Split engine to packages NazaraUtils and NZSL (#375)
* Move code to NazaraUtils and NZSL packages
* Reorder includes
* Tests: Remove glslang and spirv-tools deps
* Tests: Remove glslang init
* Remove NazaraUtils tests and fix Vector4Test
* Fix Linux compilation
* Update msys2-build.yml
* Fix assimp package
* Update xmake.lua
* Update xmake.lua
* Fix shader compilation on MinGW
* Final fixes
* The final fix 2: the fix strikes back!
* Disable cache on CI
* The return of the fix™️
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@@ -6,9 +6,9 @@
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#include <Nazara/Graphics/GuillotineTextureAtlas.hpp>
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#include <Nazara/Graphics/MaterialPipeline.hpp>
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#include <Nazara/Graphics/PredefinedShaderStructs.hpp>
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#include <Nazara/Shader/Ast/AstSerializer.hpp>
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#include <Nazara/Shader/Ast/Module.hpp>
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#include <Nazara/Utility/Font.hpp>
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#include <NZSL/Ast/AstSerializer.hpp>
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#include <NZSL/Ast/Module.hpp>
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#include <array>
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#include <stdexcept>
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#include <Nazara/Graphics/Debug.hpp>
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@@ -145,7 +145,7 @@ namespace Nz
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{
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0, 0,
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ShaderBindingType::Texture,
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ShaderStageType::Fragment
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nzsl::ShaderStageType::Fragment
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}
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});
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@@ -153,12 +153,12 @@ namespace Nz
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if (!m_blitPipelineLayout)
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throw std::runtime_error("failed to instantiate fullscreen renderpipeline layout");
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ShaderAst::ModulePtr blitShaderModule = m_shaderModuleResolver->Resolve("TextureBlit");
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nzsl::Ast::ModulePtr blitShaderModule = m_shaderModuleResolver->Resolve("TextureBlit");
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ShaderWriter::States states;
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nzsl::ShaderWriter::States states;
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states.shaderModuleResolver = m_shaderModuleResolver;
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auto blitShader = m_renderDevice->InstantiateShaderModule(ShaderStageType::Fragment | ShaderStageType::Vertex, *blitShaderModule, states);
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auto blitShader = m_renderDevice->InstantiateShaderModule(nzsl::ShaderStageType::Fragment | nzsl::ShaderStageType::Vertex, *blitShaderModule, states);
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if (!blitShader)
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throw std::runtime_error("failed to instantiate blit shader");
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@@ -238,7 +238,7 @@ namespace Nz
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void Graphics::RegisterShaderModules()
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{
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m_shaderModuleResolver = std::make_shared<FilesystemModuleResolver>();
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m_shaderModuleResolver = std::make_shared<nzsl::FilesystemModuleResolver>();
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RegisterEmbedShaderModule(r_basicMaterialShader);
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RegisterEmbedShaderModule(r_depthMaterialShader);
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RegisterEmbedShaderModule(r_phongMaterialShader);
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@@ -261,7 +261,8 @@ namespace Nz
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template<std::size_t N>
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void Graphics::RegisterEmbedShaderModule(const UInt8(&content)[N])
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{
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m_shaderModuleResolver->RegisterModule(ShaderAst::UnserializeShader(content, N));
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nzsl::Unserializer unserializer(content, N);
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m_shaderModuleResolver->RegisterModule(nzsl::Ast::UnserializeShader(unserializer));
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}
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void Graphics::SelectDepthStencilFormats()
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