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Fix using uint suffix at the hex number declaration in shaders #78906

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merged 1 commit into from Jul 7, 2023

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Chaosus
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@Chaosus Chaosus commented Jul 1, 2023

Fix #78800 by allowing using 'u' suffix with the hex number:

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@Chaosus Chaosus requested a review from a team as a code owner July 1, 2023 11:29
@Chaosus Chaosus added this to the 4.2 milestone Jul 1, 2023
@Chaosus Chaosus changed the title Allow using uint suffix at the hex number declaration in shaders Fix using uint suffix at the hex number declaration in shaders Jul 1, 2023
@akien-mga akien-mga added the cherrypick:4.1 Considered for cherry-picking into a future 4.1.x release label Jul 1, 2023
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Looks good. tested locally as well and it appears to work great

@akien-mga akien-mga merged commit 25ec523 into godotengine:master Jul 7, 2023
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@Chaosus Chaosus deleted the shader_allow_hex_uint branch July 7, 2023 07:32
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Thanks!

@YuriSizov YuriSizov removed the cherrypick:4.1 Considered for cherry-picking into a future 4.1.x release label Jul 10, 2023
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Cherry-picked for 4.1.1.

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This is a lexical change in *.gdshader(inc) grammar, right? I'll have to update it in my vscode extension grammar.
@Chaosus Does it allow only lowercase u or will 0xFFU be valid as well?


Btw, I didn't find any mention of hex constants at all in https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/shading_language.html#constants so when this is introduced, you might want to use the opportunity to add a little mention. E.g.:

Constants of the uint (unsigned int) type must have a u suffix to differentiate them from signed integers.
Alternatively, this can be done by using the uint(x) built-in conversion function.

uint a = 1u, b = uint(1);
uint c = 0xAu, d = uint(0xA);

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Chaosus commented Jul 18, 2023

Does it allow only lowercase u or will 0xFFU be valid as well?

Both, as well.

AlfishSoftware added a commit to AlfishSoftware/godot-files-vscode that referenced this pull request Jul 19, 2023
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Shader cannot use unsigned int suffix with hex
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