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

@@ -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>();