OpenGLRenderer: Allow RenderPipeline without a fragment shader on OpenGL ES
This commit is contained in:
@@ -20,6 +20,7 @@ namespace Nz::ShaderBuilder
|
||||
struct AccessMember
|
||||
{
|
||||
inline std::unique_ptr<ShaderAst::AccessMemberIdentifierExpression> operator()(ShaderAst::ExpressionPtr structExpr, std::vector<std::string> memberIdentifiers) const;
|
||||
inline std::unique_ptr<ShaderAst::AccessMemberIndexExpression> operator()(ShaderAst::ExpressionPtr structExpr, std::vector<std::size_t> memberIndices) const;
|
||||
};
|
||||
|
||||
struct Assign
|
||||
@@ -104,7 +105,7 @@ namespace Nz::ShaderBuilder
|
||||
|
||||
struct Multi
|
||||
{
|
||||
inline std::unique_ptr<ShaderAst::MultiStatement> operator()(std::vector<ShaderAst::StatementPtr> statements) const;
|
||||
inline std::unique_ptr<ShaderAst::MultiStatement> operator()(std::vector<ShaderAst::StatementPtr> statements = {}) const;
|
||||
};
|
||||
|
||||
template<typename T>
|
||||
|
||||
@@ -16,6 +16,15 @@ namespace Nz::ShaderBuilder
|
||||
return accessMemberNode;
|
||||
}
|
||||
|
||||
inline std::unique_ptr<ShaderAst::AccessMemberIndexExpression> Impl::AccessMember::operator()(ShaderAst::ExpressionPtr structExpr, std::vector<std::size_t> memberIndices) const
|
||||
{
|
||||
auto accessMemberNode = std::make_unique<ShaderAst::AccessMemberIndexExpression>();
|
||||
accessMemberNode->structExpr = std::move(structExpr);
|
||||
accessMemberNode->memberIndices = std::move(memberIndices);
|
||||
|
||||
return accessMemberNode;
|
||||
}
|
||||
|
||||
inline std::unique_ptr<ShaderAst::AssignExpression> Impl::Assign::operator()(ShaderAst::AssignType op, ShaderAst::ExpressionPtr left, ShaderAst::ExpressionPtr right) const
|
||||
{
|
||||
auto assignNode = std::make_unique<ShaderAst::AssignExpression>();
|
||||
|
||||
Reference in New Issue
Block a user