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kwokcb avatar kwokcb commented on August 27, 2024

Hi @dgovil ,
This is considered a valid graph (i.e. unique naming within the "namespace" / graph level) so it seems it's more a problem with logic for code generation and vote to fix that. There are existing unique name matching issues before so adding @niklasharrysson in.

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dgovil avatar dgovil commented on August 27, 2024

That's good to know, thanks. I edited the issue title accordingly.

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kwokcb avatar kwokcb commented on August 27, 2024

Hey @niklasharrysson ,

I looked at the code a bit and it's the same issue we've discussed before -- that of lack of appropriate ShaderGraph context when dealing with nodegraphs . i.e. all ShaderNodes are in the same ShaderGraph. So the node name map will encounter the same node name more than once -- resulting in the symptom encountered here

 // We have a node downstream
        ShaderNode* downstream = getNode(downstreamNode->getName());
        if (downstream && connectingElement)
        {
            ShaderInput* input = downstream->getInput(connectingElement->getName());
            if (!input)
            {
                throw ExceptionShaderGenError("Could not find an input named '" + connectingElement->getName() +
                                              "' on downstream node '" + downstream->getName() + "'");
            }
            input->makeConnection(output);
        }

getNode() looks up by name which is not unique.

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niklasharrysson avatar niklasharrysson commented on August 27, 2024

Hey @kwokcb , thanks for investigating. And yes, this will be resolved when we get to updating the ShaderGraph to keep all graph hierarchies.

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