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path: root/servers/rendering/shader_language.cpp
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Diffstat (limited to 'servers/rendering/shader_language.cpp')
-rw-r--r--servers/rendering/shader_language.cpp22
1 files changed, 17 insertions, 5 deletions
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index 04cc844483..1a994548d8 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -4920,7 +4920,9 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
bool error = false;
Node *n = func->arguments[argidx];
if (n->type == Node::TYPE_CONSTANT || n->type == Node::TYPE_OPERATOR) {
- error = true;
+ if (!call_function->arguments[i].is_const) {
+ error = true;
+ }
} else if (n->type == Node::TYPE_ARRAY) {
ArrayNode *an = static_cast<ArrayNode *>(n);
if (an->call_expression != nullptr || an->is_const) {
@@ -7439,7 +7441,6 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
int texture_uniforms = 0;
int texture_binding = 0;
- int uniforms = 0;
int instance_index = 0;
ShaderNode::Uniform::Scope uniform_scope = ShaderNode::Uniform::SCOPE_LOCAL;
@@ -7790,9 +7791,6 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
return ERR_PARSE_ERROR;
}
uniform2.texture_order = -1;
- if (uniform_scope != ShaderNode::Uniform::SCOPE_INSTANCE) {
- uniform2.order = uniforms++;
- }
}
if (uniform2.array_size > 0) {
@@ -8771,6 +8769,20 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
tk = _get_token();
}
+ int uniforms = 0;
+
+ // Need to push arrays to first place in a uniform buffer in order to correct work.
+ for (Map<StringName, ShaderNode::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) {
+ if (E->get().texture_order == -1 && E->get().scope != ShaderNode::Uniform::SCOPE_INSTANCE && E->get().array_size > 0) {
+ E->get().order = uniforms++;
+ }
+ }
+ for (Map<StringName, ShaderNode::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) {
+ if (E->get().texture_order == -1 && E->get().scope != ShaderNode::Uniform::SCOPE_INSTANCE && E->get().array_size == 0) {
+ E->get().order = uniforms++;
+ }
+ }
+
int error_line;
String error_message;
if (!_check_varying_usages(&error_line, &error_message)) {