2023-01-05 13:25:55 +01:00
										 
									 
								 
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								/**************************************************************************/
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								/*  shader_file_editor_plugin.cpp                                         */
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								/**************************************************************************/
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								/*                         This file is part of:                          */
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								/*                             GODOT ENGINE                               */
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								/*                        https://godotengine.org                         */
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								/**************************************************************************/
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								/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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								/*                                                                        */
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								/* Permission is hereby granted, free of charge, to any person obtaining  */
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								/* a copy of this software and associated documentation files (the        */
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								/* "Software"), to deal in the Software without restriction, including    */
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								/* without limitation the rights to use, copy, modify, merge, publish,    */
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								/* distribute, sublicense, and/or sell copies of the Software, and to     */
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								/* permit persons to whom the Software is furnished to do so, subject to  */
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								/* the following conditions:                                              */
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								/*                                                                        */
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								/* The above copyright notice and this permission notice shall be         */
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								/* included in all copies or substantial portions of the Software.        */
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								/*                                                                        */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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								/**************************************************************************/
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											2020-05-10 12:53:46 +02:00
										 
									 
								 
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											2020-04-19 23:19:21 -03:00
										 
									 
								 
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								#include "shader_file_editor_plugin.h"
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								#include "core/io/resource_loader.h"
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								#include "core/io/resource_saver.h"
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								#include "core/os/keyboard.h"
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								#include "core/os/os.h"
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								#include "editor/editor_node.h"
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								#include "editor/editor_scale.h"
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								#include "editor/editor_settings.h"
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											2023-08-13 02:33:39 +02:00
										 
									 
								 
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								#include "editor/editor_string_names.h"
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											2022-11-19 12:45:49 +01:00
										 
									 
								 
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								#include "scene/gui/item_list.h"
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								#include "scene/gui/split_container.h"
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											2020-04-19 23:19:21 -03:00
										 
									 
								 
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								#include "servers/display_server.h"
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								#include "servers/rendering/shader_types.h"
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								/*** SHADER SCRIPT EDITOR ****/
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								/*** SCRIPT EDITOR ******/
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								void ShaderFileEditor::_update_version(const StringName &p_version_txt, const RD::ShaderStage p_stage) {
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								}
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								void ShaderFileEditor::_version_selected(int p_option) {
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									int c = versions->get_current();
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									StringName version_txt = versions->get_item_metadata(c);
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									RD::ShaderStage stage = RD::SHADER_STAGE_MAX;
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									int first_found = -1;
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												Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
											
										 
										
											2021-07-25 11:22:55 -03:00
										 
									 
								 
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									Ref<RDShaderSPIRV> bytecode = shader_file->get_spirv(version_txt);
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											2020-04-19 23:19:21 -03:00
										 
									 
								 
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									ERR_FAIL_COND(bytecode.is_null());
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									for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
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											2020-12-15 12:04:21 +00:00
										 
									 
								 
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										if (bytecode->get_stage_bytecode(RD::ShaderStage(i)).is_empty() && bytecode->get_stage_compile_error(RD::ShaderStage(i)) == String()) {
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											2020-04-19 23:19:21 -03:00
										 
									 
								 
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											stages[i]->set_icon(Ref<Texture2D>());
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											continue;
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										}
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										Ref<Texture2D> icon;
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										if (bytecode->get_stage_compile_error(RD::ShaderStage(i)) != String()) {
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											2023-08-13 02:33:39 +02:00
										 
									 
								 
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											icon = get_editor_theme_icon(SNAME("ImportFail"));
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										} else {
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											icon = get_editor_theme_icon(SNAME("ImportCheck"));
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											2020-04-19 23:19:21 -03:00
										 
									 
								 
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										}
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										stages[i]->set_icon(icon);
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										if (first_found == -1) {
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											first_found = i;
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										}
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										if (stages[i]->is_pressed()) {
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											stage = RD::ShaderStage(i);
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											break;
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										}
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									}
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									error_text->clear();
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									if (stage == RD::SHADER_STAGE_MAX) { //need to change stage, does not have it
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										if (first_found == -1) {
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											error_text->add_text(TTR("No valid shader stages found."));
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											return; //well you did not put any stage I guess?
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										}
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										stages[first_found]->set_pressed(true);
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										stage = RD::ShaderStage(first_found);
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									}
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									String error = bytecode->get_stage_compile_error(stage);
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											2023-08-13 02:33:39 +02:00
										 
									 
								 
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									error_text->push_font(get_theme_font(SNAME("source"), EditorStringName(EditorFonts)));
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											2020-04-19 23:19:21 -03:00
										 
									 
								 
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											2021-12-09 03:42:46 -06:00
										 
									 
								 
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									if (error.is_empty()) {
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											2020-04-19 23:19:21 -03:00
										 
									 
								 
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										error_text->add_text(TTR("Shader stage compiled without errors."));
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									} else {
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										error_text->add_text(error);
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									}
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								}
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								void ShaderFileEditor::_update_options() {
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									ERR_FAIL_COND(shader_file.is_null());
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											2021-12-09 03:42:46 -06:00
										 
									 
								 
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									if (!shader_file->get_base_error().is_empty()) {
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											2020-04-19 23:19:21 -03:00
										 
									 
								 
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										stage_hb->hide();
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										versions->hide();
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										error_text->clear();
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											2023-08-13 02:33:39 +02:00
										 
									 
								 
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										error_text->push_font(get_theme_font(SNAME("source"), EditorStringName(EditorFonts)));
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											2020-04-19 23:19:21 -03:00
										 
									 
								 
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										error_text->add_text(vformat(TTR("File structure for '%s' contains unrecoverable errors:\n\n"), shader_file->get_path().get_file()));
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										error_text->add_text(shader_file->get_base_error());
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										return;
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									}
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									stage_hb->show();
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									versions->show();
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									int c = versions->get_current();
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									//remember current
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									versions->clear();
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											2023-04-25 00:21:32 +02:00
										 
									 
								 
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									TypedArray<StringName> version_list = shader_file->get_version_list();
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											2020-04-19 23:19:21 -03:00
										 
									 
								 
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									if (c >= version_list.size()) {
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										c = version_list.size() - 1;
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									}
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									if (c < 0) {
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										c = 0;
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									}
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							| 
								
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							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									StringName current_version;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									for (int i = 0; i < version_list.size(); i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										String title = version_list[i];
							 | 
						
					
						
							
								
									
										
										
										
											2021-12-09 03:42:46 -06:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
										if (title.is_empty()) {
							 | 
						
					
						
							
								
									
										
										
										
											2020-04-19 23:19:21 -03:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
											title = "default";
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										Ref<Texture2D> icon;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
											
												Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
											
										 
										
											2021-07-25 11:22:55 -03:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
										Ref<RDShaderSPIRV> bytecode = shader_file->get_spirv(version_list[i]);
							 | 
						
					
						
							
								
									
										
										
										
											2020-04-19 23:19:21 -03:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
										ERR_FAIL_COND(bytecode.is_null());
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										bool failed = false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										for (int j = 0; j < RD::SHADER_STAGE_MAX; j++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											String error = bytecode->get_stage_compile_error(RD::ShaderStage(j));
							 | 
						
					
						
							
								
									
										
										
										
											2021-12-09 03:42:46 -06:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
											if (!error.is_empty()) {
							 | 
						
					
						
							
								
									
										
										
										
											2020-04-19 23:19:21 -03:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
												failed = true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										if (failed) {
							 | 
						
					
						
							
								
									
										
										
										
											2023-08-13 02:33:39 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
											icon = get_editor_theme_icon(SNAME("ImportFail"));
							 | 
						
					
						
							
								
									
										
										
										
											2020-04-19 23:19:21 -03:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
										} else {
							 | 
						
					
						
							
								
									
										
										
										
											2023-08-13 02:33:39 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
											icon = get_editor_theme_icon(SNAME("ImportCheck"));
							 | 
						
					
						
							
								
									
										
										
										
											2020-04-19 23:19:21 -03:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										versions->add_item(title, icon);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										versions->set_item_metadata(i, version_list[i]);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										if (i == c) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											versions->select(i);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											current_version = version_list[i];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									if (version_list.size() == 0) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											stages[i]->set_disabled(true);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
											
												Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
											
										 
										
											2021-07-25 11:22:55 -03:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
									Ref<RDShaderSPIRV> bytecode = shader_file->get_spirv(current_version);
							 | 
						
					
						
							
								
									
										
										
										
											2020-04-19 23:19:21 -03:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
									ERR_FAIL_COND(bytecode.is_null());
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									int first_valid = -1;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									int current = -1;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										Vector<uint8_t> bc = bytecode->get_stage_bytecode(RD::ShaderStage(i));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										String error = bytecode->get_stage_compile_error(RD::ShaderStage(i));
							 | 
						
					
						
							
								
									
										
										
										
											2021-12-09 03:42:46 -06:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
										bool disable = error.is_empty() && bc.is_empty();
							 | 
						
					
						
							
								
									
										
										
										
											2020-04-19 23:19:21 -03:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
										stages[i]->set_disabled(disable);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										if (!disable) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											if (stages[i]->is_pressed()) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												current = i;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											first_valid = i;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									if (current == -1 && first_valid != -1) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										stages[first_valid]->set_pressed(true);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									_version_selected(0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								void ShaderFileEditor::_notification(int p_what) {
							 | 
						
					
						
							
								
									
										
										
										
											2022-02-16 09:17:55 -05:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
									switch (p_what) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										case NOTIFICATION_WM_WINDOW_FOCUS_IN: {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											if (is_visible_in_tree() && shader_file.is_valid()) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
												_update_options();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										} break;
							 | 
						
					
						
							
								
									
										
										
										
											2020-04-19 23:19:21 -03:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								void ShaderFileEditor::_editor_settings_changed() {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									if (is_visible_in_tree() && shader_file.is_valid()) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										_update_options();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								void ShaderFileEditor::_bind_methods() {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								void ShaderFileEditor::edit(const Ref<RDShaderFile> &p_shader) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									if (p_shader.is_null()) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										if (shader_file.is_valid()) {
							 | 
						
					
						
							
								
									
										
										
										
											2023-07-03 21:29:37 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
											shader_file->disconnect_changed(callable_mp(this, &ShaderFileEditor::_shader_changed));
							 | 
						
					
						
							
								
									
										
										
										
											2020-04-19 23:19:21 -03:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2020-05-14 16:41:43 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
									if (shader_file == p_shader) {
							 | 
						
					
						
							
								
									
										
										
										
											2020-04-19 23:19:21 -03:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
										return;
							 | 
						
					
						
							
								
									
										
										
										
											2020-05-14 16:41:43 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							
								
									
										
										
										
											2020-04-19 23:19:21 -03:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									shader_file = p_shader;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									if (shader_file.is_valid()) {
							 | 
						
					
						
							
								
									
										
										
										
											2023-07-03 21:29:37 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
										shader_file->connect_changed(callable_mp(this, &ShaderFileEditor::_shader_changed));
							 | 
						
					
						
							
								
									
										
										
										
											2020-04-19 23:19:21 -03:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									_update_options();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								void ShaderFileEditor::_shader_changed() {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									if (is_visible_in_tree()) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										_update_options();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								ShaderFileEditor *ShaderFileEditor::singleton = nullptr;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							
								
									
										
										
										
											2022-01-27 10:36:51 +01:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								ShaderFileEditor::ShaderFileEditor() {
							 | 
						
					
						
							
								
									
										
										
										
											2020-04-19 23:19:21 -03:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
									singleton = this;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									HSplitContainer *main_hs = memnew(HSplitContainer);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									add_child(main_hs);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									versions = memnew(ItemList);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									versions->connect("item_selected", callable_mp(this, &ShaderFileEditor::_version_selected));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									versions->set_custom_minimum_size(Size2i(200 * EDSCALE, 0));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									main_hs->add_child(versions);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									VBoxContainer *main_vb = memnew(VBoxContainer);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									main_vb->set_h_size_flags(SIZE_EXPAND_FILL);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									main_hs->add_child(main_vb);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									static const char *stage_str[RD::SHADER_STAGE_MAX] = {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										"Vertex",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										"Fragment",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										"TessControl",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										"TessEval",
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										"Compute"
							 | 
						
					
						
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									};
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									stage_hb = memnew(HBoxContainer);
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									main_vb->add_child(stage_hb);
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									Ref<ButtonGroup> bg;
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											2021-06-17 16:03:09 -06:00
										 
									 
								 
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									bg.instantiate();
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											2020-04-19 23:19:21 -03:00
										 
									 
								 
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									for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
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										Button *button = memnew(Button(stage_str[i]));
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										button->set_toggle_mode(true);
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										button->set_focus_mode(FOCUS_NONE);
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										stage_hb->add_child(button);
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										stages[i] = button;
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										button->set_button_group(bg);
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											2022-07-28 22:56:41 +02:00
										 
									 
								 
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										button->connect("pressed", callable_mp(this, &ShaderFileEditor::_version_selected).bind(i));
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											2020-04-19 23:19:21 -03:00
										 
									 
								 
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									}
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									error_text = memnew(RichTextLabel);
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									error_text->set_v_size_flags(SIZE_EXPAND_FILL);
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											2022-11-20 19:15:39 +00:00
										 
									 
								 
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									error_text->set_selection_enabled(true);
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											2023-02-28 16:19:48 +03:00
										 
									 
								 
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									error_text->set_context_menu_enabled(true);
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											2020-04-19 23:19:21 -03:00
										 
									 
								 
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									main_vb->add_child(error_text);
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								}
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								void ShaderFileEditorPlugin::edit(Object *p_object) {
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									RDShaderFile *s = Object::cast_to<RDShaderFile>(p_object);
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									shader_editor->edit(s);
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								}
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								bool ShaderFileEditorPlugin::handles(Object *p_object) const {
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									RDShaderFile *shader = Object::cast_to<RDShaderFile>(p_object);
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									return shader != nullptr;
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								}
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								void ShaderFileEditorPlugin::make_visible(bool p_visible) {
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									if (p_visible) {
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										button->show();
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											2022-01-27 10:36:51 +01:00
										 
									 
								 
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										EditorNode::get_singleton()->make_bottom_panel_item_visible(shader_editor);
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											2020-04-19 23:19:21 -03:00
										 
									 
								 
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									} else {
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										button->hide();
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											2020-05-14 16:41:43 +02:00
										 
									 
								 
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										if (shader_editor->is_visible_in_tree()) {
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											2022-01-27 10:36:51 +01:00
										 
									 
								 
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											EditorNode::get_singleton()->hide_bottom_panel();
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											2020-05-14 16:41:43 +02:00
										 
									 
								 
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										}
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											2020-04-19 23:19:21 -03:00
										 
									 
								 
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									}
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								}
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											2022-01-27 10:36:51 +01:00
										 
									 
								 
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								ShaderFileEditorPlugin::ShaderFileEditorPlugin() {
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									shader_editor = memnew(ShaderFileEditor);
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											2020-04-19 23:19:21 -03:00
										 
									 
								 
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									shader_editor->set_custom_minimum_size(Size2(0, 300) * EDSCALE);
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											2022-01-27 10:36:51 +01:00
										 
									 
								 
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									button = EditorNode::get_singleton()->add_bottom_panel_item(TTR("ShaderFile"), shader_editor);
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											2020-04-19 23:19:21 -03:00
										 
									 
								 
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									button->hide();
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								}
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								ShaderFileEditorPlugin::~ShaderFileEditorPlugin() {
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								}
							 |