Renderer/ShaderAst: Add serialization
This commit is contained in:
@@ -330,9 +330,7 @@ namespace Nz
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Append(node.variable->name);
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if (node.expression)
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{
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Append(" ");
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Append("=");
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Append(" ");
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Append(" = ");
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Visit(node.expression);
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}
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@@ -3,14 +3,18 @@
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Renderer/ShaderSerializer.hpp>
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#include <Nazara/Renderer/ShaderAst.hpp>
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#include <Nazara/Renderer/ShaderVarVisitor.hpp>
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#include <Nazara/Renderer/ShaderVisitor.hpp>
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#include <Nazara/Renderer/Debug.hpp>
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namespace Nz::ShaderNodes
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namespace Nz
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{
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namespace
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{
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constexpr UInt32 s_magicNumber = 0x4E534852;
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constexpr UInt32 s_currentVersion = 1;
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class ShaderSerializerVisitor : public ShaderVisitor, public ShaderVarVisitor
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{
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public:
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@@ -19,62 +23,62 @@ namespace Nz::ShaderNodes
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{
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}
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void Visit(const AssignOp& node) override
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void Visit(const ShaderNodes::AssignOp& node) override
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{
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Serialize(node);
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}
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void Visit(const BinaryOp& node) override
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void Visit(const ShaderNodes::BinaryOp& node) override
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{
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Serialize(node);
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}
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void Visit(const Branch& node) override
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void Visit(const ShaderNodes::Branch& node) override
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{
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Serialize(node);
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}
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void Visit(const Cast& node) override
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void Visit(const ShaderNodes::Cast& node) override
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{
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Serialize(node);
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}
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void Visit(const Constant& node) override
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void Visit(const ShaderNodes::Constant& node) override
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{
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Serialize(node);
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}
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void Visit(const DeclareVariable& node) override
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void Visit(const ShaderNodes::DeclareVariable& node) override
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{
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Serialize(node);
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}
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void Visit(const ExpressionStatement& node) override
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void Visit(const ShaderNodes::ExpressionStatement& node) override
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{
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Serialize(node);
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}
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void Visit(const Identifier& node) override
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void Visit(const ShaderNodes::Identifier& node) override
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{
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Serialize(node);
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}
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void Visit(const IntrinsicCall& node) override
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void Visit(const ShaderNodes::IntrinsicCall& node) override
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{
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Serialize(node);
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}
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void Visit(const Sample2D& node) override
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void Visit(const ShaderNodes::Sample2D& node) override
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{
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Serialize(node);
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}
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void Visit(const StatementBlock& node) override
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void Visit(const ShaderNodes::StatementBlock& node) override
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{
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Serialize(node);
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}
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void Visit(const SwizzleOp& node) override
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void Visit(const ShaderNodes::SwizzleOp& node) override
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{
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Serialize(node);
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}
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@@ -122,21 +126,21 @@ namespace Nz::ShaderNodes
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};
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}
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void ShaderSerializerBase::Serialize(AssignOp& node)
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void ShaderSerializerBase::Serialize(ShaderNodes::AssignOp& node)
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{
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Enum(node.op);
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Node(node.left);
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Node(node.right);
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}
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void ShaderSerializerBase::Serialize(BinaryOp& node)
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void ShaderSerializerBase::Serialize(ShaderNodes::BinaryOp& node)
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{
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Enum(node.op);
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Node(node.left);
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Node(node.right);
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}
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void ShaderSerializerBase::Serialize(Branch& node)
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void ShaderSerializerBase::Serialize(ShaderNodes::Branch& node)
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{
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Container(node.condStatements);
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for (auto& condStatement : node.condStatements)
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@@ -148,64 +152,64 @@ namespace Nz::ShaderNodes
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Node(node.elseStatement);
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}
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void ShaderSerializerBase::Serialize(BuiltinVariable& node)
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void ShaderSerializerBase::Serialize(ShaderNodes::BuiltinVariable& node)
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{
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Enum(node.type);
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Enum(node.type);
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}
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void ShaderSerializerBase::Serialize(Cast& node)
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void ShaderSerializerBase::Serialize(ShaderNodes::Cast& node)
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{
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Enum(node.exprType);
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for (auto& expr : node.expressions)
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Node(expr);
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}
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void ShaderSerializerBase::Serialize(Constant& node)
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void ShaderSerializerBase::Serialize(ShaderNodes::Constant& node)
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{
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Enum(node.exprType);
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switch (node.exprType)
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{
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case ExpressionType::Boolean:
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case ShaderNodes::ExpressionType::Boolean:
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Value(node.values.bool1);
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break;
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case ExpressionType::Float1:
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case ShaderNodes::ExpressionType::Float1:
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Value(node.values.vec1);
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break;
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case ExpressionType::Float2:
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case ShaderNodes::ExpressionType::Float2:
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Value(node.values.vec2);
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break;
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case ExpressionType::Float3:
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case ShaderNodes::ExpressionType::Float3:
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Value(node.values.vec3);
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break;
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case ExpressionType::Float4:
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case ShaderNodes::ExpressionType::Float4:
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Value(node.values.vec4);
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break;
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}
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}
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void ShaderSerializerBase::Serialize(DeclareVariable& node)
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void ShaderSerializerBase::Serialize(ShaderNodes::DeclareVariable& node)
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{
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Variable(node.variable);
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Node(node.expression);
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}
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void ShaderSerializerBase::Serialize(ExpressionStatement& node)
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void ShaderSerializerBase::Serialize(ShaderNodes::ExpressionStatement& node)
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{
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Node(node.expression);
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}
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void ShaderSerializerBase::Serialize(Identifier& node)
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void ShaderSerializerBase::Serialize(ShaderNodes::Identifier& node)
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{
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Variable(node.var);
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}
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void ShaderSerializerBase::Serialize(IntrinsicCall& node)
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void ShaderSerializerBase::Serialize(ShaderNodes::IntrinsicCall& node)
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{
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Enum(node.intrinsic);
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Container(node.parameters);
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@@ -213,26 +217,26 @@ namespace Nz::ShaderNodes
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Node(param);
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}
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void ShaderSerializerBase::Serialize(NamedVariable& node)
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void ShaderSerializerBase::Serialize(ShaderNodes::NamedVariable& node)
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{
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Value(node.name);
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Enum(node.type);
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}
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void ShaderSerializerBase::Serialize(Sample2D& node)
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void ShaderSerializerBase::Serialize(ShaderNodes::Sample2D& node)
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{
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Node(node.sampler);
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Node(node.coordinates);
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}
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void ShaderSerializerBase::Serialize(StatementBlock& node)
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void ShaderSerializerBase::Serialize(ShaderNodes::StatementBlock& node)
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{
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Container(node.statements);
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for (auto& statement : node.statements)
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Node(statement);
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}
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void ShaderSerializerBase::Serialize(SwizzleOp& node)
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void ShaderSerializerBase::Serialize(ShaderNodes::SwizzleOp& node)
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{
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Value(node.componentCount);
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Node(node.expression);
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@@ -242,13 +246,50 @@ namespace Nz::ShaderNodes
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}
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void ShaderSerializer::Serialize(const StatementPtr& shader)
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void ShaderSerializer::Serialize(const ShaderAst& shader)
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{
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assert(shader);
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m_stream << static_cast<Int32>(shader->GetType());
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UInt32 magicNumber = s_magicNumber;
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UInt32 version = s_currentVersion;
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ShaderSerializerVisitor visitor(*this);
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shader->Visit(visitor);
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m_stream << s_magicNumber << s_currentVersion;
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auto SerializeInputOutput = [&](auto& inout)
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{
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m_stream << UInt32(inout.size());
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for (const auto& data : inout)
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{
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m_stream << data.name << UInt32(data.type);
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m_stream << data.locationIndex.has_value();
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if (data.locationIndex)
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m_stream << UInt32(data.locationIndex.value());
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}
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};
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SerializeInputOutput(shader.GetInputs());
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SerializeInputOutput(shader.GetOutputs());
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m_stream << UInt32(shader.GetUniformCount());
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for (const auto& uniform : shader.GetUniforms())
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{
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m_stream << uniform.name << UInt32(uniform.type);
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m_stream << uniform.bindingIndex.has_value();
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if (uniform.bindingIndex)
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m_stream << UInt32(uniform.bindingIndex.value());
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}
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m_stream << UInt32(shader.GetFunctionCount());
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for (const auto& func : shader.GetFunctions())
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{
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m_stream << func.name << UInt32(func.returnType);
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m_stream << UInt32(func.parameters.size());
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for (const auto& param : func.parameters)
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m_stream << param.name << UInt32(param.type);
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Node(func.statement);
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}
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m_stream.FlushBits();
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}
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@@ -258,9 +299,9 @@ namespace Nz::ShaderNodes
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return true;
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}
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void ShaderSerializer::Node(NodePtr& node)
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void ShaderSerializer::Node(ShaderNodes::NodePtr& node)
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{
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NodeType nodeType = (node) ? node->GetType() : NodeType::None;
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ShaderNodes::NodeType nodeType = (node) ? node->GetType() : ShaderNodes::NodeType::None;
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m_stream << static_cast<Int32>(nodeType);
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if (node)
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@@ -270,6 +311,11 @@ namespace Nz::ShaderNodes
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}
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}
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void ShaderSerializer::Node(const ShaderNodes::NodePtr& node)
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{
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Node(const_cast<ShaderNodes::NodePtr&>(node)); //< Yes const_cast is ugly but it won't be used for writing
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}
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void ShaderSerializer::Value(bool& val)
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{
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m_stream << val;
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@@ -305,9 +351,9 @@ namespace Nz::ShaderNodes
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m_stream << val;
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}
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void ShaderSerializer::Variable(VariablePtr& var)
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void ShaderSerializer::Variable(ShaderNodes::VariablePtr& var)
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{
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VariableType nodeType = (var) ? var->GetType() : VariableType::None;
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ShaderNodes::VariableType nodeType = (var) ? var->GetType() : ShaderNodes::VariableType::None;
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m_stream << static_cast<Int32>(nodeType);
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if (var)
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@@ -317,29 +363,93 @@ namespace Nz::ShaderNodes
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}
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}
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ByteArray Serialize(const StatementPtr& shader)
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ShaderAst ShaderUnserializer::Unserialize()
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{
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ByteArray byteArray;
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ShaderSerializer serializer(byteArray);
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serializer.Serialize(shader);
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UInt32 magicNumber;
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UInt32 version;
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m_stream >> magicNumber;
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if (magicNumber != s_magicNumber)
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throw std::runtime_error("invalid shader file");
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return byteArray;
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}
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m_stream >> version;
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if (version > s_currentVersion)
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throw std::runtime_error("unsupported version");
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StatementPtr Unserialize(const ByteArray& data)
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{
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ShaderUnserializer unserializer(data);
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return unserializer.Unserialize();
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}
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ShaderAst shader;
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StatementPtr ShaderUnserializer::Unserialize()
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{
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NodePtr statement;
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Node(statement);
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if (!statement || statement->GetType() != NodeType::StatementBlock)
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throw std::runtime_error("Invalid shader");
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UInt32 inputCount;
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m_stream >> inputCount;
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for (UInt32 i = 0; i < inputCount; ++i)
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{
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std::string inputName;
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ShaderNodes::ExpressionType inputType;
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std::optional<std::size_t> location;
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return std::static_pointer_cast<Statement>(statement);
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Value(inputName);
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Enum(inputType);
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OptVal(location);
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shader.AddInput(std::move(inputName), inputType, location);
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}
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UInt32 outputCount;
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m_stream >> outputCount;
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for (UInt32 i = 0; i < outputCount; ++i)
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{
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std::string outputName;
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ShaderNodes::ExpressionType outputType;
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std::optional<std::size_t> location;
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Value(outputName);
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Enum(outputType);
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OptVal(location);
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shader.AddOutput(std::move(outputName), outputType, location);
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}
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UInt32 uniformCount;
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m_stream >> uniformCount;
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for (UInt32 i = 0; i < uniformCount; ++i)
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{
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std::string name;
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ShaderNodes::ExpressionType type;
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std::optional<std::size_t> binding;
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Value(name);
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Enum(type);
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OptVal(binding);
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shader.AddUniform(std::move(name), type, binding);
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}
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UInt32 funcCount;
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m_stream >> funcCount;
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for (UInt32 i = 0; i < funcCount; ++i)
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{
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std::string name;
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ShaderNodes::ExpressionType retType;
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std::vector<ShaderAst::FunctionParameter> parameters;
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Value(name);
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Enum(retType);
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Container(parameters);
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for (auto& param : parameters)
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{
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Value(param.name);
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Enum(param.type);
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}
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ShaderNodes::NodePtr node;
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Node(node);
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if (!node || !node->IsStatement())
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throw std::runtime_error("functions can only have statements");
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ShaderNodes::StatementPtr statement = std::static_pointer_cast<ShaderNodes::Statement>(node);
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shader.AddFunction(std::move(name), std::move(statement), std::move(parameters), retType);
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}
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return shader;
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}
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bool ShaderUnserializer::IsWriting() const
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@@ -347,17 +457,17 @@ namespace Nz::ShaderNodes
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return false;
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}
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void ShaderUnserializer::Node(NodePtr& node)
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void ShaderUnserializer::Node(ShaderNodes::NodePtr& node)
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{
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Int32 nodeTypeInt;
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m_stream >> nodeTypeInt;
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NodeType nodeType = static_cast<NodeType>(nodeTypeInt);
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ShaderNodes::NodeType nodeType = static_cast<ShaderNodes::NodeType>(nodeTypeInt);
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#define HandleType(Type) case NodeType:: Type : node = std::make_shared<Type>(); break
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#define HandleType(Type) case ShaderNodes::NodeType:: Type : node = std::make_shared<ShaderNodes:: Type>(); break
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switch (nodeType)
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{
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case NodeType::None: break;
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case ShaderNodes::NodeType::None: break;
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HandleType(AssignOp);
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HandleType(BinaryOp);
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@@ -417,17 +527,17 @@ namespace Nz::ShaderNodes
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m_stream >> val;
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}
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void ShaderUnserializer::Variable(VariablePtr& var)
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void ShaderUnserializer::Variable(ShaderNodes::VariablePtr& var)
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{
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Int32 nodeTypeInt;
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m_stream >> nodeTypeInt;
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VariableType nodeType = static_cast<VariableType>(nodeTypeInt);
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ShaderNodes::VariableType nodeType = static_cast<ShaderNodes:: VariableType>(nodeTypeInt);
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#define HandleType(Type) case VariableType:: Type : var = std::make_shared<Type>(); break
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#define HandleType(Type) case ShaderNodes::VariableType:: Type : var = std::make_shared<ShaderNodes::Type>(); break
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switch (nodeType)
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{
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case VariableType::None: break;
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case ShaderNodes::VariableType::None: break;
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HandleType(BuiltinVariable);
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HandleType(InputVariable);
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@@ -443,5 +553,21 @@ namespace Nz::ShaderNodes
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var->Visit(visitor);
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}
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}
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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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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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{
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ShaderUnserializer unserializer(data);
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return unserializer.Unserialize();
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}
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}
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