Renderer: Add shader serialization
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include/Nazara/Renderer/ShaderSerializer.hpp
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111
include/Nazara/Renderer/ShaderSerializer.hpp
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// Copyright (C) 2020 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Renderer module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_SHADERSERIALIZER_HPP
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#define NAZARA_SHADERSERIALIZER_HPP
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Core/ByteArray.hpp>
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#include <Nazara/Core/ByteStream.hpp>
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#include <Nazara/Renderer/Config.hpp>
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#include <Nazara/Renderer/ShaderVisitor.hpp>
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namespace Nz::ShaderAst
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{
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class NAZARA_RENDERER_API ShaderSerializerBase
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{
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public:
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ShaderSerializerBase() = default;
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ShaderSerializerBase(const ShaderSerializerBase&) = delete;
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ShaderSerializerBase(ShaderSerializerBase&&) = delete;
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~ShaderSerializerBase() = default;
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void Serialize(AssignOp& node);
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void Serialize(BinaryFunc& node);
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void Serialize(BinaryOp& node);
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void Serialize(Branch& node);
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void Serialize(BuiltinVariable& node);
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void Serialize(Cast& node);
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void Serialize(Constant& node);
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void Serialize(DeclareVariable& node);
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void Serialize(ExpressionStatement& node);
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void Serialize(NamedVariable& node);
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void Serialize(Sample2D& node);
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void Serialize(StatementBlock& node);
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void Serialize(SwizzleOp& node);
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protected:
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template<typename T> void Container(T& container);
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template<typename T> void Enum(T& enumVal);
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virtual bool IsWriting() const = 0;
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virtual void Node(NodePtr& node) = 0;
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template<typename T> void Node(std::shared_ptr<T>& node);
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virtual void Value(bool& val) = 0;
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virtual void Value(float& val) = 0;
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virtual void Value(std::string& val) = 0;
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virtual void Value(Vector2f& val) = 0;
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virtual void Value(Vector3f& val) = 0;
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virtual void Value(Vector4f& val) = 0;
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virtual void Value(UInt32& val) = 0;
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inline void Value(std::size_t& val);
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};
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class NAZARA_RENDERER_API ShaderSerializer final : public ShaderSerializerBase
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{
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public:
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inline ShaderSerializer(ByteArray& byteArray);
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~ShaderSerializer() = default;
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void Serialize(const StatementPtr& shader);
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private:
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bool IsWriting() const override;
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void Node(NodePtr& node) override;
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void Value(bool& val) override;
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void Value(float& val) override;
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void Value(std::string& val) override;
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void Value(Vector2f& val) override;
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void Value(Vector3f& val) override;
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void Value(Vector4f& val) override;
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void Value(UInt32& val) override;
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ByteArray& m_byteArray;
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ByteStream m_stream;
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};
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class NAZARA_RENDERER_API ShaderUnserializer final : public ShaderSerializerBase
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{
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public:
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ShaderUnserializer(const ByteArray& byteArray);
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~ShaderUnserializer() = default;
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StatementPtr Unserialize();
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private:
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bool IsWriting() const override;
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void Node(NodePtr & node) override;
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void Value(bool& val) override;
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void Value(float& val) override;
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void Value(std::string& val) override;
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void Value(Vector2f& val) override;
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void Value(Vector3f& val) override;
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void Value(Vector4f& val) override;
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void Value(UInt32& val) override;
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const ByteArray& m_byteArray;
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ByteStream m_stream;
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};
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NAZARA_RENDERER_API ByteArray Serialize(const StatementPtr& shader);
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NAZARA_RENDERER_API StatementPtr Unserialize(const ByteArray& data);
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}
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#include <Nazara/Renderer/ShaderSerializer.inl>
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#endif
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