Shader/NZSL: Add support for array indexing

This commit is contained in:
Jérôme Leclercq
2021-06-01 16:22:41 +02:00
parent 0f3c0abb96
commit 4465e230af
17 changed files with 1139 additions and 976 deletions

View File

@@ -3,6 +3,7 @@
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Shader/SpirvExpressionStore.hpp>
#include <Nazara/Core/StackArray.hpp>
#include <Nazara/Shader/SpirvAstVisitor.hpp>
#include <Nazara/Shader/SpirvBlock.hpp>
#include <Nazara/Shader/SpirvWriter.hpp>
@@ -50,14 +51,18 @@ namespace Nz
UInt32 resultId = m_visitor.AllocateResultId();
UInt32 pointerType = m_writer.RegisterPointerType(exprType, pointer.storage); //< FIXME
StackArray<UInt32> indexIds = NazaraStackArrayNoInit(UInt32, node.indices.size());
for (std::size_t i = 0; i < node.indices.size(); ++i)
indexIds[i] = m_visitor.EvaluateExpression(node.indices[i]);
m_block.AppendVariadic(SpirvOp::OpAccessChain, [&](const auto& appender)
{
appender(pointerType);
appender(resultId);
appender(pointer.pointerId);
for (std::size_t index : node.memberIndices)
appender(m_writer.GetConstantId(Int32(index)));
for (UInt32 id : indexIds)
appender(id);
});
m_value = Pointer { pointer.storage, resultId };