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-rw-r--r--servers/visual/shader_language.cpp12
-rw-r--r--servers/visual/shader_language.h6
-rw-r--r--servers/visual/shader_types.cpp83
-rw-r--r--servers/visual/shader_types.h6
4 files changed, 55 insertions, 52 deletions
diff --git a/servers/visual/shader_language.cpp b/servers/visual/shader_language.cpp
index 2069e64c43..346b04f070 100644
--- a/servers/visual/shader_language.cpp
+++ b/servers/visual/shader_language.cpp
@@ -3583,7 +3583,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
return OK;
}
-Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_functions, const Set<String> &p_render_modes, const Set<String> &p_shader_types) {
+Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types) {
Token tk = _get_token();
@@ -3642,7 +3642,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
return ERR_PARSE_ERROR;
}
- if (!p_render_modes.has(mode)) {
+ if (p_render_modes.find(mode) == -1) {
_set_error("Invalid render mode: '" + String(mode) + "'");
return ERR_PARSE_ERROR;
}
@@ -4097,7 +4097,7 @@ String ShaderLanguage::get_shader_type(const String &p_code) {
return String();
}
-Error ShaderLanguage::compile(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Set<String> &p_render_modes, const Set<String> &p_shader_types) {
+Error ShaderLanguage::compile(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types) {
clear();
@@ -4114,7 +4114,7 @@ Error ShaderLanguage::compile(const String &p_code, const Map<StringName, Functi
return OK;
}
-Error ShaderLanguage::complete(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Set<String> &p_render_modes, const Set<String> &p_shader_types, List<String> *r_options, String &r_call_hint) {
+Error ShaderLanguage::complete(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types, List<String> *r_options, String &r_call_hint) {
clear();
@@ -4134,9 +4134,9 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
return ERR_PARSE_ERROR;
} break;
case COMPLETION_RENDER_MODE: {
- for (const Set<String>::Element *E = p_render_modes.front(); E; E = E->next()) {
+ for (int i = 0; i < p_render_modes.size(); i++) {
- r_options->push_back(E->get());
+ r_options->push_back(p_render_modes[i]);
}
return OK;
diff --git a/servers/visual/shader_language.h b/servers/visual/shader_language.h
index 720511e18d..9b84c5f195 100644
--- a/servers/visual/shader_language.h
+++ b/servers/visual/shader_language.h
@@ -650,7 +650,7 @@ private:
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);
+ Error _parse_shader(const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types);
public:
//static void get_keyword_list(ShaderType p_type,List<String> *p_keywords);
@@ -658,8 +658,8 @@ public:
void clear();
static String get_shader_type(const String &p_code);
- Error compile(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Set<String> &p_render_modes, const Set<String> &p_shader_types);
- Error complete(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Set<String> &p_render_modes, const Set<String> &p_shader_types, List<String> *r_options, String &r_call_hint);
+ Error compile(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types);
+ Error complete(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types, List<String> *r_options, String &r_call_hint);
String get_error_text();
int get_error_line();
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp
index a92e1b06d2..92786ea740 100644
--- a/servers/visual/shader_types.cpp
+++ b/servers/visual/shader_types.cpp
@@ -35,7 +35,7 @@ const Map<StringName, ShaderLanguage::FunctionInfo> &ShaderTypes::get_functions(
return shader_modes[p_mode].functions;
}
-const Set<String> &ShaderTypes::get_modes(VS::ShaderMode p_mode) {
+const Vector<StringName> &ShaderTypes::get_modes(VS::ShaderMode p_mode) {
return shader_modes[p_mode].modes;
}
@@ -140,43 +140,44 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_SPATIAL].functions["light"].can_discard = true;
- shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_mix");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_add");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_sub");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_mul");
+ //order used puts first enum mode (default) first
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("blend_mix");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("blend_add");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("blend_sub");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("blend_mul");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_opaque");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_always");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_never");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_alpha_prepass");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_draw_opaque");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_draw_always");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_draw_never");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_draw_alpha_prepass");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_test_disable");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("depth_test_disable");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("cull_front");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("cull_back");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("cull_disabled");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("cull_back");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("cull_front");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("cull_disabled");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("unshaded");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("unshaded");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_lambert");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_lambert_wrap");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_oren_nayar");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_burley");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_toon");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_lambert");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_lambert_wrap");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_oren_nayar");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_burley");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("diffuse_toon");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_schlick_ggx");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_blinn");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_phong");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_toon");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("specular_disabled");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("specular_schlick_ggx");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("specular_blinn");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("specular_phong");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("specular_toon");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("specular_disabled");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("skip_vertex_transform");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("world_vertex_coords");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("ensure_correct_normals");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("skip_vertex_transform");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("world_vertex_coords");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("ensure_correct_normals");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("shadows_disabled");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("shadows_disabled");
- shader_modes[VS::SHADER_SPATIAL].modes.insert("vertex_lighting");
+ shader_modes[VS::SHADER_SPATIAL].modes.push_back("vertex_lighting");
/************ CANVAS ITEM **************************/
@@ -227,17 +228,17 @@ ShaderTypes::ShaderTypes() {
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");
+ shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("skip_vertex_transform");
- shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_mix");
- shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_add");
- shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_sub");
- shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_mul");
- shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_premul_alpha");
- shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_disabled");
+ shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_mix");
+ shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_add");
+ shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_sub");
+ shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_mul");
+ shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_premul_alpha");
+ shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("blend_disabled");
- shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("unshaded");
- shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("light_only");
+ shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("unshaded");
+ shader_modes[VS::SHADER_CANVAS_ITEM].modes.push_back("light_only");
/************ PARTICLES **************************/
@@ -257,9 +258,9 @@ ShaderTypes::ShaderTypes() {
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("disable_force");
- shader_modes[VS::SHADER_PARTICLES].modes.insert("disable_velocity");
- shader_modes[VS::SHADER_PARTICLES].modes.insert("keep_data");
+ shader_modes[VS::SHADER_PARTICLES].modes.push_back("disable_force");
+ shader_modes[VS::SHADER_PARTICLES].modes.push_back("disable_velocity");
+ shader_modes[VS::SHADER_PARTICLES].modes.push_back("keep_data");
shader_types.insert("spatial");
shader_types.insert("canvas_item");
diff --git a/servers/visual/shader_types.h b/servers/visual/shader_types.h
index 1f43ff9c92..0680ec8242 100644
--- a/servers/visual/shader_types.h
+++ b/servers/visual/shader_types.h
@@ -31,14 +31,16 @@
#ifndef SHADERTYPES_H
#define SHADERTYPES_H
+#include "ordered_hash_map.h"
#include "servers/visual_server.h"
#include "shader_language.h"
+
class ShaderTypes {
struct Type {
Map<StringName, ShaderLanguage::FunctionInfo> functions;
- Set<String> modes;
+ Vector<StringName> modes;
};
Map<VS::ShaderMode, Type> shader_modes;
@@ -51,7 +53,7 @@ public:
static ShaderTypes *get_singleton() { return singleton; }
const Map<StringName, ShaderLanguage::FunctionInfo> &get_functions(VS::ShaderMode p_mode);
- const Set<String> &get_modes(VS::ShaderMode p_mode);
+ const Vector<StringName> &get_modes(VS::ShaderMode p_mode);
const Set<String> &get_types();
ShaderTypes();