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Merge pull request #10725 from Calinou/compositor-tweak-codestyle
Tweak GDScript code style to match style guide in The Compositor
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tutorials/rendering/compositor.rst

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

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