Renderer/ShaderSerialize: Use ByteStream instead of ByteArray
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@@ -248,9 +248,6 @@ namespace Nz
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void ShaderSerializer::Serialize(const ShaderAst& shader)
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{
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UInt32 magicNumber = s_magicNumber;
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UInt32 version = s_currentVersion;
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m_stream << s_magicNumber << s_currentVersion;
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auto SerializeInputOutput = [&](auto& inout)
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@@ -558,15 +555,17 @@ namespace Nz
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ByteArray SerializeShader(const ShaderAst& shader)
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{
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ByteArray byteArray;
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ShaderSerializer serializer(byteArray);
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ByteStream stream(&byteArray, OpenModeFlags(OpenMode_WriteOnly));
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ShaderSerializer serializer(stream);
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serializer.Serialize(shader);
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return byteArray;
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}
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ShaderAst UnserializeShader(const ByteArray& data)
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ShaderAst UnserializeShader(ByteStream& stream)
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{
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ShaderUnserializer unserializer(data);
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ShaderUnserializer unserializer(stream);
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return unserializer.Unserialize();
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}
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}
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