OpenGLRenderer: Allow RenderPipeline without a fragment shader on OpenGL ES

This commit is contained in:
Jérôme Leclercq
2021-05-29 00:32:00 +02:00
parent 336e70f72e
commit 109b2a156e
7 changed files with 60 additions and 11 deletions

View File

@@ -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>