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Keeping track of discard

Shader compilation now keeps track of the discard key word.

Previously only variables were monitored. But discard, which needs
special treatment in some cases, went unnoticed by the compiler as
discard is not a variable but a flow control.

This commit adds monitoring for discard.
David Sichma 7 년 전
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c101dd5fa6
2개의 변경된 파일9개의 추가작업 그리고 0개의 파일을 삭제
  1. 4 0
      drivers/gles2/shader_compiler_gles2.cpp
  2. 5 0
      drivers/gles3/shader_compiler_gles3.cpp

+ 4 - 0
drivers/gles2/shader_compiler_gles2.cpp

@@ -704,6 +704,10 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener
 				}
 				code += ";\n";
 			} else if (cf_node->flow_op == SL::FLOW_OP_DISCARD) {
+				if (p_actions.usage_flag_pointers.has("DISCARD") && !used_flag_pointers.has("DISCARD")) {
+					*p_actions.usage_flag_pointers["DISCARD"] = true;
+					used_flag_pointers.insert("DISCARD");
+				}
 				code += "discard;";
 			} else if (cf_node->flow_op == SL::FLOW_OP_CONTINUE) {
 				code += "continue;";

+ 5 - 0
drivers/gles3/shader_compiler_gles3.cpp

@@ -700,6 +700,11 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
 				}
 			} else if (cfnode->flow_op == SL::FLOW_OP_DISCARD) {
 
+				if (p_actions.usage_flag_pointers.has("DISCARD") && !used_flag_pointers.has("DISCARD")) {
+					*p_actions.usage_flag_pointers["DISCARD"] = true;
+					used_flag_pointers.insert("DISCARD");
+				}
+
 				code = "discard;";
 			} else if (cfnode->flow_op == SL::FLOW_OP_CONTINUE) {