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	-Added a new method in Resource: reset_state , used for reloading the same resource from disk -Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type) -Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
		
			
				
	
	
		
			234 lines
		
	
	
	
		
			7.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			234 lines
		
	
	
	
		
			7.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  shader.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) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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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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#include "shader.h"
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#include "core/os/file_access.h"
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#include "scene/scene_string_names.h"
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#include "servers/rendering/shader_language.h"
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#include "servers/rendering_server.h"
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#include "texture.h"
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Shader::Mode Shader::get_mode() const {
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	return mode;
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}
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void Shader::set_code(const String &p_code) {
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	String type = ShaderLanguage::get_shader_type(p_code);
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	if (type == "canvas_item") {
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		mode = MODE_CANVAS_ITEM;
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	} else if (type == "particles") {
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		mode = MODE_PARTICLES;
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	} else if (type == "sky") {
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		mode = MODE_SKY;
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	} else {
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		mode = MODE_SPATIAL;
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	}
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	RenderingServer::get_singleton()->shader_set_code(shader, p_code);
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	params_cache_dirty = true;
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	emit_changed();
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}
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String Shader::get_code() const {
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	_update_shader();
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	return RenderingServer::get_singleton()->shader_get_code(shader);
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}
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void Shader::get_param_list(List<PropertyInfo> *p_params) const {
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	_update_shader();
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	List<PropertyInfo> local;
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	RenderingServer::get_singleton()->shader_get_param_list(shader, &local);
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	params_cache.clear();
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	params_cache_dirty = false;
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	for (List<PropertyInfo>::Element *E = local.front(); E; E = E->next()) {
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		PropertyInfo pi = E->get();
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		if (default_textures.has(pi.name)) { //do not show default textures
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			continue;
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		}
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		pi.name = "shader_param/" + pi.name;
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		params_cache[pi.name] = E->get().name;
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		if (p_params) {
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			//small little hack
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			if (pi.type == Variant::RID) {
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				pi.type = Variant::OBJECT;
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			}
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			p_params->push_back(pi);
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		}
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	}
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}
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RID Shader::get_rid() const {
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	_update_shader();
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	return shader;
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}
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void Shader::set_default_texture_param(const StringName &p_param, const Ref<Texture2D> &p_texture) {
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	if (p_texture.is_valid()) {
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		default_textures[p_param] = p_texture;
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		RS::get_singleton()->shader_set_default_texture_param(shader, p_param, p_texture->get_rid());
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	} else {
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		default_textures.erase(p_param);
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		RS::get_singleton()->shader_set_default_texture_param(shader, p_param, RID());
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	}
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	emit_changed();
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}
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Ref<Texture2D> Shader::get_default_texture_param(const StringName &p_param) const {
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	if (default_textures.has(p_param)) {
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		return default_textures[p_param];
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	} else {
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		return Ref<Texture2D>();
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	}
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}
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void Shader::get_default_texture_param_list(List<StringName> *r_textures) const {
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	for (const Map<StringName, Ref<Texture2D>>::Element *E = default_textures.front(); E; E = E->next()) {
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		r_textures->push_back(E->key());
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	}
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}
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bool Shader::is_text_shader() const {
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	return true;
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}
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bool Shader::has_param(const StringName &p_param) const {
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	return params_cache.has("shader_param/" + p_param);
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}
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void Shader::_update_shader() const {
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}
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void Shader::_bind_methods() {
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	ClassDB::bind_method(D_METHOD("get_mode"), &Shader::get_mode);
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	ClassDB::bind_method(D_METHOD("set_code", "code"), &Shader::set_code);
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	ClassDB::bind_method(D_METHOD("get_code"), &Shader::get_code);
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	ClassDB::bind_method(D_METHOD("set_default_texture_param", "param", "texture"), &Shader::set_default_texture_param);
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	ClassDB::bind_method(D_METHOD("get_default_texture_param", "param"), &Shader::get_default_texture_param);
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	ClassDB::bind_method(D_METHOD("has_param", "name"), &Shader::has_param);
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	ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_code", "get_code");
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	BIND_ENUM_CONSTANT(MODE_SPATIAL);
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	BIND_ENUM_CONSTANT(MODE_CANVAS_ITEM);
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	BIND_ENUM_CONSTANT(MODE_PARTICLES);
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	BIND_ENUM_CONSTANT(MODE_SKY);
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}
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Shader::Shader() {
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	shader = RenderingServer::get_singleton()->shader_create();
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}
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Shader::~Shader() {
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	RenderingServer::get_singleton()->free(shader);
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}
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////////////
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RES ResourceFormatLoaderShader::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {
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	if (r_error) {
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		*r_error = ERR_FILE_CANT_OPEN;
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	}
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	Ref<Shader> shader;
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	shader.instance();
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	Vector<uint8_t> buffer = FileAccess::get_file_as_array(p_path);
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	String str;
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	str.parse_utf8((const char *)buffer.ptr(), buffer.size());
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	shader->set_code(str);
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	if (r_error) {
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		*r_error = OK;
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	}
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	return shader;
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}
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void ResourceFormatLoaderShader::get_recognized_extensions(List<String> *p_extensions) const {
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	p_extensions->push_back("shader");
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}
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bool ResourceFormatLoaderShader::handles_type(const String &p_type) const {
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	return (p_type == "Shader");
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}
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String ResourceFormatLoaderShader::get_resource_type(const String &p_path) const {
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	String el = p_path.get_extension().to_lower();
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	if (el == "shader") {
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		return "Shader";
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	}
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	return "";
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}
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Error ResourceFormatSaverShader::save(const String &p_path, const RES &p_resource, uint32_t p_flags) {
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	Ref<Shader> shader = p_resource;
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	ERR_FAIL_COND_V(shader.is_null(), ERR_INVALID_PARAMETER);
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	String source = shader->get_code();
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	Error err;
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	FileAccess *file = FileAccess::open(p_path, FileAccess::WRITE, &err);
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	ERR_FAIL_COND_V_MSG(err, err, "Cannot save shader '" + p_path + "'.");
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	file->store_string(source);
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	if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
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		memdelete(file);
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		return ERR_CANT_CREATE;
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	}
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	file->close();
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	memdelete(file);
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	return OK;
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}
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void ResourceFormatSaverShader::get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const {
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	if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) {
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		if (shader->is_text_shader()) {
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			p_extensions->push_back("shader");
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		}
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	}
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}
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bool ResourceFormatSaverShader::recognize(const RES &p_resource) const {
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	return p_resource->get_class_name() == "Shader"; //only shader, not inherited
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}
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