Renderer/ShaderAst: Rename Builtin enum to BuiltinEntry
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@ -47,7 +47,7 @@ namespace Nz
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struct Function;
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using VariableContainer = std::set<std::pair<ShaderAst::ExpressionType, String>>;
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void Append(ShaderAst::Builtin builtin);
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void Append(ShaderAst::BuiltinEntry builtin);
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void Append(ShaderAst::ExpressionType type);
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void Append(const String& txt);
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void AppendCommentSection(const String& section);
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@ -37,7 +37,7 @@ namespace Nz
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Equality //< ==
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};
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enum class Builtin
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enum class BuiltinEntry
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{
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VertexPosition, // gl_Position
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};
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@ -157,12 +157,12 @@ namespace Nz
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class NAZARA_RENDERER_API BuiltinVariable : public Variable
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{
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public:
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inline BuiltinVariable(Builtin variable, ExpressionType varType);
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inline BuiltinVariable(BuiltinEntry variable, ExpressionType varType);
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void Register(ShaderWriter& visitor) override;
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void Visit(ShaderWriter& visitor) override;
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Builtin var;
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BuiltinEntry var;
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};
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//////////////////////////////////////////////////////////////////////////
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@ -69,7 +69,7 @@ namespace Nz
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{
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}
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inline BuiltinVariable::BuiltinVariable(Builtin variable, ExpressionType varType) :
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inline BuiltinVariable::BuiltinVariable(BuiltinEntry variable, ExpressionType varType) :
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Variable(VariableType::Builtin, varType),
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var(variable)
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{
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@ -27,7 +27,7 @@ namespace Nz { namespace ShaderBuilder
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struct BuiltinBuilder
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{
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std::shared_ptr<ShaderAst::Variable> operator()(ShaderAst::Builtin builtin) const;
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std::shared_ptr<ShaderAst::Variable> operator()(ShaderAst::BuiltinEntry builtin) const;
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};
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template<typename T>
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@ -26,13 +26,13 @@ namespace Nz { namespace ShaderBuilder
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return std::make_shared<ShaderAst::BinaryOp>(op, left, right);
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}
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std::shared_ptr<ShaderAst::Variable> BuiltinBuilder::operator()(ShaderAst::Builtin builtin) const
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std::shared_ptr<ShaderAst::Variable> BuiltinBuilder::operator()(ShaderAst::BuiltinEntry builtin) const
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{
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ShaderAst::ExpressionType exprType = ShaderAst::ExpressionType::None;
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switch (builtin)
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{
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case ShaderAst::Builtin::VertexPosition:
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case ShaderAst::BuiltinEntry::VertexPosition:
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exprType = ShaderAst::ExpressionType::Float4;
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break;
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}
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@ -274,11 +274,11 @@ namespace Nz
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}
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}
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void GlslWriter::Append(ShaderAst::Builtin builtin)
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void GlslWriter::Append(ShaderAst::BuiltinEntry builtin)
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{
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switch (builtin)
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{
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case ShaderAst::Builtin::VertexPosition:
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case ShaderAst::BuiltinEntry::VertexPosition:
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Append("gl_Position");
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break;
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}
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