OpenGLRenderer: Allow RenderPipeline without a fragment shader on OpenGL ES
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@@ -20,23 +20,31 @@ namespace Nz
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class NAZARA_OPENGLRENDERER_API OpenGLShaderModule : public ShaderModule
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{
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public:
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OpenGLShaderModule(OpenGLDevice& device, ShaderStageTypeFlags shaderStages, ShaderAst::StatementPtr& shaderAst, const ShaderWriter::States& states);
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OpenGLShaderModule(OpenGLDevice& device, ShaderStageTypeFlags shaderStages, ShaderLanguage lang, const void* source, std::size_t sourceSize, const ShaderWriter::States& states);
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struct Shader;
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OpenGLShaderModule(OpenGLDevice& device, ShaderStageTypeFlags shaderStages, ShaderAst::StatementPtr& shaderAst, const ShaderWriter::States& states = {});
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OpenGLShaderModule(OpenGLDevice& device, ShaderStageTypeFlags shaderStages, ShaderLanguage lang, const void* source, std::size_t sourceSize, const ShaderWriter::States& states = {});
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OpenGLShaderModule(const OpenGLShaderModule&) = delete;
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OpenGLShaderModule(OpenGLShaderModule&&) noexcept = default;
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~OpenGLShaderModule() = default;
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inline const std::vector<GL::Shader>& GetShaders() const;
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inline const std::vector<Shader>& GetShaders() const;
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OpenGLShaderModule& operator=(const OpenGLShaderModule&) = delete;
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OpenGLShaderModule& operator=(OpenGLShaderModule&&) noexcept = default;
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struct Shader
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{
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ShaderStageType stage;
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GL::Shader shader;
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};
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private:
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void Create(OpenGLDevice& device, ShaderStageTypeFlags shaderStages, ShaderAst::StatementPtr& shaderAst, const ShaderWriter::States& states);
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static void CheckCompilationStatus(GL::Shader& shader);
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std::vector<GL::Shader> m_shaders;
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std::vector<Shader> m_shaders;
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};
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}
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@@ -7,7 +7,7 @@
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namespace Nz
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{
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inline const std::vector<GL::Shader>& OpenGLShaderModule::GetShaders() const
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inline auto OpenGLShaderModule::GetShaders() const -> const std::vector<Shader>&
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{
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return m_shaders;
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}
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@@ -20,6 +20,7 @@ namespace Nz::ShaderBuilder
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struct AccessMember
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{
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inline std::unique_ptr<ShaderAst::AccessMemberIdentifierExpression> operator()(ShaderAst::ExpressionPtr structExpr, std::vector<std::string> memberIdentifiers) const;
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inline std::unique_ptr<ShaderAst::AccessMemberIndexExpression> operator()(ShaderAst::ExpressionPtr structExpr, std::vector<std::size_t> memberIndices) const;
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};
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struct Assign
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@@ -104,7 +105,7 @@ namespace Nz::ShaderBuilder
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struct Multi
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{
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inline std::unique_ptr<ShaderAst::MultiStatement> operator()(std::vector<ShaderAst::StatementPtr> statements) const;
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inline std::unique_ptr<ShaderAst::MultiStatement> operator()(std::vector<ShaderAst::StatementPtr> statements = {}) const;
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};
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template<typename T>
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@@ -16,6 +16,15 @@ namespace Nz::ShaderBuilder
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return accessMemberNode;
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}
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inline std::unique_ptr<ShaderAst::AccessMemberIndexExpression> Impl::AccessMember::operator()(ShaderAst::ExpressionPtr structExpr, std::vector<std::size_t> memberIndices) const
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{
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auto accessMemberNode = std::make_unique<ShaderAst::AccessMemberIndexExpression>();
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accessMemberNode->structExpr = std::move(structExpr);
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accessMemberNode->memberIndices = std::move(memberIndices);
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return accessMemberNode;
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}
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inline std::unique_ptr<ShaderAst::AssignExpression> Impl::Assign::operator()(ShaderAst::AssignType op, ShaderAst::ExpressionPtr left, ShaderAst::ExpressionPtr right) const
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{
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auto assignNode = std::make_unique<ShaderAst::AssignExpression>();
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