureLayered";
} break;
case ShaderLanguage::TYPE_SAMPLER3D:
case ShaderLanguage::TYPE_ISAMPLER3D:
case ShaderLanguage::TYPE_USAMPLER3D: {
pi.type = Variant::OBJECT;
if (p_uniform.array_size > 0) {
pi.type = Variant::ARRAY;
} else {
pi.type = Variant::OBJECT;
}
pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
pi.hint_string = "Texture3D";
} break;
case ShaderLanguage::TYPE_SAMPLERCUBE:
case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: {
pi.type = Variant::OBJECT;
if (p_uniform.array_size > 0) {
pi.type = Variant::ARRAY;
} else {
pi.type = Variant::OBJECT;
}
pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
pi.hint_string = "TextureLayered";
} break;
@@ -6694,6 +6971,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
tk = _get_token();
int texture_uniforms = 0;
int texture_binding = 0;
int uniforms = 0;
int instance_index = 0;
ShaderNode::Uniform::Scope uniform_scope = ShaderNode::Uniform::SCOPE_LOCAL;
@@ -6903,6 +7181,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
}
}
bool precision_defined = false;
DataPrecision precision = PRECISION_DEFAULT;
DataInterpolation interpolation = INTERPOLATION_SMOOTH;
DataType type;
@@ -6911,15 +7190,34 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
tk = _get_token();
if (is_token_interpolation(tk.type)) {
if (uniform) {
_set_error("Interpolation qualifiers are not supported for uniforms!");
return ERR_PARSE_ERROR;
}
interpolation = get_token_interpolation(tk.type);
tk = _get_token();
}
if (is_token_precision(tk.type)) {
precision = get_token_precision(tk.type);
precision_defined = true;
tk = _get_token();
}
if (shader->structs.has(tk.text)) {
if (uniform) {
if (precision_defined) {
_set_error("Precision modifier cannot be used on structs.");
return ERR_PARSE_ERROR;
}
_set_error("struct datatype is not yet supported for uniforms!");
return ERR_PARSE_ERROR;
} else {
_set_error("struct datatype not allowed here");
return ERR_PARSE_ERROR;
}
}
if (!is_token_datatype(tk.type)) {
_set_error("Expected datatype. ");
return ERR_PARSE_ERROR;
@@ -6996,12 +7294,47 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
}
ShaderNode::Uniform uniform2;
uniform2.type = type;
uniform2.scope = uniform_scope;
uniform2.precision = precision;
uniform2.array_size = array_size;
tk = _get_token();
if (tk.type == TK_BRACKET_OPEN) {
if (uniform2.array_size > 0) {
_set_error("Array size is already defined!");
return ERR_PARSE_ERROR;
}
tk = _get_token();
if (tk.type == TK_INT_CONSTANT && tk.constant > 0) {
uniform2.array_size = (int)tk.constant;
tk = _get_token();
if (tk.type == TK_BRACKET_CLOSE) {
tk = _get_token();
} else {
_set_error("Expected ']'");
return ERR_PARSE_ERROR;
}
} else {
_set_error("Expected integer constant > 0");
return ERR_PARSE_ERROR;
}
}
if (is_sampler_type(type)) {
if (uniform_scope == ShaderNode::Uniform::SCOPE_INSTANCE) {
_set_error("Uniforms with 'instance' qualifiers can't be of sampler type.");
return ERR_PARSE_ERROR;
}
uniform2.texture_order = texture_uniforms++;
uniform2.texture_binding = texture_binding;
if (uniform2.array_size > 0) {
texture_binding += uniform2.array_size;
} else {
++texture_binding;
}
uniform2.order = -1;
if (_validate_datatype(type) != OK) {
return ERR_PARSE_ERROR;
@@ -7011,19 +7344,22 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
_set_error("Uniforms with 'instance' qualifiers can't be of matrix type.");
return ERR_PARSE_ERROR;
}
uniform2.texture_order = -1;
if (uniform_scope != ShaderNode::Uniform::SCOPE_INSTANCE) {
uniform2.order = uniforms++;
}
}
uniform2.type = type;
uniform2.scope = uniform_scope;
uniform2.precision = precision;
//todo parse default value
tk = _get_token();
if (uniform2.array_size > 0) {
if (uniform_scope == ShaderNode::Uniform::SCOPE_GLOBAL) {
_set_error("'SCOPE_GLOBAL' qualifier is not yet supported for uniform array!");
return ERR_PARSE_ERROR;
}
if (uniform_scope == ShaderNode::Uniform::SCOPE_INSTANCE) {
_set_error("'SCOPE_INSTANCE' qualifier is not yet supported for uniform array!");
return ERR_PARSE_ERROR;
}
}
int custom_instance_index = -1;
@@ -7031,6 +7367,14 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
//hint
do {
tk = _get_token();
if (uniform2.array_size > 0) {
if (tk.type != TK_HINT_COLOR) {
_set_error("This hint is not yet supported for uniform arrays!");
return ERR_PARSE_ERROR;
}
}
if (tk.type == TK_HINT_WHITE_TEXTURE) {
uniform2.hint = ShaderNode::Uniform::HINT_WHITE;
} else if (tk.type == TK_HINT_BLACK_TEXTURE) {
@@ -7221,6 +7565,11 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
//reset scope for next uniform
if (tk.type == TK_OP_ASSIGN) {
if (uniform2.array_size > 0) {
_set_error("Setting default value to a uniform array is not yet supported!");
return ERR_PARSE_ERROR;
}
Node *expr = _parse_and_reduce_expression(nullptr, FunctionInfo());
if (!expr) {
return ERR_PARSE_ERROR;
@@ -7265,7 +7614,11 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
tk = _get_token();
if (tk.type != TK_SEMICOLON && tk.type != TK_BRACKET_OPEN) {
_set_error("Expected ';' or '['");
if (array_size == 0) {
_set_error("Expected ';' or '['");
} else {
_set_error("Expected ';'");
}
return ERR_PARSE_ERROR;
}
@@ -7290,7 +7643,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
return ERR_PARSE_ERROR;
}
} else {
_set_error("Expected single integer constant > 0");
_set_error("Expected integer constant > 0");
return ERR_PARSE_ERROR;
}
}