Renderer/ShaderAst: Rename Builtin enum to BuiltinEntry

This commit is contained in:
Lynix
2017-01-06 13:47:05 +01:00
parent a60836c45a
commit 8fd152aec0
6 changed files with 10 additions and 10 deletions

View File

@@ -47,7 +47,7 @@ namespace Nz
struct Function;
using VariableContainer = std::set<std::pair<ShaderAst::ExpressionType, String>>;
void Append(ShaderAst::Builtin builtin);
void Append(ShaderAst::BuiltinEntry builtin);
void Append(ShaderAst::ExpressionType type);
void Append(const String& txt);
void AppendCommentSection(const String& section);

View File

@@ -37,7 +37,7 @@ namespace Nz
Equality //< ==
};
enum class Builtin
enum class BuiltinEntry
{
VertexPosition, // gl_Position
};
@@ -157,12 +157,12 @@ namespace Nz
class NAZARA_RENDERER_API BuiltinVariable : public Variable
{
public:
inline BuiltinVariable(Builtin variable, ExpressionType varType);
inline BuiltinVariable(BuiltinEntry variable, ExpressionType varType);
void Register(ShaderWriter& visitor) override;
void Visit(ShaderWriter& visitor) override;
Builtin var;
BuiltinEntry var;
};
//////////////////////////////////////////////////////////////////////////

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@@ -69,7 +69,7 @@ namespace Nz
{
}
inline BuiltinVariable::BuiltinVariable(Builtin variable, ExpressionType varType) :
inline BuiltinVariable::BuiltinVariable(BuiltinEntry variable, ExpressionType varType) :
Variable(VariableType::Builtin, varType),
var(variable)
{

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@@ -27,7 +27,7 @@ namespace Nz { namespace ShaderBuilder
struct BuiltinBuilder
{
std::shared_ptr<ShaderAst::Variable> operator()(ShaderAst::Builtin builtin) const;
std::shared_ptr<ShaderAst::Variable> operator()(ShaderAst::BuiltinEntry builtin) const;
};
template<typename T>

View File

@@ -26,13 +26,13 @@ namespace Nz { namespace ShaderBuilder
return std::make_shared<ShaderAst::BinaryOp>(op, left, right);
}
std::shared_ptr<ShaderAst::Variable> BuiltinBuilder::operator()(ShaderAst::Builtin builtin) const
std::shared_ptr<ShaderAst::Variable> BuiltinBuilder::operator()(ShaderAst::BuiltinEntry builtin) const
{
ShaderAst::ExpressionType exprType = ShaderAst::ExpressionType::None;
switch (builtin)
{
case ShaderAst::Builtin::VertexPosition:
case ShaderAst::BuiltinEntry::VertexPosition:
exprType = ShaderAst::ExpressionType::Float4;
break;
}