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Added a spinlock template as well as a thread work pool class.
Also, optimized shader compilation to happen on threads.
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@@ -30,6 +30,7 @@
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#include "shader_rd.h"
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#include "core/string_builder.h"
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#include "rasterizer_rd.h"
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#include "servers/visual/rendering_device.h"
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void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_name) {
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@@ -160,6 +161,121 @@ void ShaderRD::_clear_version(Version *p_version) {
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p_version->variants = NULL;
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}
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}
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void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
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Vector<RD::ShaderStageData> stages;
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String error;
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String current_source;
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RD::ShaderStage current_stage = RD::SHADER_STAGE_VERTEX;
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bool build_ok = true;
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{
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//vertex stage
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StringBuilder builder;
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builder.append(vertex_codev.get_data()); // version info (if exists)
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builder.append("\n"); //make sure defines begin at newline
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builder.append(general_defines.get_data());
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builder.append(variant_defines[p_variant].get_data());
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for (int j = 0; j < p_version->custom_defines.size(); j++) {
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builder.append(p_version->custom_defines[j].get_data());
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}
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builder.append(vertex_code0.get_data()); //first part of vertex
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builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
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builder.append(vertex_code1.get_data()); //second part of vertex
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builder.append(p_version->vertex_globals.get_data()); // vertex globals
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builder.append(vertex_code2.get_data()); //third part of vertex
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builder.append(p_version->vertex_code.get_data()); // code
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builder.append(vertex_code3.get_data()); //fourth of vertex
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current_source = builder.as_string();
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RD::ShaderStageData stage;
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stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_VERTEX, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
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if (stage.spir_v.size() == 0) {
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build_ok = false;
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} else {
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stage.shader_stage = RD::SHADER_STAGE_VERTEX;
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stages.push_back(stage);
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}
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}
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if (build_ok) {
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//fragment stage
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current_stage = RD::SHADER_STAGE_FRAGMENT;
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StringBuilder builder;
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builder.append(fragment_codev.get_data()); // version info (if exists)
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builder.append("\n"); //make sure defines begin at newline
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builder.append(general_defines.get_data());
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builder.append(variant_defines[p_variant].get_data());
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for (int j = 0; j < p_version->custom_defines.size(); j++) {
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builder.append(p_version->custom_defines[j].get_data());
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}
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builder.append(fragment_code0.get_data()); //first part of fragment
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builder.append(p_version->uniforms.get_data()); //uniforms (same for fragment and fragment)
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builder.append(fragment_code1.get_data()); //first part of fragment
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builder.append(p_version->fragment_globals.get_data()); // fragment globals
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builder.append(fragment_code2.get_data()); //third part of fragment
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builder.append(p_version->fragment_light.get_data()); // fragment light
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builder.append(fragment_code3.get_data()); //fourth part of fragment
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builder.append(p_version->fragment_code.get_data()); // fragment code
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builder.append(fragment_code4.get_data()); //fourth part of fragment
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current_source = builder.as_string();
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RD::ShaderStageData stage;
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stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_FRAGMENT, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
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if (stage.spir_v.size() == 0) {
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build_ok = false;
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} else {
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stage.shader_stage = RD::SHADER_STAGE_FRAGMENT;
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stages.push_back(stage);
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}
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}
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if (!build_ok) {
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variant_set_mutex.lock(); //properly print the errors
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ERR_PRINT("Error compiling " + String(current_stage == RD::SHADER_STAGE_VERTEX ? "Vertex" : "Fragment") + " shader, variant #" + itos(p_variant) + " (" + variant_defines[p_variant].get_data() + ").");
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ERR_PRINT(error);
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#ifdef DEBUG_ENABLED
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ERR_PRINT("code:\n" + current_source.get_with_code_lines());
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#endif
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variant_set_mutex.unlock();
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return;
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}
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RID shader = RD::get_singleton()->shader_create(stages);
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variant_set_mutex.lock();
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p_version->variants[p_variant] = shader;
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variant_set_mutex.unlock();
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}
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void ShaderRD::_compile_version(Version *p_version) {
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_clear_version(p_version);
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@@ -168,134 +284,34 @@ void ShaderRD::_compile_version(Version *p_version) {
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p_version->dirty = false;
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p_version->variants = memnew_arr(RID, variant_defines.size());
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#if 1
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RasterizerRD::thread_work_pool.do_work(variant_defines.size(), this, &ShaderRD::_compile_variant, p_version);
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#else
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for (int i = 0; i < variant_defines.size(); i++) {
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Vector<RD::ShaderStageData> stages;
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String error;
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String current_source;
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RD::ShaderStage current_stage = RD::SHADER_STAGE_VERTEX;
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bool build_ok=true;
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{
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//vertex stage
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StringBuilder builder;
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builder.append(vertex_codev.get_data()); // version info (if exists)
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builder.append("\n"); //make sure defines begin at newline
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builder.append(general_defines.get_data());
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builder.append(variant_defines[i].get_data());
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for (int j = 0; j < p_version->custom_defines.size(); j++) {
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builder.append(p_version->custom_defines[j].get_data());
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}
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builder.append(vertex_code0.get_data()); //first part of vertex
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builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
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builder.append(vertex_code1.get_data()); //second part of vertex
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builder.append(p_version->vertex_globals.get_data()); // vertex globals
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builder.append(vertex_code2.get_data()); //third part of vertex
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builder.append(p_version->vertex_code.get_data()); // code
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builder.append(vertex_code3.get_data()); //fourth of vertex
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current_source = builder.as_string();
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RD::ShaderStageData stage;
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stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_VERTEX,current_source,RD::SHADER_LANGUAGE_GLSL,&error);
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if (stage.spir_v.size()==0) {
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build_ok=false;
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} else {
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stage.shader_stage = RD::SHADER_STAGE_VERTEX;
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stages.push_back(stage);
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}
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}
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if (build_ok){
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//fragment stage
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current_stage =RD::SHADER_STAGE_FRAGMENT;
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StringBuilder builder;
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builder.append(fragment_codev.get_data()); // version info (if exists)
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builder.append("\n"); //make sure defines begin at newline
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builder.append(general_defines.get_data());
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builder.append(variant_defines[i].get_data());
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for (int j = 0; j < p_version->custom_defines.size(); j++) {
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builder.append(p_version->custom_defines[j].get_data());
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}
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builder.append(fragment_code0.get_data()); //first part of fragment
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builder.append(p_version->uniforms.get_data()); //uniforms (same for fragment and fragment)
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builder.append(fragment_code1.get_data()); //first part of fragment
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builder.append(p_version->fragment_globals.get_data()); // fragment globals
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builder.append(fragment_code2.get_data()); //third part of fragment
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builder.append(p_version->fragment_light.get_data()); // fragment light
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builder.append(fragment_code3.get_data()); //fourth part of fragment
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builder.append(p_version->fragment_code.get_data()); // fragment code
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builder.append(fragment_code4.get_data()); //fourth part of fragment
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current_source = builder.as_string();
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RD::ShaderStageData stage;
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stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_FRAGMENT,current_source,RD::SHADER_LANGUAGE_GLSL,&error);
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if (stage.spir_v.size()==0) {
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build_ok=false;
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} else {
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stage.shader_stage = RD::SHADER_STAGE_FRAGMENT;
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stages.push_back(stage);
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}
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}
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if (!build_ok) {
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ERR_PRINT("Error compiling " + String(current_stage == RD::SHADER_STAGE_VERTEX ? "Vertex" : "Fragment") + " shader, variant #" + itos(i) + " (" + variant_defines[i].get_data() + ").");
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ERR_PRINT(error);
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#ifdef DEBUG_ENABLED
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ERR_PRINT("code:\n" + current_source.get_with_code_lines());
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_compile_variant(i, p_version);
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}
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#endif
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//clear versions if they exist
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for (int j = 0; j < i; j++) {
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RD::get_singleton()->free(p_version->variants[j]);
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}
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memdelete_arr(p_version->variants);
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p_version->variants = NULL;
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return;
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bool all_valid = true;
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for (int i = 0; i < variant_defines.size(); i++) {
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if (p_version->variants[i].is_null()) {
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all_valid = false;
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break;
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}
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}
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RID shader = RD::get_singleton()->shader_create(stages);
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if (shader.is_null()) {
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//clear versions if they exist
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for (int j = 0; j < i; j++) {
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RD::get_singleton()->free(p_version->variants[j]);
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if (!all_valid) {
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//clear versions if they exist
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for (int i = 0; i < variant_defines.size(); i++) {
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if (!p_version->variants[i].is_null()) {
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RD::get_singleton()->free(p_version->variants[i]);
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}
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memdelete_arr(p_version->variants);
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p_version->variants = NULL;
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return;
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}
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p_version->variants[i] = shader;
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memdelete_arr(p_version->variants);
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p_version->variants = NULL;
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return;
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}
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p_version->valid = true;
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