Tweak GDScript code style to match style guide in The Compositor

- Use recommended multiline string syntax to ensure correct
  syntax highlighting.
This commit is contained in:
Hugo Locurcio
2025-02-28 02:02:21 +01:00
parent 91da8dd9d1
commit ce697e05d1
+22 -18
View File
@@ -17,6 +17,7 @@ the compositor. To get started, create a new compositor on the appropriate node:
.. image:: img/new_compositor.webp
.. note::
The compositor is currently a feature that is only supported by
the Mobile and Forward+ renderers.
@@ -55,7 +56,8 @@ This is the boilerplate code that makes our compute shader work.
.. code-block:: gdscript
const template_shader : String = "#version 450
const template_shader: String = """
#version 450
// Invocations in the (x, y, z) dimension
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
@@ -82,7 +84,8 @@ This is the boilerplate code that makes our compute shader work.
#COMPUTE_CODE
imageStore(color_image, uv, color);
}"
}
"""
For more information on how compute shaders work,
please check :ref:`Using compute shaders <doc_compute_shaders>`.
@@ -99,19 +102,19 @@ We'll also define a few script variables we'll be using:
.. code-block:: gdscript
@export_multiline var shader_code : String = "":
@export_multiline var shader_code: String = "":
set(value):
mutex.lock()
shader_code = value
shader_is_dirty = true
mutex.unlock()
var rd : RenderingDevice
var shader : RID
var pipeline : RID
var rd: RenderingDevice
var shader: RID
var pipeline: RID
var mutex : Mutex = Mutex.new()
var shader_is_dirty : bool = true
var mutex: Mutex = Mutex.new()
var shader_is_dirty: bool = true
Note the use of a :ref:`Mutex <class_Mutex>` in our code.
@@ -176,7 +179,7 @@ code was changed.
if not rd:
return false
var new_shader_code : String = ""
var new_shader_code: String = ""
# Check if our shader is dirty.
mutex.lock()
@@ -199,10 +202,10 @@ code was changed.
pipeline = RID()
# In with the new.
var shader_source : RDShaderSource = RDShaderSource.new()
var shader_source: RDShaderSource = RDShaderSource.new()
shader_source.language = RenderingDevice.SHADER_LANGUAGE_GLSL
shader_source.source_compute = new_shader_code
var shader_spirv : RDShaderSPIRV = rd.shader_compile_spirv_from_source(shader_source)
var shader_spirv: RDShaderSPIRV = rd.shader_compile_spirv_from_source(shader_source)
if shader_spirv.compile_error_compute != "":
push_error(shader_spirv.compile_error_compute)
@@ -247,20 +250,20 @@ this at the right stage of rendering.
if rd and p_effect_callback_type == EFFECT_CALLBACK_TYPE_POST_TRANSPARENT and _check_shader():
# Get our render scene buffers object, this gives us access to our render buffers.
# Note that implementation differs per renderer hence the need for the cast.
var render_scene_buffers : RenderSceneBuffersRD = p_render_data.get_render_scene_buffers()
var render_scene_buffers: RenderSceneBuffersRD = p_render_data.get_render_scene_buffers()
if render_scene_buffers:
# Get our render size, this is the 3D render resolution!
var size = render_scene_buffers.get_internal_size()
if size.x == 0 and size.y == 0:
return
# We can use a compute shader here
# We can use a compute shader here.
var x_groups = (size.x - 1) / 8 + 1
var y_groups = (size.y - 1) / 8 + 1
var z_groups = 1
# Push constant
var push_constant : PackedFloat32Array = PackedFloat32Array()
# Push constant.
var push_constant: PackedFloat32Array = PackedFloat32Array()
push_constant.push_back(size.x)
push_constant.push_back(size.y)
push_constant.push_back(0.0)
@@ -272,15 +275,16 @@ this at the right stage of rendering.
# Get the RID for our color image, we will be reading from and writing to it.
var input_image = render_scene_buffers.get_color_layer(view)
# Create a uniform set, this will be cached, the cache will be cleared if our viewports configuration is changed.
var uniform : RDUniform = RDUniform.new()
# Create a uniform set.
# This will be cached; the cache will be cleared if our viewport's configuration is changed.
var uniform: RDUniform = RDUniform.new()
uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
uniform.binding = 0
uniform.add_id(input_image)
var uniform_set = UniformSetCacheRD.get_cache(shader, 0, [ uniform ])
# Run our compute shader.
var compute_list := rd.compute_list_begin()
var compute_list:= rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, pipeline)
rd.compute_list_bind_uniform_set(compute_list, uniform_set, 0)
rd.compute_list_set_push_constant(compute_list, push_constant.to_byte_array(), push_constant.size() * 4)