ShaderAst: Big refactor + add binding/location support
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@@ -14,45 +14,38 @@ namespace Nz::ShaderBuilder
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return T::Build(std::forward<Args>(args)...);
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}
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template<ShaderAst::AssignType op>
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std::shared_ptr<ShaderAst::AssignOp> AssignOpBuilder<op>::operator()(const ShaderAst::ExpressionPtr& left, const ShaderAst::ExpressionPtr& right) const
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template<ShaderNodes::AssignType op>
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std::shared_ptr<ShaderNodes::AssignOp> AssignOpBuilder<op>::operator()(const ShaderNodes::ExpressionPtr& left, const ShaderNodes::ExpressionPtr& right) const
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{
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return ShaderAst::AssignOp::Build(op, left, right);
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return ShaderNodes::AssignOp::Build(op, left, right);
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}
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template<ShaderAst::BinaryType op>
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std::shared_ptr<ShaderAst::BinaryOp> BinOpBuilder<op>::operator()(const ShaderAst::ExpressionPtr& left, const ShaderAst::ExpressionPtr& right) const
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template<ShaderNodes::BinaryType op>
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std::shared_ptr<ShaderNodes::BinaryOp> BinOpBuilder<op>::operator()(const ShaderNodes::ExpressionPtr& left, const ShaderNodes::ExpressionPtr& right) const
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{
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return ShaderAst::BinaryOp::Build(op, left, right);
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return ShaderNodes::BinaryOp::Build(op, left, right);
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}
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inline std::shared_ptr<ShaderAst::Variable> BuiltinBuilder::operator()(ShaderAst::BuiltinEntry builtin) const
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inline std::shared_ptr<ShaderNodes::Variable> BuiltinBuilder::operator()(ShaderNodes::BuiltinEntry builtin) const
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{
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ShaderAst::ExpressionType exprType = ShaderAst::ExpressionType::Void;
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ShaderNodes::ExpressionType exprType = ShaderNodes::ExpressionType::Void;
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switch (builtin)
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{
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case ShaderAst::BuiltinEntry::VertexPosition:
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exprType = ShaderAst::ExpressionType::Float4;
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case ShaderNodes::BuiltinEntry::VertexPosition:
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exprType = ShaderNodes::ExpressionType::Float4;
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break;
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}
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NazaraAssert(exprType != ShaderAst::ExpressionType::Void, "Unhandled builtin");
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NazaraAssert(exprType != ShaderNodes::ExpressionType::Void, "Unhandled builtin");
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return ShaderAst::BuiltinVariable::Build(builtin, exprType);
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return ShaderNodes::BuiltinVariable::Build(builtin, exprType);
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}
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template<ShaderAst::VariableType type>
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template<typename... Args>
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ShaderAst::NamedVariablePtr VarBuilder<type>::operator()(Args&&... args) const
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template<ShaderNodes::ExpressionType Type, typename... Args>
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std::shared_ptr<ShaderNodes::Cast> Cast(Args&&... args)
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{
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return ShaderAst::NamedVariable::Build(type, std::forward<Args>(args)...);
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}
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template<ShaderAst::ExpressionType Type, typename... Args>
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std::shared_ptr<ShaderAst::Cast> Cast(Args&&... args)
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{
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return ShaderAst::Cast::Build(Type, std::forward<Args>(args)...);
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return ShaderNodes::Cast::Build(Type, std::forward<Args>(args)...);
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}
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}
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