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community
godot
Commits
516aa46f
Commit
516aa46f
authored
Feb 12, 2020
by
Yuri Roubinsky
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Fix shader crash if pass const argument to 'out/inout' parameter
parent
d661ca53
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Showing
2 changed files
with
90 additions
and
28 deletions
+90
-28
shader_language.cpp
servers/visual/shader_language.cpp
+87
-28
shader_language.h
servers/visual/shader_language.h
+3
-0
No files found.
servers/visual/shader_language.cpp
View file @
516aa46f
...
...
@@ -903,6 +903,9 @@ bool ShaderLanguage::_find_identifier(const BlockNode *p_block, const Map<String
if
(
r_data_type
)
{
*
r_data_type
=
p_builtin_types
[
p_identifier
].
type
;
}
if
(
r_is_const
)
{
*
r_is_const
=
p_builtin_types
[
p_identifier
].
constant
;
}
if
(
r_type
)
{
*
r_type
=
IDENTIFIER_BUILTIN_VAR
;
}
...
...
@@ -3066,6 +3069,8 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
Token
tk
=
_get_token
();
TkPos
pos
=
_get_tkpos
();
bool
is_const
=
false
;
if
(
tk
.
type
==
TK_PARENTHESIS_OPEN
)
{
//handle subexpression
...
...
@@ -3457,40 +3462,82 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
for
(
int
i
=
0
;
i
<
call_function
->
arguments
.
size
();
i
++
)
{
int
argidx
=
i
+
1
;
if
(
argidx
<
func
->
arguments
.
size
()
&&
is_sampler_type
(
call_function
->
arguments
[
i
].
type
))
{
//let's see where our argument comes from
Node
*
n
=
func
->
arguments
[
argidx
];
ERR_CONTINUE
(
n
->
type
!=
Node
::
TYPE_VARIABLE
);
//bug? this should always be a variable
VariableNode
*
vn
=
static_cast
<
VariableNode
*>
(
n
);
StringName
varname
=
vn
->
name
;
if
(
shader
->
uniforms
.
has
(
varname
))
{
//being sampler, this either comes from a uniform
ShaderNode
::
Uniform
*
u
=
&
shader
->
uniforms
[
varname
];
ERR_CONTINUE
(
u
->
type
!=
call_function
->
arguments
[
i
].
type
);
//this should have been validated previously
//propagate
if
(
!
_propagate_function_call_sampler_uniform_settings
(
name
,
i
,
u
->
filter
,
u
->
repeat
))
{
return
NULL
;
if
(
argidx
<
func
->
arguments
.
size
())
{
if
(
call_function
->
arguments
[
i
].
qualifier
==
ArgumentQualifier
::
ARGUMENT_QUALIFIER_OUT
||
call_function
->
arguments
[
i
].
qualifier
==
ArgumentQualifier
::
ARGUMENT_QUALIFIER_INOUT
)
{
bool
error
=
false
;
Node
*
n
=
func
->
arguments
[
argidx
];
if
(
n
->
type
==
Node
::
TYPE_CONSTANT
||
n
->
type
==
Node
::
TYPE_OPERATOR
)
{
error
=
true
;
}
else
if
(
n
->
type
==
Node
::
TYPE_ARRAY
)
{
ArrayNode
*
an
=
static_cast
<
ArrayNode
*>
(
n
);
if
(
an
->
call_expression
!=
NULL
)
{
error
=
true
;
}
}
else
if
(
n
->
type
==
Node
::
TYPE_VARIABLE
)
{
VariableNode
*
vn
=
static_cast
<
VariableNode
*>
(
n
);
if
(
vn
->
is_const
)
{
error
=
true
;
}
else
{
StringName
varname
=
vn
->
name
;
if
(
shader
->
uniforms
.
has
(
varname
))
{
error
=
true
;
}
else
{
if
(
p_builtin_types
.
has
(
varname
))
{
BuiltInInfo
info
=
p_builtin_types
[
varname
];
if
(
info
.
constant
)
{
error
=
true
;
}
}
}
}
}
else
if
(
n
->
type
==
Node
::
TYPE_MEMBER
)
{
MemberNode
*
mn
=
static_cast
<
MemberNode
*>
(
n
);
if
(
mn
->
basetype_const
)
{
error
=
true
;
}
}
}
else
if
(
p_builtin_types
.
has
(
varname
))
{
//a built-in
if
(
!
_propagate_function_call_sampler_builtin_reference
(
name
,
i
,
varname
))
{
if
(
error
)
{
_set_error
(
vformat
(
"Constant value cannot be passed for '%s' parameter!"
,
_get_qualifier_str
(
call_function
->
arguments
[
i
].
qualifier
)));
return
NULL
;
}
}
else
{
//or this comes from an argument, but nothing else can be a sampler
bool
found
=
false
;
for
(
int
j
=
0
;
j
<
base_function
->
arguments
.
size
();
j
++
)
{
if
(
base_function
->
arguments
[
j
].
name
==
varname
)
{
if
(
!
base_function
->
arguments
[
j
].
tex_argument_connect
.
has
(
call_function
->
name
))
{
base_function
->
arguments
.
write
[
j
].
tex_argument_connect
[
call_function
->
name
]
=
Set
<
int
>
();
}
if
(
is_sampler_type
(
call_function
->
arguments
[
i
].
type
))
{
//let's see where our argument comes from
Node
*
n
=
func
->
arguments
[
argidx
];
ERR_CONTINUE
(
n
->
type
!=
Node
::
TYPE_VARIABLE
);
//bug? this should always be a variable
VariableNode
*
vn
=
static_cast
<
VariableNode
*>
(
n
);
StringName
varname
=
vn
->
name
;
if
(
shader
->
uniforms
.
has
(
varname
))
{
//being sampler, this either comes from a uniform
ShaderNode
::
Uniform
*
u
=
&
shader
->
uniforms
[
varname
];
ERR_CONTINUE
(
u
->
type
!=
call_function
->
arguments
[
i
].
type
);
//this should have been validated previously
//propagate
if
(
!
_propagate_function_call_sampler_uniform_settings
(
name
,
i
,
u
->
filter
,
u
->
repeat
))
{
return
NULL
;
}
}
else
if
(
p_builtin_types
.
has
(
varname
))
{
//a built-in
if
(
!
_propagate_function_call_sampler_builtin_reference
(
name
,
i
,
varname
))
{
return
NULL
;
}
}
else
{
//or this comes from an argument, but nothing else can be a sampler
bool
found
=
false
;
for
(
int
j
=
0
;
j
<
base_function
->
arguments
.
size
();
j
++
)
{
if
(
base_function
->
arguments
[
j
].
name
==
varname
)
{
if
(
!
base_function
->
arguments
[
j
].
tex_argument_connect
.
has
(
call_function
->
name
))
{
base_function
->
arguments
.
write
[
j
].
tex_argument_connect
[
call_function
->
name
]
=
Set
<
int
>
();
}
base_function
->
arguments
.
write
[
j
].
tex_argument_connect
[
call_function
->
name
].
insert
(
i
);
found
=
true
;
break
;
}
base_function
->
arguments
.
write
[
j
].
tex_argument_connect
[
call_function
->
name
].
insert
(
i
);
found
=
true
;
break
;
}
ERR_CONTINUE
(
!
found
);
}
ERR_CONTINUE
(
!
found
);
}
}
else
{
break
;
}
}
}
...
...
@@ -3504,7 +3551,6 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
DataType
data_type
;
IdentifierType
ident_type
;
bool
is_const
=
false
;
int
array_size
=
0
;
StringName
struct_name
;
...
...
@@ -3812,6 +3858,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
MemberNode
*
mn
=
alloc_node
<
MemberNode
>
();
mn
->
basetype
=
dt
;
mn
->
basetype_const
=
is_const
;
mn
->
datatype
=
member_type
;
mn
->
base_struct_name
=
st
;
mn
->
struct_name
=
member_struct_name
;
...
...
@@ -5359,6 +5406,18 @@ String ShaderLanguage::_get_shader_type_list(const Set<String> &p_shader_types)
return
valid_types
;
}
String
ShaderLanguage
::
_get_qualifier_str
(
ArgumentQualifier
p_qualifier
)
const
{
switch
(
p_qualifier
)
{
case
ArgumentQualifier
:
:
ARGUMENT_QUALIFIER_IN
:
return
"in"
;
case
ArgumentQualifier
:
:
ARGUMENT_QUALIFIER_OUT
:
return
"out"
;
case
ArgumentQualifier
:
:
ARGUMENT_QUALIFIER_INOUT
:
return
"inout"
;
}
return
""
;
}
Error
ShaderLanguage
::
_validate_datatype
(
DataType
p_type
)
{
if
(
VisualServer
::
get_singleton
()
->
is_low_end
())
{
bool
invalid_type
=
false
;
...
...
servers/visual/shader_language.h
View file @
516aa46f
...
...
@@ -529,6 +529,7 @@ public:
struct
MemberNode
:
public
Node
{
DataType
basetype
;
bool
basetype_const
;
StringName
base_struct_name
;
DataPrecision
precision
;
DataType
datatype
;
...
...
@@ -544,6 +545,7 @@ public:
MemberNode
()
:
Node
(
TYPE_MEMBER
),
basetype
(
TYPE_VOID
),
basetype_const
(
false
),
datatype
(
TYPE_VOID
),
array_size
(
0
),
owner
(
NULL
),
...
...
@@ -866,6 +868,7 @@ private:
Node
*
_parse_and_reduce_expression
(
BlockNode
*
p_block
,
const
Map
<
StringName
,
BuiltInInfo
>
&
p_builtin_types
);
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
);
String
_get_shader_type_list
(
const
Set
<
String
>
&
p_shader_types
)
const
;
String
_get_qualifier_str
(
ArgumentQualifier
p_qualifier
)
const
;
Error
_parse_shader
(
const
Map
<
StringName
,
FunctionInfo
>
&
p_functions
,
const
Vector
<
StringName
>
&
p_render_modes
,
const
Set
<
String
>
&
p_shader_types
);
...
...
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