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Fix shader type detection #79287

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merged 1 commit into from
Jul 14, 2023

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bitsawer
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The problem was that get_shader_type() was called too early, before the preprocessing step. This PR moves the check after the preprocessing and uses the preprocessed shader code to figure out the shader_type. This makes sure the shader compiler only sees valid shader code that has all preprocessor statements removed, so that get_shader_type() can correctly parse the code and figure out the type. Previously, any preprocessor statements before the shader_type xyz; would cause a silent parsing failure and the shader type would default to spatial.

@bitsawer bitsawer added this to the 4.2 milestone Jul 10, 2023
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@clayjohn clayjohn left a comment

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Makes sense to me!

@YuriSizov YuriSizov added the cherrypick:4.1 Considered for cherry-picking into a future 4.1.x release label Jul 10, 2023
@YuriSizov YuriSizov merged commit ead69eb into godotengine:master Jul 14, 2023
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Thanks!

@bitsawer bitsawer deleted the fix_shader_type_detection branch July 14, 2023 19:04
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Cherry-picked for 4.1.2.

@YuriSizov YuriSizov removed the cherrypick:4.1 Considered for cherry-picking into a future 4.1.x release label Aug 31, 2023
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Disabling shader pre-processor displays editor-only error about unknown built-ins
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