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