Shader/ShaderAst: Rename AccessMember* to Access*

This commit is contained in:
Jérôme Leclercq
2021-06-01 12:38:17 +02:00
parent ce5ace52cc
commit 0f3c0abb96
26 changed files with 66 additions and 66 deletions

View File

@@ -816,8 +816,8 @@ namespace Nz::ShaderLang
return lhs;
if (currentOp.type == TokenType::Dot)
{
std::unique_ptr<ShaderAst::AccessMemberIdentifierExpression> accessMemberNode = std::make_unique<ShaderAst::AccessMemberIdentifierExpression>();
{
std::unique_ptr<ShaderAst::AccessIdentifierExpression> accessMemberNode = std::make_unique<ShaderAst::AccessIdentifierExpression>();
accessMemberNode->expr = std::move(lhs);
do
@@ -833,7 +833,7 @@ namespace Nz::ShaderLang
{
if (Peek().type == TokenType::OpenParenthesis)
{
auto parameters = ParseParameters();
auto parameters = ParseParameters();
parameters.insert(parameters.begin(), std::move(accessMemberNode->expr));
lhs = ShaderBuilder::Intrinsic(ShaderAst::IntrinsicType::SampleTexture, std::move(parameters));