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-rw-r--r--core/ustring.cpp19
-rw-r--r--core/ustring.h2
-rw-r--r--core/variant_call.cpp4
-rw-r--r--doc/classes/String.xml3
-rw-r--r--editor/plugins/shader_editor_plugin.cpp2
-rw-r--r--editor/script_create_dialog.cpp2
-rw-r--r--modules/gridmap/grid_map.h5
-rw-r--r--platform/windows/detect.py2
-rw-r--r--scene/3d/baked_lightmap.cpp1
-rw-r--r--scene/gui/dialogs.cpp13
-rw-r--r--servers/visual/shader_language.cpp79
-rw-r--r--servers/visual/shader_language.h25
-rw-r--r--servers/visual/shader_types.cpp143
-rw-r--r--thirdparty/thekla_atlas/nvcore/Debug.cpp9
-rw-r--r--thirdparty/thekla_atlas/nvmath/ftoi.h5
-rw-r--r--thirdparty/thekla_atlas/nvmath/nvmath.h17
16 files changed, 228 insertions, 103 deletions
diff --git a/core/ustring.cpp b/core/ustring.cpp
index 3a0708851e..1bf7d000c3 100644
--- a/core/ustring.cpp
+++ b/core/ustring.cpp
@@ -734,7 +734,7 @@ Vector<String> String::split_spaces() const {
return ret;
}
-Vector<String> String::split(const String &p_splitter, bool p_allow_empty) const {
+Vector<String> String::split(const String &p_splitter, bool p_allow_empty, int p_maxsplit) const {
Vector<String> ret;
int from = 0;
@@ -745,8 +745,21 @@ Vector<String> String::split(const String &p_splitter, bool p_allow_empty) const
int end = find(p_splitter, from);
if (end < 0)
end = len;
- if (p_allow_empty || (end > from))
- ret.push_back(substr(from, end - from));
+ if (p_allow_empty || (end > from)) {
+ if (p_maxsplit <= 0)
+ ret.push_back(substr(from, end - from));
+ else if (p_maxsplit > 0) {
+
+ // Put rest of the string and leave cycle.
+ if (p_maxsplit == ret.size()) {
+ ret.push_back(substr(from, len));
+ break;
+ }
+
+ // Otherwise, push items until positive limit is reached.
+ ret.push_back(substr(from, end - from));
+ }
+ }
if (end == len)
break;
diff --git a/core/ustring.h b/core/ustring.h
index 9c24133b55..6541642bd1 100644
--- a/core/ustring.h
+++ b/core/ustring.h
@@ -162,7 +162,7 @@ public:
String get_slice(String p_splitter, int p_slice) const;
String get_slicec(CharType p_splitter, int p_slice) const;
- Vector<String> split(const String &p_splitter, bool p_allow_empty = true) const;
+ Vector<String> split(const String &p_splitter, bool p_allow_empty = true, int p_maxsplit = 0) const;
Vector<String> split_spaces() const;
Vector<float> split_floats(const String &p_splitter, bool p_allow_empty = true) const;
Vector<float> split_floats_mk(const Vector<String> &p_splitters, bool p_allow_empty = true) const;
diff --git a/core/variant_call.cpp b/core/variant_call.cpp
index f66cce85c9..2b99a60ba5 100644
--- a/core/variant_call.cpp
+++ b/core/variant_call.cpp
@@ -254,7 +254,7 @@ struct _VariantCall {
VCALL_LOCALMEM2R(String, replacen);
VCALL_LOCALMEM2R(String, insert);
VCALL_LOCALMEM0R(String, capitalize);
- VCALL_LOCALMEM2R(String, split);
+ VCALL_LOCALMEM3R(String, split);
VCALL_LOCALMEM2R(String, split_floats);
VCALL_LOCALMEM0R(String, to_upper);
VCALL_LOCALMEM0R(String, to_lower);
@@ -1446,7 +1446,7 @@ void register_variant_methods() {
ADDFUNC2R(STRING, STRING, String, replacen, STRING, "what", STRING, "forwhat", varray());
ADDFUNC2R(STRING, STRING, String, insert, INT, "position", STRING, "what", varray());
ADDFUNC0R(STRING, STRING, String, capitalize, varray());
- ADDFUNC2R(STRING, POOL_STRING_ARRAY, String, split, STRING, "divisor", BOOL, "allow_empty", varray(true));
+ ADDFUNC3R(STRING, POOL_STRING_ARRAY, String, split, STRING, "divisor", BOOL, "allow_empty", INT, "maxsplit", varray(true, 0));
ADDFUNC2R(STRING, POOL_REAL_ARRAY, String, split_floats, STRING, "divisor", BOOL, "allow_empty", varray(true));
ADDFUNC0R(STRING, STRING, String, to_upper, varray());
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index 78e9f3cd3f..8bbd52b417 100644
--- a/doc/classes/String.xml
+++ b/doc/classes/String.xml
@@ -662,8 +662,11 @@
</argument>
<argument index="1" name="allow_empty" type="bool" default="True">
</argument>
+ <argument index="2" name="maxsplit" type="int" default="0">
+ </argument>
<description>
Splits the string by a divisor string and returns an array of the substrings. Example "One,Two,Three" will return ["One","Two","Three"] if split by ",".
+ If [code]maxsplit[/code] is given, at most maxsplit number of splits occur, and the remainder of the string is returned as the final element of the list (thus, the list will have at most maxsplit+1 elements)
</description>
</method>
<method name="split_floats">
diff --git a/editor/plugins/shader_editor_plugin.cpp b/editor/plugins/shader_editor_plugin.cpp
index b390070b4a..bd6efee2db 100644
--- a/editor/plugins/shader_editor_plugin.cpp
+++ b/editor/plugins/shader_editor_plugin.cpp
@@ -161,7 +161,7 @@ void ShaderTextEditor::_load_theme_settings() {
for (const Map<StringName, ShaderLanguage::FunctionInfo>::Element *E = ShaderTypes::get_singleton()->get_functions(VisualServer::ShaderMode(shader->get_mode())).front(); E; E = E->next()) {
- for (const Map<StringName, ShaderLanguage::DataType>::Element *F = E->get().built_ins.front(); F; F = F->next()) {
+ for (const Map<StringName, ShaderLanguage::BuiltInInfo>::Element *F = E->get().built_ins.front(); F; F = F->next()) {
keywords.push_back(F->key());
}
}
diff --git a/editor/script_create_dialog.cpp b/editor/script_create_dialog.cpp
index 3cab14b0c4..f99a2eafdd 100644
--- a/editor/script_create_dialog.cpp
+++ b/editor/script_create_dialog.cpp
@@ -459,7 +459,7 @@ void ScriptCreateDialog::_update_dialog() {
script_ok = false;
}
}
- if (has_named_classes && (!is_class_name_valid)) {
+ if (has_named_classes && (is_new_script_created && !is_class_name_valid)) {
_msg_script_valid(false, TTR("Invalid class name"));
script_ok = false;
}
diff --git a/modules/gridmap/grid_map.h b/modules/gridmap/grid_map.h
index 5bfdf1dac3..ab66bf123e 100644
--- a/modules/gridmap/grid_map.h
+++ b/modules/gridmap/grid_map.h
@@ -186,6 +186,11 @@ class GridMap : public Spatial {
Vector3 _get_offset() const;
+ struct BakedMesh {
+ Ref<Mesh> mesh;
+ Transform transform;
+ };
+
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
diff --git a/platform/windows/detect.py b/platform/windows/detect.py
index bc8be7f034..01eb50e69c 100644
--- a/platform/windows/detect.py
+++ b/platform/windows/detect.py
@@ -269,7 +269,7 @@ def configure(env):
if (env["openmp"]):
env.Append(CPPFLAGS=['-fopenmp'])
- env.Append(LIBS=['gomp'])
+ env.Append(LINKFLAGS=['-fopenmp'])
## Compile flags
diff --git a/scene/3d/baked_lightmap.cpp b/scene/3d/baked_lightmap.cpp
index 8af8c2f7da..3d9bb73181 100644
--- a/scene/3d/baked_lightmap.cpp
+++ b/scene/3d/baked_lightmap.cpp
@@ -175,6 +175,7 @@ BakedLightmap::Subdiv BakedLightmap::get_capture_subdiv() const {
void BakedLightmap::set_extents(const Vector3 &p_extents) {
extents = p_extents;
+ update_gizmo();
}
Vector3 BakedLightmap::get_extents() const {
diff --git a/scene/gui/dialogs.cpp b/scene/gui/dialogs.cpp
index d4912339da..9a55073bb6 100644
--- a/scene/gui/dialogs.cpp
+++ b/scene/gui/dialogs.cpp
@@ -289,10 +289,17 @@ bool WindowDialog::get_resizable() const {
Size2 WindowDialog::get_minimum_size() const {
Ref<Font> font = get_font("title_font", "WindowDialog");
- int msx = close_button->get_combined_minimum_size().x;
- msx += font->get_string_size(title).x;
- return Size2(msx, 1);
+ const int button_width = close_button->get_combined_minimum_size().x;
+ const int title_width = font->get_string_size(title).x;
+ const int padding = button_width / 2;
+ const int button_area = button_width + padding;
+
+ // as the title gets centered, title_width + close_button_width is not enough.
+ // we want a width w, such that w / 2 - title_width / 2 >= button_area, i.e.
+ // w >= 2 * button_area + title_width
+
+ return Size2(2 * button_area + title_width, 1);
}
TextureButton *WindowDialog::get_close_button() {
diff --git a/servers/visual/shader_language.cpp b/servers/visual/shader_language.cpp
index e10a57c571..c69bbb9343 100644
--- a/servers/visual/shader_language.cpp
+++ b/servers/visual/shader_language.cpp
@@ -755,12 +755,12 @@ void ShaderLanguage::clear() {
}
}
-bool ShaderLanguage::_find_identifier(const BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types, const StringName &p_identifier, DataType *r_data_type, IdentifierType *r_type) {
+bool ShaderLanguage::_find_identifier(const BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, const StringName &p_identifier, DataType *r_data_type, IdentifierType *r_type) {
if (p_builtin_types.has(p_identifier)) {
if (r_data_type) {
- *r_data_type = p_builtin_types[p_identifier];
+ *r_data_type = p_builtin_types[p_identifier].type;
}
if (r_type) {
*r_type = IDENTIFIER_BUILTIN_VAR;
@@ -2008,7 +2008,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, OperatorNode *p
return false;
}
-bool ShaderLanguage::_parse_function_arguments(BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types, OperatorNode *p_func, int *r_complete_arg) {
+bool ShaderLanguage::_parse_function_arguments(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, OperatorNode *p_func, int *r_complete_arg) {
TkPos pos = _get_tkpos();
Token tk = _get_token();
@@ -2261,7 +2261,48 @@ bool ShaderLanguage::_get_completable_identifier(BlockNode *p_block, CompletionT
return false;
}
-ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types) {
+bool ShaderLanguage::_is_operator_assign(Operator p_op) const {
+ switch (p_op) {
+ case OP_ASSIGN:
+ case OP_ASSIGN_ADD:
+ case OP_ASSIGN_SUB:
+ case OP_ASSIGN_MUL:
+ case OP_ASSIGN_DIV:
+ case OP_ASSIGN_MOD:
+ case OP_ASSIGN_SHIFT_LEFT:
+ case OP_ASSIGN_SHIFT_RIGHT:
+ case OP_ASSIGN_BIT_AND:
+ case OP_ASSIGN_BIT_OR:
+ case OP_ASSIGN_BIT_XOR:
+ return true;
+ default:
+ return false;
+ }
+
+ return false;
+}
+
+bool ShaderLanguage::_validate_assign(Node *p_node, const Map<StringName, BuiltInInfo> &p_builtin_types) {
+
+ if (p_node->type == Node::TYPE_OPERATOR) {
+
+ OperatorNode *op = static_cast<OperatorNode *>(p_node);
+ if (op->type == OP_INDEX) {
+ return _validate_assign(op->arguments[0], p_builtin_types);
+ }
+ }
+
+ if (p_node->type == Node::TYPE_VARIABLE) {
+
+ VariableNode *var = static_cast<VariableNode *>(p_node);
+ if (p_builtin_types.has(var->name) && p_builtin_types[var->name].constant) {
+ return false; //ops not valid
+ }
+ }
+ return true;
+}
+
+ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types) {
Vector<Expression> expression;
//Vector<TokenType> operators;
@@ -2765,6 +2806,11 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
_set_error("Invalid base type for increment/decrement operator");
return NULL;
}
+
+ if (!_validate_assign(expr, p_builtin_types)) {
+ _set_error("Invalid use of increment/decrement operator in constant expression.");
+ return NULL;
+ }
expr = op;
} else {
@@ -2948,6 +2994,11 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
OperatorNode *op = alloc_node<OperatorNode>();
op->op = expression[i].op;
+ if ((op->op == OP_INCREMENT || op->op == OP_DECREMENT) && !_validate_assign(expression[i + 1].node, p_builtin_types)) {
+
+ _set_error("Can't use increment/decrement operator in constant expression.");
+ return NULL;
+ }
op->arguments.push_back(expression[i + 1].node);
expression[i].is_op = false;
@@ -3019,6 +3070,12 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
ERR_FAIL_V(NULL);
}
+ if (_is_operator_assign(op->op) && !_validate_assign(expression[next_op - 1].node, p_builtin_types)) {
+
+ _set_error("Assignment to constant expression.");
+ return NULL;
+ }
+
if (expression[next_op + 1].is_op) {
// this is not invalid and can really appear
// but it becomes invalid anyway because no binary op
@@ -3142,7 +3199,7 @@ ShaderLanguage::Node *ShaderLanguage::_reduce_expression(BlockNode *p_block, Sha
return p_node;
}
-ShaderLanguage::Node *ShaderLanguage::_parse_and_reduce_expression(BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types) {
+ShaderLanguage::Node *ShaderLanguage::_parse_and_reduce_expression(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types) {
ShaderLanguage::Node *expr = _parse_expression(p_block, p_builtin_types);
if (!expr) //errored
@@ -3153,7 +3210,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_and_reduce_expression(BlockNode *p_
return expr;
}
-Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types, bool p_just_one, bool p_can_break, bool p_can_continue) {
+Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, bool p_just_one, bool p_can_break, bool p_can_continue) {
while (true) {
@@ -3636,7 +3693,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
name = tk.text;
- if (_find_identifier(NULL, Map<StringName, DataType>(), name)) {
+ if (_find_identifier(NULL, Map<StringName, BuiltInInfo>(), name)) {
_set_error("Redefinition of '" + String(name) + "'");
return ERR_PARSE_ERROR;
}
@@ -3660,7 +3717,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
tk = _get_token();
if (tk.type == TK_OP_ASSIGN) {
- Node *expr = _parse_and_reduce_expression(NULL, Map<StringName, DataType>());
+ Node *expr = _parse_and_reduce_expression(NULL, Map<StringName, BuiltInInfo>());
if (!expr)
return ERR_PARSE_ERROR;
if (expr->type != Node::TYPE_CONSTANT) {
@@ -3841,7 +3898,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
return ERR_PARSE_ERROR;
}
- if (_find_identifier(NULL, Map<StringName, DataType>(), name)) {
+ if (_find_identifier(NULL, Map<StringName, BuiltInInfo>(), name)) {
_set_error("Redefinition of '" + String(name) + "'");
return ERR_PARSE_ERROR;
}
@@ -3852,7 +3909,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
return ERR_PARSE_ERROR;
}
- Map<StringName, DataType> builtin_types;
+ Map<StringName, BuiltInInfo> builtin_types;
if (p_functions.has(name)) {
builtin_types = p_functions[name].built_ins;
}
@@ -4109,7 +4166,7 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
if (comp_ident && skip_function != StringName() && p_functions.has(skip_function)) {
- for (Map<StringName, DataType>::Element *E = p_functions[skip_function].built_ins.front(); E; E = E->next()) {
+ for (Map<StringName, BuiltInInfo>::Element *E = p_functions[skip_function].built_ins.front(); E; E = E->next()) {
matches.insert(E->key());
}
}
diff --git a/servers/visual/shader_language.h b/servers/visual/shader_language.h
index e092bf931f..4cf8560990 100644
--- a/servers/visual/shader_language.h
+++ b/servers/visual/shader_language.h
@@ -537,8 +537,18 @@ public:
static void get_keyword_list(List<String> *r_keywords);
static void get_builtin_funcs(List<String> *r_keywords);
+ struct BuiltInInfo {
+ DataType type;
+ bool constant;
+ BuiltInInfo() {}
+ BuiltInInfo(DataType p_type, bool p_constant = false) {
+ type = p_type;
+ constant = p_constant;
+ }
+ };
+
struct FunctionInfo {
- Map<StringName, DataType> built_ins;
+ Map<StringName, BuiltInInfo> built_ins;
bool can_discard;
};
@@ -601,7 +611,10 @@ private:
IDENTIFIER_BUILTIN_VAR,
};
- bool _find_identifier(const BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types, const StringName &p_identifier, DataType *r_data_type = NULL, IdentifierType *r_type = NULL);
+ bool _find_identifier(const BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, const StringName &p_identifier, DataType *r_data_type = NULL, IdentifierType *r_type = NULL);
+
+ bool _is_operator_assign(Operator p_op) const;
+ bool _validate_assign(Node *p_node, const Map<StringName, BuiltInInfo> &p_builtin_types);
bool _validate_operator(OperatorNode *p_op, DataType *r_ret_type = NULL);
@@ -625,14 +638,14 @@ private:
static const BuiltinFuncDef builtin_func_defs[];
bool _validate_function_call(BlockNode *p_block, OperatorNode *p_func, DataType *r_ret_type);
- bool _parse_function_arguments(BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types, OperatorNode *p_func, int *r_complete_arg = NULL);
+ bool _parse_function_arguments(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, OperatorNode *p_func, int *r_complete_arg = NULL);
- Node *_parse_expression(BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types);
+ Node *_parse_expression(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types);
ShaderLanguage::Node *_reduce_expression(BlockNode *p_block, ShaderLanguage::Node *p_node);
- Node *_parse_and_reduce_expression(BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types);
+ Node *_parse_and_reduce_expression(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types);
- Error _parse_block(BlockNode *p_block, const Map<StringName, DataType> &p_builtin_types, bool p_just_one = false, bool p_can_break = false, bool p_can_continue = false);
+ Error _parse_block(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, bool p_just_one = false, bool p_can_break = false, bool p_can_continue = false);
Error _parse_shader(const Map<StringName, FunctionInfo> &p_functions, const Set<String> &p_render_modes, const Set<String> &p_shader_types);
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp
index 7489ca7e3e..a25c5ca65e 100644
--- a/servers/visual/shader_types.cpp
+++ b/servers/visual/shader_types.cpp
@@ -45,6 +45,11 @@ const Set<String> &ShaderTypes::get_types() {
ShaderTypes *ShaderTypes::singleton = NULL;
+static ShaderLanguage::BuiltInInfo constt(ShaderLanguage::DataType p_type) {
+
+ return ShaderLanguage::BuiltInInfo(p_type, true);
+}
+
ShaderTypes::ShaderTypes() {
singleton = this;
@@ -58,32 +63,32 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["UV2"] = ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_ID"] = ShaderLanguage::TYPE_INT;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_ID"] = constt(ShaderLanguage::TYPE_INT);
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].can_discard = false;
//builtins
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_CAMERA_MATRIX"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_MATRIX"] = ShaderLanguage::TYPE_MAT4;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_MATRIX"] = ShaderLanguage::TYPE_MAT4;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEWPORT_SIZE"] = ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["FRAGCOORD"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["FRONT_FACING"] = ShaderLanguage::TYPE_BOOL;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VERTEX"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["FRONT_FACING"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["BINORMAL"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMALMAP"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV2"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV2"] = constt(ShaderLanguage::TYPE_VEC2);
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["METALLIC"] = ShaderLanguage::TYPE_FLOAT;
@@ -103,33 +108,33 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["POINT_COORD"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SIDE"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SIDE"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_SCISSOR"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_CAMERA_MATRIX"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEWPORT_SIZE"] = ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[VS::SHADER_SPATIAL].functions["fragment"].can_discard = true;
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_CAMERA_MATRIX"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEWPORT_SIZE"] = ShaderLanguage::TYPE_VEC2;
-
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEW"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_COLOR"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ATTENUATION"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["TRANSMISSION"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
+
+ shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ATTENUATION"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ALBEDO"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["TRANSMISSION"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ROUGHNESS"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["DIFFUSE_LIGHT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3;
@@ -177,38 +182,38 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["EXTRA_MATRIX"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = ShaderLanguage::TYPE_BOOL;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["EXTRA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].can_discard = false;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["FRAGCOORD"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMALMAP"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["POINT_COORD"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["AT_LIGHT_PASS"] = ShaderLanguage::TYPE_BOOL;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].can_discard = true;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POSITION"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POSITION"] = constt(ShaderLanguage::TYPE_VEC2);
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_VEC"] = ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_HEIGHT"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_COLOR"] = ShaderLanguage::TYPE_VEC4;
@@ -216,8 +221,8 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_SHADOW"] = ShaderLanguage::TYPE_VEC4;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT"] = ShaderLanguage::TYPE_VEC4;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SHADOW"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POINT_COORD"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].can_discard = true;
shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("skip_vertex_transform");
@@ -237,16 +242,16 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["ACTIVE"] = ShaderLanguage::TYPE_BOOL;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["RESTART"] = ShaderLanguage::TYPE_BOOL;
+ shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["RESTART"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["LIFETIME"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["DELTA"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["NUMBER"] = ShaderLanguage::TYPE_UINT;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["INDEX"] = ShaderLanguage::TYPE_INT;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["EMISSION_TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["RANDOM_SEED"] = ShaderLanguage::TYPE_UINT;
+ shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT);
+ shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT);
+ shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_INT);
+ shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].can_discard = false;
shader_modes[VS::SHADER_PARTICLES].modes.insert("billboard");
diff --git a/thirdparty/thekla_atlas/nvcore/Debug.cpp b/thirdparty/thekla_atlas/nvcore/Debug.cpp
index 81498c219e..4980ffa916 100644
--- a/thirdparty/thekla_atlas/nvcore/Debug.cpp
+++ b/thirdparty/thekla_atlas/nvcore/Debug.cpp
@@ -394,8 +394,10 @@ namespace
#pragma warning(disable:4748)
static NV_NOINLINE int backtrace(void * trace[], int maxcount) {
CONTEXT ctx = { 0 };
+// -- GODOT start --
#if NV_CPU_X86 && !NV_CPU_X86_64
ctx.ContextFlags = CONTEXT_CONTROL;
+#if NV_CC_MSVC
_asm {
call x
x: pop eax
@@ -404,6 +406,13 @@ namespace
mov ctx.Esp, esp
}
#else
+ register long unsigned int ebp asm("ebp");
+ ctx.Eip = (DWORD) __builtin_return_address(0);
+ ctx.Ebp = ebp;
+ ctx.Esp = (DWORD) __builtin_frame_address(0);
+#endif
+// -- GODOT end --
+#else
RtlCaptureContext(&ctx); // Not implemented correctly in x86.
#endif
diff --git a/thirdparty/thekla_atlas/nvmath/ftoi.h b/thirdparty/thekla_atlas/nvmath/ftoi.h
index bee15c0908..182c56d1c3 100644
--- a/thirdparty/thekla_atlas/nvmath/ftoi.h
+++ b/thirdparty/thekla_atlas/nvmath/ftoi.h
@@ -53,7 +53,10 @@ namespace nv
return (val<0) ? ftoi_ceil_xs(val) : ftoi_floor_xs(val);
}
-#if NV_CPU_X86 || NV_CPU_X86_64
+// -- GODOT start --
+//#if NV_CPU_X86 || NV_CPU_X86_64
+#if NV_USE_SSE
+// -- GODOT end --
NV_FORCEINLINE int ftoi_round_sse(float f) {
return _mm_cvt_ss2si(_mm_set_ss(f));
diff --git a/thirdparty/thekla_atlas/nvmath/nvmath.h b/thirdparty/thekla_atlas/nvmath/nvmath.h
index 695f452c1d..f2b69426e1 100644
--- a/thirdparty/thekla_atlas/nvmath/nvmath.h
+++ b/thirdparty/thekla_atlas/nvmath/nvmath.h
@@ -14,10 +14,12 @@
#include <float.h> // finite, isnan
#endif
-#if NV_CPU_X86 || NV_CPU_X86_64
- //#include <intrin.h>
- #include <xmmintrin.h>
-#endif
+// -- GODOT start --
+//#if NV_CPU_X86 || NV_CPU_X86_64
+// //#include <intrin.h>
+// #include <xmmintrin.h>
+//#endif
+// -- GODOT end --
@@ -65,6 +67,13 @@
#endif
+// -- GODOT start --
+#if NV_USE_SSE
+ //#include <intrin.h>
+ #include <xmmintrin.h>
+#endif
+// -- GODOT end --
+
#ifndef PI
#define PI float(3.1415926535897932384626433833)