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@@ -62,7 +62,7 @@ void Shader::set_include_path(const String &p_path) {
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}
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void Shader::set_code(const String &p_code) {
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- for (Ref<ShaderInclude> E : include_dependencies) {
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+ for (const Ref<ShaderInclude> &E : include_dependencies) {
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E->disconnect(SNAME("changed"), callable_mp(this, &Shader::_dependency_changed));
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}
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@@ -83,8 +83,6 @@ void Shader::set_code(const String &p_code) {
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code = p_code;
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String pp_code = p_code;
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- HashSet<Ref<ShaderInclude>> new_include_dependencies;
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-
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{
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String path = get_path();
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if (path.is_empty()) {
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@@ -93,14 +91,16 @@ void Shader::set_code(const String &p_code) {
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// Preprocessor must run here and not in the server because:
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// 1) Need to keep track of include dependencies at resource level
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// 2) Server does not do interaction with Resource filetypes, this is a scene level feature.
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+ HashSet<Ref<ShaderInclude>> new_include_dependencies;
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ShaderPreprocessor preprocessor;
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- preprocessor.preprocess(p_code, path, pp_code, nullptr, nullptr, nullptr, &new_include_dependencies);
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+ Error result = preprocessor.preprocess(p_code, path, pp_code, nullptr, nullptr, nullptr, &new_include_dependencies);
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+ if (result == OK) {
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+ // This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower)
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+ include_dependencies = new_include_dependencies;
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+ }
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}
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- // This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower)
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- include_dependencies = new_include_dependencies;
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-
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- for (Ref<ShaderInclude> E : include_dependencies) {
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+ for (const Ref<ShaderInclude> &E : include_dependencies) {
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E->connect(SNAME("changed"), callable_mp(this, &Shader::_dependency_changed));
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}
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