Renderer/ShaderAst: Add serialization

This commit is contained in:
Lynix
2020-06-17 20:09:21 +02:00
parent 0ff10bf1e2
commit 736ca1c409
7 changed files with 285 additions and 118 deletions

View File

@@ -14,8 +14,10 @@
#include <Nazara/Renderer/ShaderNodes.hpp>
#include <Nazara/Renderer/ShaderVariables.hpp>
namespace Nz::ShaderNodes
namespace Nz
{
class ShaderAst;
class NAZARA_RENDERER_API ShaderSerializerBase
{
public:
@@ -24,28 +26,29 @@ namespace Nz::ShaderNodes
ShaderSerializerBase(ShaderSerializerBase&&) = delete;
~ShaderSerializerBase() = default;
void Serialize(AssignOp& node);
void Serialize(BinaryOp& node);
void Serialize(BuiltinVariable& var);
void Serialize(Branch& node);
void Serialize(Cast& node);
void Serialize(Constant& node);
void Serialize(DeclareVariable& node);
void Serialize(ExpressionStatement& node);
void Serialize(Identifier& node);
void Serialize(IntrinsicCall& node);
void Serialize(NamedVariable& var);
void Serialize(Sample2D& node);
void Serialize(StatementBlock& node);
void Serialize(SwizzleOp& node);
void Serialize(ShaderNodes::AssignOp& node);
void Serialize(ShaderNodes::BinaryOp& node);
void Serialize(ShaderNodes::BuiltinVariable& var);
void Serialize(ShaderNodes::Branch& node);
void Serialize(ShaderNodes::Cast& node);
void Serialize(ShaderNodes::Constant& node);
void Serialize(ShaderNodes::DeclareVariable& node);
void Serialize(ShaderNodes::ExpressionStatement& node);
void Serialize(ShaderNodes::Identifier& node);
void Serialize(ShaderNodes::IntrinsicCall& node);
void Serialize(ShaderNodes::NamedVariable& var);
void Serialize(ShaderNodes::Sample2D& node);
void Serialize(ShaderNodes::StatementBlock& node);
void Serialize(ShaderNodes::SwizzleOp& node);
protected:
template<typename T> void Container(T& container);
template<typename T> void Enum(T& enumVal);
template<typename T> void OptVal(std::optional<T>& optVal);
virtual bool IsWriting() const = 0;
virtual void Node(NodePtr& node) = 0;
virtual void Node(ShaderNodes::NodePtr& node) = 0;
template<typename T> void Node(std::shared_ptr<T>& node);
virtual void Value(bool& val) = 0;
@@ -57,7 +60,7 @@ namespace Nz::ShaderNodes
virtual void Value(UInt32& val) = 0;
inline void Value(std::size_t& val);
virtual void Variable(VariablePtr& var) = 0;
virtual void Variable(ShaderNodes::VariablePtr& var) = 0;
template<typename T> void Variable(std::shared_ptr<T>& var);
};
@@ -67,11 +70,12 @@ namespace Nz::ShaderNodes
inline ShaderSerializer(ByteArray& byteArray);
~ShaderSerializer() = default;
void Serialize(const StatementPtr& shader);
void Serialize(const ShaderAst& shader);
private:
bool IsWriting() const override;
void Node(NodePtr& node) override;
void Node(const ShaderNodes::NodePtr& node);
void Node(ShaderNodes::NodePtr& node) override;
void Value(bool& val) override;
void Value(float& val) override;
void Value(std::string& val) override;
@@ -79,7 +83,7 @@ namespace Nz::ShaderNodes
void Value(Vector3f& val) override;
void Value(Vector4f& val) override;
void Value(UInt32& val) override;
void Variable(VariablePtr& var) override;
void Variable(ShaderNodes::VariablePtr& var) override;
ByteArray& m_byteArray;
ByteStream m_stream;
@@ -91,11 +95,11 @@ namespace Nz::ShaderNodes
ShaderUnserializer(const ByteArray& byteArray);
~ShaderUnserializer() = default;
StatementPtr Unserialize();
ShaderAst Unserialize();
private:
bool IsWriting() const override;
void Node(NodePtr& node) override;
void Node(ShaderNodes::NodePtr& node) override;
void Value(bool& val) override;
void Value(float& val) override;
void Value(std::string& val) override;
@@ -103,14 +107,14 @@ namespace Nz::ShaderNodes
void Value(Vector3f& val) override;
void Value(Vector4f& val) override;
void Value(UInt32& val) override;
void Variable(VariablePtr& var) override;
void Variable(ShaderNodes::VariablePtr& var) override;
const ByteArray& m_byteArray;
ByteStream m_stream;
};
NAZARA_RENDERER_API ByteArray Serialize(const StatementPtr& shader);
NAZARA_RENDERER_API StatementPtr Unserialize(const ByteArray& data);
NAZARA_RENDERER_API ByteArray SerializeShader(const ShaderAst& shader);
NAZARA_RENDERER_API ShaderAst UnserializeShader(const ByteArray& data);
}
#include <Nazara/Renderer/ShaderSerializer.inl>