Shader/AstOptimizer: Add swizzle optimization
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@@ -44,12 +44,14 @@ namespace Nz::ShaderAst
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ExpressionPtr Clone(CastExpression& node) override;
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ExpressionPtr Clone(ConditionalExpression& node) override;
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ExpressionPtr Clone(ConstantExpression& node) override;
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ExpressionPtr Clone(SwizzleExpression& node) override;
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ExpressionPtr Clone(UnaryExpression& node) override;
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StatementPtr Clone(BranchStatement& node) override;
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StatementPtr Clone(ConditionalStatement& node) override;
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template<BinaryType Type> ExpressionPtr PropagateBinaryConstant(const ConstantValueExpression& lhs, const ConstantValueExpression& rhs);
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template<typename TargetType> ExpressionPtr PropagateSingleValueCast(const ConstantValueExpression& operand);
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template<std::size_t TargetComponentCount> ExpressionPtr PropagateConstantSwizzle(const std::array<UInt32, 4>& components, const ConstantValueExpression& operand);
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template<UnaryType Type> ExpressionPtr PropagateUnaryConstant(const ConstantValueExpression& operand);
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template<typename TargetType> ExpressionPtr PropagateVec2Cast(TargetType v1, TargetType v2);
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template<typename TargetType> ExpressionPtr PropagateVec3Cast(TargetType v1, TargetType v2, TargetType v3);
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@@ -134,6 +134,7 @@ namespace Nz::ShaderBuilder
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struct Swizzle
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{
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inline std::unique_ptr<ShaderAst::SwizzleExpression> operator()(ShaderAst::ExpressionPtr expression, std::array<UInt32, 4> swizzleComponents, std::size_t componentCount) const;
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inline std::unique_ptr<ShaderAst::SwizzleExpression> operator()(ShaderAst::ExpressionPtr expression, std::vector<UInt32> swizzleComponents) const;
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};
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@@ -289,6 +289,19 @@ namespace Nz::ShaderBuilder
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return returnNode;
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}
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inline std::unique_ptr<ShaderAst::SwizzleExpression> Impl::Swizzle::operator()(ShaderAst::ExpressionPtr expression, std::array<UInt32, 4> swizzleComponents, std::size_t componentCount) const
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{
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assert(componentCount > 0);
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assert(componentCount <= 4);
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auto swizzleNode = std::make_unique<ShaderAst::SwizzleExpression>();
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swizzleNode->expression = std::move(expression);
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swizzleNode->componentCount = componentCount;
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swizzleNode->components = swizzleComponents;
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return swizzleNode;
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}
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inline std::unique_ptr<ShaderAst::SwizzleExpression> Impl::Swizzle::operator()(ShaderAst::ExpressionPtr expression, std::vector<UInt32> swizzleComponents) const
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{
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auto swizzleNode = std::make_unique<ShaderAst::SwizzleExpression>();
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