Fix test_shader_lang (for 3.x)
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1 changed files with 107 additions and 33 deletions
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@ -38,6 +38,7 @@
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#include "scene/gui/control.h"
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#include "scene/gui/text_edit.h"
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#include "servers/visual/shader_language.h"
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#include "servers/visual/shader_types.h"
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typedef ShaderLanguage SL;
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@ -310,49 +311,122 @@ MainLoop *test() {
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if (cmdlargs.empty()) {
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//try editor!
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print_line("usage: godot -test shader_lang <shader>");
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print_line("usage: godot -test shaderlang <shader>");
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return nullptr;
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}
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String test = cmdlargs.back()->get();
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FileAccess *fa = FileAccess::open(test, FileAccess::READ);
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if (!fa) {
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ERR_FAIL_V(nullptr);
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}
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String code;
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while (true) {
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CharType c = fa->get_8();
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if (fa->eof_reached()) {
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break;
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}
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code += c;
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}
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List<String> code_list;
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List<Map<StringName, SL::FunctionInfo>> dt_list;
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List<Vector<StringName>> rm_list;
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List<Set<String>> types_list;
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int test_count = 0;
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SL sl;
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print_line("tokens:\n\n" + sl.token_debug(code));
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Map<StringName, SL::FunctionInfo> dt;
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dt["fragment"].built_ins["ALBEDO"] = SL::TYPE_VEC3;
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dt["fragment"].can_discard = true;
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if (cmdlargs.empty() || cmdlargs.back()->get() == "shaderlang") {
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{
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String code;
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code += "shader_type canvas_item;\n";
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code += "render_mode test_rm;\n";
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code += "\n";
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code += "void fragment() {\n";
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code += "\tCOLOR = vec4(1.0);\n";
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code += "\tdiscard;\n";
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code += "}\n";
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code_list.push_back(code);
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Vector<StringName> rm;
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rm.push_back("popo");
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Set<String> types;
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types.insert("spatial");
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Vector<StringName> rm;
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rm.push_back("test_rm");
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rm_list.push_back(rm);
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Error err = sl.compile(code, dt, rm, types);
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Map<StringName, SL::FunctionInfo> dt;
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dt["fragment"].built_ins["COLOR"] = SL::TYPE_VEC4;
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dt["fragment"].can_discard = true;
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dt_list.push_back(dt);
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if (err) {
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print_line("Error at line: " + rtos(sl.get_error_line()) + ": " + sl.get_error_text());
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return nullptr;
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Set<String> types;
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types.insert("canvas_item");
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types_list.push_back(types);
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test_count++;
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}
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#ifndef _3D_DISABLED
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{
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String code;
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code += "shader_type spatial;\n";
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code += "render_mode test_rm;\n";
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code += "\n";
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code += "void fragment() {\n";
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code += "\tALBEDO = vec3(1.0);\n";
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code += "\tdiscard;\n";
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code += "}\n";
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code_list.push_back(code);
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Vector<StringName> rm;
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rm.push_back("test_rm");
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rm_list.push_back(rm);
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Map<StringName, SL::FunctionInfo> dt;
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dt["fragment"].built_ins["ALBEDO"] = SL::TYPE_VEC3;
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dt["fragment"].can_discard = true;
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dt_list.push_back(dt);
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Set<String> types;
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types.insert("spatial");
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types_list.push_back(types);
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test_count++;
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}
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#endif
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} else {
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String code2;
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recreate_code(&code2, sl.get_shader());
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print_line("code:\n\n" + code2);
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FileAccess *fa = FileAccess::open(cmdlargs.back()->get(), FileAccess::READ);
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String code;
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if (!fa) {
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ERR_FAIL_V(nullptr);
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}
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while (true) {
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CharType c = fa->get_8();
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if (fa->eof_reached()) {
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break;
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}
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code += c;
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}
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code_list.push_back(code);
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String type = sl.get_shader_type(code);
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if (type == "canvas_item") {
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dt_list.push_back(ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode::SHADER_CANVAS_ITEM));
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rm_list.push_back(ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode::SHADER_CANVAS_ITEM));
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} else if (type == "spatial") {
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dt_list.push_back(ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode::SHADER_SPATIAL));
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rm_list.push_back(ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode::SHADER_SPATIAL));
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} else if (type == "particles") {
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dt_list.push_back(ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode::SHADER_PARTICLES));
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rm_list.push_back(ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode::SHADER_PARTICLES));
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}
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types_list.push_back(ShaderTypes::get_singleton()->get_types());
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test_count++;
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}
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for (int i = 0; i < test_count; i++) {
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String code = code_list[i];
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Map<StringName, SL::FunctionInfo> dt = dt_list[i];
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Vector<StringName> rm = rm_list[i];
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Set<String> types = types_list[i];
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print_line("tokens:\n\n" + sl.token_debug(code));
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Error err = sl.compile(code, dt, rm, types);
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if (err) {
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print_line("Error at line: " + rtos(sl.get_error_line()) + ": " + sl.get_error_text());
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return nullptr;
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} else {
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String code2;
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recreate_code(&code2, sl.get_shader());
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print_line("code:\n\n" + code2);
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}
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}
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return nullptr;
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