Renderer: Add shader serialization
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79
include/Nazara/Renderer/ShaderSerializer.inl
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79
include/Nazara/Renderer/ShaderSerializer.inl
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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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#include <Nazara/Renderer/ShaderSerializer.hpp>
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#include <Nazara/Renderer/Debug.hpp>
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namespace Nz::ShaderAst
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{
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template<typename T>
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void ShaderSerializerBase::Container(T& container)
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{
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bool isWriting = IsWriting();
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UInt32 size;
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if (isWriting)
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size = UInt32(container.size());
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Value(size);
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if (!isWriting)
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container.resize(size);
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}
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template<typename T>
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void ShaderSerializerBase::Enum(T& enumVal)
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{
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bool isWriting = IsWriting();
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UInt32 value;
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if (isWriting)
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value = static_cast<UInt32>(enumVal);
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Value(value);
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if (!isWriting)
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enumVal = static_cast<T>(value);
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}
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template<typename T>
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inline void ShaderSerializerBase::Node(std::shared_ptr<T>& node)
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{
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bool isWriting = IsWriting();
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NodePtr value;
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if (isWriting)
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value = node;
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Node(value);
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if (!isWriting)
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node = std::static_pointer_cast<T>(value);
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}
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inline void ShaderSerializerBase::Value(std::size_t& val)
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{
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bool isWriting = IsWriting();
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UInt32 value;
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if (isWriting)
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value = static_cast<UInt32>(val);
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Value(value);
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if (!isWriting)
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val = static_cast<std::size_t>(value);
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}
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inline ShaderSerializer::ShaderSerializer(ByteArray& byteArray) :
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m_byteArray(byteArray),
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m_stream(&m_byteArray, OpenModeFlags(OpenMode_WriteOnly))
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{
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}
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inline ShaderUnserializer::ShaderUnserializer(const ByteArray& byteArray) :
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m_byteArray(byteArray),
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m_stream(const_cast<ByteArray*>(&m_byteArray), OpenModeFlags(OpenMode_ReadOnly))
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{
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}
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}
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#include <Nazara/Renderer/DebugOff.hpp>
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