Split shader generation to a new module
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220
src/Nazara/Shader/ShaderAstCloner.cpp
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220
src/Nazara/Shader/ShaderAstCloner.cpp
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// Copyright (C) 2020 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Shader generator"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Shader/ShaderAstCloner.hpp>
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#include <stdexcept>
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#include <Nazara/Shader/Debug.hpp>
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namespace Nz
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{
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ShaderNodes::StatementPtr ShaderAstCloner::Clone(const ShaderNodes::StatementPtr& statement)
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{
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ShaderAstVisitor::Visit(statement);
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if (!m_expressionStack.empty() || !m_variableStack.empty() || m_statementStack.size() != 1)
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throw std::runtime_error("An error occurred during clone");
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return PopStatement();
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}
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ShaderNodes::ExpressionPtr ShaderAstCloner::CloneExpression(const ShaderNodes::ExpressionPtr& expr)
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{
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if (!expr)
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return nullptr;
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ShaderAstVisitor::Visit(expr);
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return PopExpression();
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}
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ShaderNodes::StatementPtr ShaderAstCloner::CloneStatement(const ShaderNodes::StatementPtr& statement)
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{
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if (!statement)
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return nullptr;
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ShaderAstVisitor::Visit(statement);
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return PopStatement();
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}
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ShaderNodes::VariablePtr ShaderAstCloner::CloneVariable(const ShaderNodes::VariablePtr& variable)
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{
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if (!variable)
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return nullptr;
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ShaderVarVisitor::Visit(variable);
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return PopVariable();
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}
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void ShaderAstCloner::Visit(ShaderNodes::AccessMember& node)
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{
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PushExpression(ShaderNodes::AccessMember::Build(CloneExpression(node.structExpr), node.memberIndex, node.exprType));
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}
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void ShaderAstCloner::Visit(ShaderNodes::AssignOp& node)
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{
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PushExpression(ShaderNodes::AssignOp::Build(node.op, CloneExpression(node.left), CloneExpression(node.right)));
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}
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void ShaderAstCloner::Visit(ShaderNodes::BinaryOp& node)
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{
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PushExpression(ShaderNodes::BinaryOp::Build(node.op, CloneExpression(node.left), CloneExpression(node.right)));
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}
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void ShaderAstCloner::Visit(ShaderNodes::Branch& node)
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{
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std::vector<ShaderNodes::Branch::ConditionalStatement> condStatements;
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condStatements.reserve(node.condStatements.size());
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for (auto& cond : node.condStatements)
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{
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auto& condStatement = condStatements.emplace_back();
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condStatement.condition = CloneExpression(cond.condition);
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condStatement.statement = CloneStatement(cond.statement);
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}
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PushStatement(ShaderNodes::Branch::Build(std::move(condStatements), CloneStatement(node.elseStatement)));
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}
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void ShaderAstCloner::Visit(ShaderNodes::Cast& node)
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{
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std::size_t expressionCount = 0;
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std::array<ShaderNodes::ExpressionPtr, 4> expressions;
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for (auto& expr : node.expressions)
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{
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if (!expr)
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break;
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expressions[expressionCount] = CloneExpression(expr);
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expressionCount++;
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}
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PushExpression(ShaderNodes::Cast::Build(node.exprType, expressions.data(), expressionCount));
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}
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void ShaderAstCloner::Visit(ShaderNodes::Constant& node)
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{
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PushExpression(ShaderNodes::Constant::Build(node.value));
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}
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void ShaderAstCloner::Visit(ShaderNodes::DeclareVariable& node)
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{
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PushStatement(ShaderNodes::DeclareVariable::Build(CloneVariable(node.variable), CloneExpression(node.expression)));
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}
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void ShaderAstCloner::Visit(ShaderNodes::ExpressionStatement& node)
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{
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PushStatement(ShaderNodes::ExpressionStatement::Build(CloneExpression(node.expression)));
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}
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void ShaderAstCloner::Visit(ShaderNodes::Identifier& node)
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{
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PushExpression(ShaderNodes::Identifier::Build(CloneVariable(node.var)));
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}
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void ShaderAstCloner::Visit(ShaderNodes::IntrinsicCall& node)
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{
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std::vector<ShaderNodes::ExpressionPtr> parameters;
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parameters.reserve(node.parameters.size());
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for (auto& parameter : node.parameters)
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parameters.push_back(CloneExpression(parameter));
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PushExpression(ShaderNodes::IntrinsicCall::Build(node.intrinsic, std::move(parameters)));
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}
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void ShaderAstCloner::Visit(ShaderNodes::Sample2D& node)
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{
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PushExpression(ShaderNodes::Sample2D::Build(CloneExpression(node.sampler), CloneExpression(node.coordinates)));
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}
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void ShaderAstCloner::Visit(ShaderNodes::StatementBlock& node)
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{
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std::vector<ShaderNodes::StatementPtr> statements;
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statements.reserve(node.statements.size());
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for (auto& statement : node.statements)
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statements.push_back(CloneStatement(statement));
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PushStatement(ShaderNodes::StatementBlock::Build(std::move(statements)));
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}
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void ShaderAstCloner::Visit(ShaderNodes::SwizzleOp& node)
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{
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PushExpression(ShaderNodes::SwizzleOp::Build(PopExpression(), node.components.data(), node.componentCount));
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}
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void ShaderAstCloner::Visit(ShaderNodes::BuiltinVariable& var)
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{
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PushVariable(ShaderNodes::BuiltinVariable::Build(var.entry, var.type));
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}
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void ShaderAstCloner::Visit(ShaderNodes::InputVariable& var)
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{
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PushVariable(ShaderNodes::InputVariable::Build(var.name, var.type));
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}
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void ShaderAstCloner::Visit(ShaderNodes::LocalVariable& var)
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{
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PushVariable(ShaderNodes::LocalVariable::Build(var.name, var.type));
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}
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void ShaderAstCloner::Visit(ShaderNodes::OutputVariable& var)
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{
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PushVariable(ShaderNodes::OutputVariable::Build(var.name, var.type));
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}
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void ShaderAstCloner::Visit(ShaderNodes::ParameterVariable& var)
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{
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PushVariable(ShaderNodes::ParameterVariable::Build(var.name, var.type));
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}
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void ShaderAstCloner::Visit(ShaderNodes::UniformVariable& var)
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{
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PushVariable(ShaderNodes::UniformVariable::Build(var.name, var.type));
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}
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void ShaderAstCloner::PushExpression(ShaderNodes::ExpressionPtr expression)
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{
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m_expressionStack.emplace_back(std::move(expression));
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}
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void ShaderAstCloner::PushStatement(ShaderNodes::StatementPtr statement)
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{
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m_statementStack.emplace_back(std::move(statement));
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}
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void ShaderAstCloner::PushVariable(ShaderNodes::VariablePtr variable)
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{
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m_variableStack.emplace_back(std::move(variable));
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}
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ShaderNodes::ExpressionPtr ShaderAstCloner::PopExpression()
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{
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assert(!m_expressionStack.empty());
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ShaderNodes::ExpressionPtr expr = std::move(m_expressionStack.back());
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m_expressionStack.pop_back();
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return expr;
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}
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ShaderNodes::StatementPtr ShaderAstCloner::PopStatement()
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{
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assert(!m_statementStack.empty());
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ShaderNodes::StatementPtr expr = std::move(m_statementStack.back());
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m_statementStack.pop_back();
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return expr;
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}
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ShaderNodes::VariablePtr ShaderAstCloner::PopVariable()
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{
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assert(!m_variableStack.empty());
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ShaderNodes::VariablePtr var = std::move(m_variableStack.back());
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m_variableStack.pop_back();
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return var;
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}
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}
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