Fix using post-init shader array constructors
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@ -414,6 +414,7 @@ public:
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StringName name;
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Node *index_expression = nullptr;
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Node *call_expression = nullptr;
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Node *assign_expression = nullptr;
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bool is_const = false;
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virtual DataType get_datatype() const { return datatype_cache; }
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@ -528,6 +529,7 @@ public:
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StringName name;
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Node *owner = nullptr;
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Node *index_expression = nullptr;
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Node *assign_expression = nullptr;
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bool has_swizzling_duplicates = false;
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virtual DataType get_datatype() const { return datatype; }
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@ -776,6 +778,7 @@ private:
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int tk_line;
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StringName current_function;
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bool last_const = false;
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struct TkPos {
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int char_idx;
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@ -863,6 +866,7 @@ private:
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bool _propagate_function_call_sampler_builtin_reference(StringName p_name, int p_argument, const StringName &p_builtin);
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Node *_parse_expression(BlockNode *p_block, const FunctionInfo &p_function_info);
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Node *_parse_array_constructor(BlockNode *p_block, const FunctionInfo &p_function_info, DataType p_type, const StringName &p_struct_name, int p_array_size);
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ShaderLanguage::Node *_reduce_expression(BlockNode *p_block, ShaderLanguage::Node *p_node);
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Node *_parse_and_reduce_expression(BlockNode *p_block, const FunctionInfo &p_function_info);
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