Shader: Cleanup and rename AST files
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111
include/Nazara/Shader/Ast/AstSerializer.inl
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111
include/Nazara/Shader/Ast/AstSerializer.inl
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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/Ast/AstSerializer.hpp>
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#include <Nazara/Shader/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 AstSerializerBase::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 AstSerializerBase::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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void AstSerializerBase::OptEnum(std::optional<T>& optVal)
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{
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bool isWriting = IsWriting();
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bool hasValue;
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if (isWriting)
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hasValue = optVal.has_value();
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Value(hasValue);
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if (!isWriting && hasValue)
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optVal.emplace();
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if (optVal.has_value())
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Enum(optVal.value());
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}
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template<typename T>
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void AstSerializerBase::OptVal(std::optional<T>& optVal)
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{
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bool isWriting = IsWriting();
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bool hasValue;
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if (isWriting)
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hasValue = optVal.has_value();
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Value(hasValue);
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if (!isWriting && hasValue)
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optVal.emplace();
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if (optVal.has_value())
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{
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if constexpr (std::is_same_v<T, std::size_t>)
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SizeT(optVal.value());
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else
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Value(optVal.value());
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}
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}
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inline void AstSerializerBase::SizeT(std::size_t& val)
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{
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bool isWriting = IsWriting();
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UInt32 fixedVal;
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if (isWriting)
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fixedVal = static_cast<UInt32>(val);
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Value(fixedVal);
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if (!isWriting)
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val = static_cast<std::size_t>(fixedVal);
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}
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inline ShaderAstSerializer::ShaderAstSerializer(ByteStream& stream) :
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m_stream(stream)
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{
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}
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inline ShaderAstUnserializer::ShaderAstUnserializer(ByteStream& stream) :
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m_stream(stream)
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{
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}
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inline StatementPtr UnserializeShader(const void* data, std::size_t size)
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{
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ByteStream byteStream(data, size);
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return UnserializeShader(byteStream);
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}
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}
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#include <Nazara/Shader/DebugOff.hpp>
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