// Copyright (C) 2020 Jérôme Leclercq // This file is part of the "Nazara Engine - Shader generator" // For conditions of distribution and use, see copyright notice in Config.hpp #pragma once #ifndef NAZARA_SPIRVEXPRESSIONLOADACCESSMEMBER_HPP #define NAZARA_SPIRVEXPRESSIONLOADACCESSMEMBER_HPP #include #include #include #include #include #include namespace Nz { class SpirvWriter; class NAZARA_SHADER_API SpirvExpressionLoad : public ShaderAstVisitorExcept, public ShaderVarVisitorExcept { public: inline SpirvExpressionLoad(SpirvWriter& writer); SpirvExpressionLoad(const SpirvExpressionLoad&) = delete; SpirvExpressionLoad(SpirvExpressionLoad&&) = delete; ~SpirvExpressionLoad() = default; UInt32 Evaluate(ShaderNodes::Expression& node); using ShaderAstVisitor::Visit; void Visit(ShaderNodes::AccessMember& node) override; void Visit(ShaderNodes::Identifier& node) override; using ShaderVarVisitor::Visit; void Visit(ShaderNodes::InputVariable& var) override; void Visit(ShaderNodes::LocalVariable& var) override; void Visit(ShaderNodes::UniformVariable& var) override; SpirvExpressionLoad& operator=(const SpirvExpressionLoad&) = delete; SpirvExpressionLoad& operator=(SpirvExpressionLoad&&) = delete; private: struct Pointer { SpirvStorageClass storage; UInt32 resultId; UInt32 pointedTypeId; }; struct Value { UInt32 resultId; }; SpirvWriter& m_writer; std::variant m_value; }; } #include #endif