Replace const ShaderAst::StatementPtr& by ShaderAst::Statement& in input
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@@ -138,7 +138,7 @@ namespace Nz
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unsigned int indentLevel = 0;
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};
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std::string GlslWriter::Generate(std::optional<ShaderStageType> shaderStage, ShaderAst::StatementPtr& shader, const States& states)
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std::string GlslWriter::Generate(std::optional<ShaderStageType> shaderStage, ShaderAst::Statement& shader, const States& states)
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{
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State state;
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state.enabledOptions = states.enabledOptions;
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@@ -150,26 +150,24 @@ namespace Nz
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m_currentState = nullptr;
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});
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// Always sanitize for reserved identifiers
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ShaderAst::SanitizeVisitor::Options options;
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options.reservedIdentifiers = {
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// All reserved GLSL keywords as of GLSL ES 3.2
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"active", "asm", "atomic_uint", "attribute", "bool", "break", "buffer", "bvec2", "bvec3", "bvec4", "case", "cast", "centroid", "class", "coherent", "common", "const", "continue", "default", "discard", "dmat2", "dmat2x2", "dmat2x3", "dmat2x4", "dmat3", "dmat3x2", "dmat3x3", "dmat3x4", "dmat4", "dmat4x2", "dmat4x3", "dmat4x4", "do", "double", "dvec2", "dvec3", "dvec4", "else", "enum", "extern", "external", "false", "filter", "fixed", "flat", "float", "for", "fvec2", "fvec3", "fvec4", "goto", "half", "highp", "hvec2", "hvec3", "hvec4", "if", "iimage1D", "iimage1DArray", "iimage2D", "iimage2DArray", "iimage2DMS", "iimage2DMSArray", "iimage2DRect", "iimage3D", "iimageBuffer", "iimageCube", "iimageCubeArray", "image1D", "image1DArray", "image2D", "image2DArray", "image2DMS", "image2DMSArray", "image2DRect", "image3D", "imageBuffer", "imageCube", "imageCubeArray", "in", "inline", "inout", "input", "int", "interface", "invariant", "isampler1D", "isampler1DArray", "isampler2D", "isampler2DArray", "isampler2DMS", "isampler2DMSArray", "isampler2DRect", "isampler3D", "isamplerBuffer", "isamplerCube", "isamplerCubeArray", "isubpassInput", "isubpassInputMS", "itexture2D", "itexture2DArray", "itexture2DMS", "itexture2DMSArray", "itexture3D", "itextureBuffer", "itextureCube", "itextureCubeArray", "ivec2", "ivec3", "ivec4", "layout", "long", "lowp", "mat2", "mat2x2", "mat2x3", "mat2x4", "mat3", "mat3x2", "mat3x3", "mat3x4", "mat4", "mat4x2", "mat4x3", "mat4x4", "mediump", "namespace", "noinline", "noperspective", "out", "output", "partition", "patch", "precise", "precision", "public", "readonly", "resource", "restrict", "return", "sample", "sampler", "sampler1D", "sampler1DArray", "sampler1DArrayShadow", "sampler1DShadow", "sampler2D", "sampler2DArray", "sampler2DArrayShadow", "sampler2DMS", "sampler2DMSArray", "sampler2DRect", "sampler2DRectShadow", "sampler2DShadow", "sampler3D", "sampler3DRect", "samplerBuffer", "samplerCube", "samplerCubeArray", "samplerCubeArrayShadow", "samplerCubeShadow", "samplerShadow", "shared", "short", "sizeof", "smooth", "static", "struct", "subpassInput", "subpassInputMS", "subroutine", "superp", "switch", "template", "texture2D", "texture2DArray", "texture2DMS", "texture2DMSArray", "texture3D", "textureBuffer", "textureCube", "textureCubeArray", "this", "true", "typedef", "uimage1D", "uimage1DArray", "uimage2D", "uimage2DArray", "uimage2DMS", "uimage2DMSArray", "uimage2DRect", "uimage3D", "uimageBuffer", "uimageCube", "uimageCubeArray", "uint", "uniform", "union", "unsigned", "usampler1D", "usampler1DArray", "usampler2D", "usampler2DArray", "usampler2DMS", "usampler2DMSArray", "usampler2DRect", "usampler3D", "usamplerBuffer", "usamplerCube", "usamplerCubeArray", "using", "usubpassInput", "usubpassInputMS", "utexture2D", "utexture2DArray", "utexture2DMS", "utexture2DMSArray", "utexture3D", "utextureBuffer", "utextureCube", "utextureCubeArray", "uvec2", "uvec3", "uvec4", "varying", "vec2", "vec3", "vec4", "void", "volatile", "while", "writeonly"
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};
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ShaderAst::StatementPtr sanitizedAst;
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ShaderAst::Statement* targetAst;
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if (!states.sanitized)
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{
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sanitizedAst = Sanitize(shader);
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targetAst = sanitizedAst.get();
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}
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else
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targetAst = &shader;
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ShaderAst::StatementPtr sanitizedAst = ShaderAst::Sanitize(shader, options);
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ShaderAst::StatementPtr* targetAstPtr = &sanitizedAst;
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ShaderAst::StatementPtr optimizedAst;
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if (states.optimize)
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{
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optimizedAst = ShaderAst::Optimize(*targetAstPtr);
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targetAstPtr = &optimizedAst;
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optimizedAst = ShaderAst::Optimize(*targetAst);
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targetAst = optimizedAst.get();
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}
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ShaderAst::StatementPtr& targetAst = *targetAstPtr;
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state.previsitor.enabledOptions = states.enabledOptions;
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state.previsitor.selectedStage = shaderStage;
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targetAst->Visit(state.previsitor);
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@@ -191,6 +189,18 @@ namespace Nz
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return s_flipYUniformName;
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}
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ShaderAst::StatementPtr GlslWriter::Sanitize(ShaderAst::Statement& ast, std::string* error)
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{
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// Always sanitize for reserved identifiers
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ShaderAst::SanitizeVisitor::Options options;
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options.reservedIdentifiers = {
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// All reserved GLSL keywords as of GLSL ES 3.2
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"active", "asm", "atomic_uint", "attribute", "bool", "break", "buffer", "bvec2", "bvec3", "bvec4", "case", "cast", "centroid", "class", "coherent", "common", "const", "continue", "default", "discard", "dmat2", "dmat2x2", "dmat2x3", "dmat2x4", "dmat3", "dmat3x2", "dmat3x3", "dmat3x4", "dmat4", "dmat4x2", "dmat4x3", "dmat4x4", "do", "double", "dvec2", "dvec3", "dvec4", "else", "enum", "extern", "external", "false", "filter", "fixed", "flat", "float", "for", "fvec2", "fvec3", "fvec4", "goto", "half", "highp", "hvec2", "hvec3", "hvec4", "if", "iimage1D", "iimage1DArray", "iimage2D", "iimage2DArray", "iimage2DMS", "iimage2DMSArray", "iimage2DRect", "iimage3D", "iimageBuffer", "iimageCube", "iimageCubeArray", "image1D", "image1DArray", "image2D", "image2DArray", "image2DMS", "image2DMSArray", "image2DRect", "image3D", "imageBuffer", "imageCube", "imageCubeArray", "in", "inline", "inout", "input", "int", "interface", "invariant", "isampler1D", "isampler1DArray", "isampler2D", "isampler2DArray", "isampler2DMS", "isampler2DMSArray", "isampler2DRect", "isampler3D", "isamplerBuffer", "isamplerCube", "isamplerCubeArray", "isubpassInput", "isubpassInputMS", "itexture2D", "itexture2DArray", "itexture2DMS", "itexture2DMSArray", "itexture3D", "itextureBuffer", "itextureCube", "itextureCubeArray", "ivec2", "ivec3", "ivec4", "layout", "long", "lowp", "mat2", "mat2x2", "mat2x3", "mat2x4", "mat3", "mat3x2", "mat3x3", "mat3x4", "mat4", "mat4x2", "mat4x3", "mat4x4", "mediump", "namespace", "noinline", "noperspective", "out", "output", "partition", "patch", "precise", "precision", "public", "readonly", "resource", "restrict", "return", "sample", "sampler", "sampler1D", "sampler1DArray", "sampler1DArrayShadow", "sampler1DShadow", "sampler2D", "sampler2DArray", "sampler2DArrayShadow", "sampler2DMS", "sampler2DMSArray", "sampler2DRect", "sampler2DRectShadow", "sampler2DShadow", "sampler3D", "sampler3DRect", "samplerBuffer", "samplerCube", "samplerCubeArray", "samplerCubeArrayShadow", "samplerCubeShadow", "samplerShadow", "shared", "short", "sizeof", "smooth", "static", "struct", "subpassInput", "subpassInputMS", "subroutine", "superp", "switch", "template", "texture2D", "texture2DArray", "texture2DMS", "texture2DMSArray", "texture3D", "textureBuffer", "textureCube", "textureCubeArray", "this", "true", "typedef", "uimage1D", "uimage1DArray", "uimage2D", "uimage2DArray", "uimage2DMS", "uimage2DMSArray", "uimage2DRect", "uimage3D", "uimageBuffer", "uimageCube", "uimageCubeArray", "uint", "uniform", "union", "unsigned", "usampler1D", "usampler1DArray", "usampler2D", "usampler2DArray", "usampler2DMS", "usampler2DMSArray", "usampler2DRect", "usampler3D", "usamplerBuffer", "usamplerCube", "usamplerCubeArray", "using", "usubpassInput", "usubpassInputMS", "utexture2D", "utexture2DArray", "utexture2DMS", "utexture2DMSArray", "utexture3D", "utextureBuffer", "utextureCube", "utextureCubeArray", "uvec2", "uvec3", "uvec4", "varying", "vec2", "vec3", "vec4", "void", "volatile", "while", "writeonly"
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};
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return ShaderAst::Sanitize(ast, options, error);
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}
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void GlslWriter::Append(const ShaderAst::ExpressionType& type)
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{
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std::visit([&](auto&& arg)
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