Fix GDShader min/max functions return value type mismatch

This commit is contained in:
Chaosus 2026-02-01 22:29:51 +03:00
parent 98782b6c8c
commit d0fc46cd83

View file

@ -3646,8 +3646,36 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI
int builtin_idx = 0;
if (argcount <= 4) {
// test builtins
// Test builtins.
int idx = 0;
int full_match_index = 0;
while (builtin_func_defs[idx].name) {
if (completion_class != builtin_func_defs[idx].tag) {
idx++;
continue;
}
if (name == builtin_func_defs[idx].name) {
bool fail = false;
for (int i = 0; i < argcount; i++) {
if (args[i] != builtin_func_defs[idx].args[i]) {
fail = true;
break;
}
}
if (!fail) {
// Full match.
full_match_index = idx;
break;
}
}
idx++;
}
idx = full_match_index;
while (builtin_func_defs[idx].name) {
if (completion_class != builtin_func_defs[idx].tag) {
@ -3667,7 +3695,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI
}
}
if (get_scalar_type(args[i]) == args[i] && p_func->arguments[i + 1]->type == Node::NODE_TYPE_CONSTANT && convert_constant(static_cast<ConstantNode *>(p_func->arguments[i + 1]), builtin_func_defs[idx].args[i])) {
//all good, but needs implicit conversion later
// All good, but needs implicit conversion later.
} else if (args[i] != builtin_func_defs[idx].args[i]) {
fail = true;
break;
@ -3685,7 +3713,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI
}
if (!fail && argcount < 4 && builtin_func_defs[idx].args[argcount] != TYPE_VOID) {
fail = true; //make sure the number of arguments matches
fail = true; // Make sure the number of arguments matches.
}
if (!fail) {
@ -3720,7 +3748,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI
}
}
//make sure its not an out argument used in the wrong way
// Make sure it's not an out argument used in the wrong way.
int outarg_idx = 0;
while (builtin_func_out_args[outarg_idx].name) {
if (String(name) == builtin_func_out_args[outarg_idx].name) {
@ -3819,14 +3847,14 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI
}
outarg_idx++;
}
//implicitly convert values if possible
// Implicitly convert values if possible.
for (int i = 0; i < argcount; i++) {
if (get_scalar_type(args[i]) != args[i] || args[i] == builtin_func_defs[idx].args[i] || p_func->arguments[i + 1]->type != Node::NODE_TYPE_CONSTANT) {
//can't do implicit conversion here
// Can't do implicit conversion here.
continue;
}
//this is an implicit conversion
// This is an implicit conversion.
ConstantNode *constant = static_cast<ConstantNode *>(p_func->arguments[i + 1]);
ConstantNode *conversion = alloc_node<ConstantNode>();