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Fix shader pass can't use SubShader content cause by scope loss when ShaderLab parse Pass #2393

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merged 33 commits into from
Oct 25, 2024

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@Sway007 Sway007 commented Oct 10, 2024

Please check if the PR fulfills these requirements

  • The commit message follows our guidelines
  • Tests for the changes have been added (for bug fixes / features)
  • Docs have been added / updated (for bug fixes / features)

What kind of change does this PR introduce? (Bug fix, feature, docs update, ...)

Fix scope loss bug when parse Pass scope. A new symbol table should be created for Pass scope.

Summary by CodeRabbit

  • New Features

    • Introduced a new BlendState configuration for enhanced color blending in the "Triangle" shader.
    • Improved encapsulation of symbol tables in shader parsing to prevent variable interference across different shader passes.
  • Bug Fixes

    • Enhanced parsing logic to correctly manage shader pass definitions and maintain structure.
  • Style

    • Standardized string delimiters and formatting across the shader example for consistency.

@Sway007 Sway007 self-assigned this Oct 10, 2024
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codecov bot commented Oct 10, 2024

Codecov Report

All modified and coverable lines are covered by tests ✅

Project coverage is 69.49%. Comparing base (f3400c8) to head (a69da3e).
Report is 45 commits behind head on main.

Additional details and impacted files
@@            Coverage Diff             @@
##             main    #2393      +/-   ##
==========================================
- Coverage   69.50%   69.49%   -0.02%     
==========================================
  Files         524      522       -2     
  Lines       27405    27356      -49     
  Branches     4100     4096       -4     
==========================================
- Hits        19049    19010      -39     
+ Misses       6852     6845       -7     
+ Partials     1504     1501       -3     
Flag Coverage Δ
unittests 69.49% <100.00%> (?)

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@Sway007 Sway007 added bug Something isn't working shader Shader related functions high priority High priority issue labels Oct 10, 2024
@Sway007 Sway007 marked this pull request as ready for review October 10, 2024 08:33
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coderabbitai bot commented Oct 10, 2024

Walkthrough

The changes in this pull request involve modifications to the ShaderContentParser class in ShaderContentParser.ts to improve the encapsulation of symbol tables during shader pass parsing. A new scope is created at the beginning of the _parsePass method. Additionally, a new BlendState configuration named transparentBlendState is introduced in the shader code for the "Triangle" shader, which is applied to two passes, enhancing color blending control. Minor formatting updates have also been made in examples/shader-lab-multi-pass.ts.

Changes

File Path Change Summary
packages/shader-lab/src/contentParser/ShaderContentParser.ts Updated _parsePass method to create a new scope for encapsulation; modified method signature.
tests/src/shader-lab/shaders/multi-pass.shader Introduced transparentBlendState and applied it to passes "0" and "1" in the "Triangle" shader.
examples/shader-lab-multi-pass.ts Standardized string delimiters to double quotes; made minor logic adjustments without altering functionality.

Possibly related PRs

Suggested labels

enhancement

Suggested reviewers

  • zhuxudong
  • GuoLei1990
  • cptbtptpbcptdtptp

Poem

In a world of shaders, bright and grand,
A rabbit hops with a brush in hand.
New scopes to guard, blending so fine,
With transparentBlendState, colors align.
Hooray for the passes, let rendering play,
In the land of pixels, we dance and sway! 🐇✨


📜 Recent review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Files that changed from the base of the PR and between 24cb887 and a69da3e.

📒 Files selected for processing (1)
  • examples/shader-lab-multi-pass.ts (8 hunks)
🧰 Additional context used
🪛 Biome
examples/shader-lab-multi-pass.ts

[error] 179-179: The assignment should not be in an expression.

The use of assignments in expressions is confusing.
Expressions are often considered as side-effect free.

(lint/suspicious/noAssignInExpressions)


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Actionable comments posted: 0

🧹 Outside diff range and nitpick comments (3)
tests/src/shader-lab/shaders/multi-pass.shader (2)

63-63: LGTM: BlendState correctly applied to Pass "0"

The transparentBlendState is properly applied to Pass "0", enabling transparent rendering for objects processed by this pass. This change aligns with the PR objective of fixing scope loss in Pass parsing.

Consider adding a comment explaining why this specific BlendState is used for this pass, to improve code readability and maintainability.


92-92: LGTM: BlendState correctly applied to Pass "1"

The transparentBlendState is properly applied to Pass "1", consistent with the changes in Pass "0" and the PR objective.

Consider refactoring the shader to use a shared BlendState configuration for multiple passes. This could improve maintainability by centralizing the blend state definition. For example:

Properties {
    _SharedBlendState ("Shared Blend State", BlendState) = "transparentBlendState" {}
}

// ... in each pass that needs the blend state
BlendState = _SharedBlendState

This approach would allow easier updates to the blend state across multiple passes.

packages/shader-lab/src/contentParser/ShaderContentParser.ts (1)

392-392: LGTM! Consider adding a comment for clarity.

The addition of this._newScope(); at the beginning of the _parsePass method is a good improvement. It creates a new symbol table scope for each pass, which helps in encapsulating variables and preventing scope-related issues.

Consider adding a brief comment explaining the purpose of creating a new scope here, for example:

+    // Create a new scope for the pass to encapsulate its variables
     this._newScope();

This would enhance code readability and make the intent clearer for future maintainers.

📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Files that changed from the base of the PR and between 396cb8e and 24cb887.

📒 Files selected for processing (2)
  • packages/shader-lab/src/contentParser/ShaderContentParser.ts (1 hunks)
  • tests/src/shader-lab/shaders/multi-pass.shader (3 hunks)
🧰 Additional context used
🔇 Additional comments (4)
tests/src/shader-lab/shaders/multi-pass.shader (2)

5-11: LGTM: Well-defined BlendState for transparency

The new transparentBlendState is correctly defined with appropriate blend factors for transparent rendering. This configuration enables alpha blending, which is crucial for properly rendering transparent objects.


Line range hint 1-150: Overall: Successful implementation of transparent rendering

The changes successfully implement a new BlendState for transparent rendering and apply it consistently across multiple passes. This aligns well with the PR objective of fixing scope loss when parsing the Pass scope in ShaderLab.

Key points:

  1. A well-defined transparentBlendState is introduced.
  2. The blend state is correctly applied to Pass "0" and Pass "1".
  3. The implementation enables proper alpha blending for transparent objects.

These changes should resolve the scope loss issue and improve the shader's capability to handle transparent rendering. Consider the suggested optimizations to further enhance code maintainability.

packages/shader-lab/src/contentParser/ShaderContentParser.ts (2)

392-392: Summary: Effective solution for scope management in Pass parsing

The changes made to the _parsePass method effectively address the scope loss issue when parsing the Pass scope in ShaderLab. By creating a new scope at the beginning of the method, variables within each pass are properly encapsulated, preventing potential conflicts or unintended variable sharing between passes.

The updated method signature accurately reflects the addition of globalContents to the return type, maintaining consistency with the existing code structure. This change aligns well with the PR objectives and should resolve the reported issue without introducing new problems.

Overall, this is a well-implemented solution that improves the robustness of the shader parsing process.


392-392: Verify the impact of the signature change.

The updated method signature for _parsePass now explicitly includes globalContents in the return type. This change accurately reflects the method's behavior and is consistent with how the return value is used in the _parseSubShader method.

To ensure this change doesn't introduce any unintended side effects, please run the following verification script:

This script will help identify any potential issues related to the signature change and ensure that globalContents is properly handled in the calling method.

✅ Verification successful

Signature change verified successfully.

The updated _parsePass method signature correctly includes globalContents in the return type. All usages within ShaderContentParser.ts handle globalContents appropriately, ensuring consistency across the file.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify the usage of _parsePass method and its return value

# Test: Check if there are any other usages of _parsePass that might be affected
rg --type typescript '_parsePass\(' packages/shader-lab/src

# Test: Verify that globalContents is correctly handled in _parseSubShader
rg --type typescript -A 10 '_parsePass\(' packages/shader-lab/src | rg 'globalContents'

Length of output: 219


Script:

#!/bin/bash
# Description: Verify the usage of _parsePass method and its return value

# Test: Check if there are any other usages of _parsePass that might be affected
rg --type ts '_parsePass\(' packages/shader-lab/src

# Test: Verify that globalContents is correctly handled in _parseSubShader
rg --type ts -A 10 '_parsePass\(' packages/shader-lab/src | rg 'globalContents'

Length of output: 556

@github-actions github-actions bot added the documentation Improvements or additions to documentation label Oct 10, 2024
@GuoLei1990 GuoLei1990 merged commit e8e8090 into galacean:main Oct 25, 2024
9 checks passed
@GuoLei1990 GuoLei1990 changed the title Fix scope loss when ShaderLab parse Pass Fix shader pass can't use SubShader content cause by scope loss when ShaderLab parse Pass Oct 25, 2024
@coderabbitai coderabbitai bot mentioned this pull request Nov 7, 2024
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