Moved shader code builder to separate internal struct
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parent
7a7ff88ac6
commit
8be3c508a3
1 changed files with 135 additions and 78 deletions
213
shaders.cc
213
shaders.cc
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@ -16,6 +16,7 @@ const std::map< std::string , E_ShaderInput > InputTypes_( ([] {
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return t;
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})());
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/*============================================================================*/
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// Input reader state and functions, used when loading a source file
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@ -163,106 +164,162 @@ bool T_ShaderInput::load(
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/*============================================================================*/
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bool T_ShaderCodeLoader::load(
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__rd__ std::string const& name ,
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__wr__ T_Frankenshader& code )
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namespace {
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// Code builder, state and functions
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struct T_CodeBuilder_
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{
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code = T_Frankenshader{ };
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T_ShaderInput const* const main( getInput( name ) );
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if ( !main ) {
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code.files.emplace( name , false );
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return false;
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}
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if ( main->type == E_ShaderInput::LIBRARY
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|| main->type == E_ShaderInput::CHUNK ) {
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code.errors.push_back( T_ShaderError{ name , 0 ,
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"incorrect file type" } );
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} else {
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code.type = E_ShaderType( int( main->type ) - 2 );
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}
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struct T_StackEntry_ {
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std::string name;
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T_ShaderInput const* input;
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uint32_t pos;
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};
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T_ShaderCodeLoader& loader;
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const std::string name;
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T_Frankenshader& code;
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T_ShaderInput const* main;
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std::map< std::string , uint32_t > pos;
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std::vector< T_StackEntry_ > stack;
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std::set< std::string > libraries;
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T_ShaderInput const* current( main );
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T_ShaderInput const* current;
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uint32_t cpos{ 0 };
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std::string cname( name );
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pos[ cname ] = 1;
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std::string cname;
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T_CodeBuilder_( __rw__ T_ShaderCodeLoader& loader ,
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__rd__ std::string const& name ,
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__rw__ T_Frankenshader& code )
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: loader( loader ) , name( name ) , code( code ) ,
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main( loader.getInput( name ) )
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{ }
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bool buildCode( );
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void appendChunk( __rd__ T_ShaderInputChunk const& chunk );
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void include( __rd__ std::string const& name ,
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__rd__ const uint32_t lines );
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void next( );
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};
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/*----------------------------------------------------------------------------*/
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bool T_CodeBuilder_::buildCode( )
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{
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code = T_Frankenshader{ };
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code.files.emplace( name , main != nullptr );
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if ( !main ) {
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return false;
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}
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cname = name;
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current = main;
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while ( cpos < current->chunks.size( ) ) {
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auto& chunk( current->chunks[ cpos ] );
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if ( chunk.type == E_ShaderInputChunk::CODE ) {
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// Chunk of code; just append it.
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code.sources.push_back( cname );
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code.counts.push_back( chunk.lines );
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code.starts.push_back( pos[ cname ] );
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code.code += chunk.text;
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pos[ cname ] += chunk.lines;
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appendChunk( chunk );
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} else {
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// Include. Make sure we're not recursing.
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const auto prevPos( pos[ cname ] );
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pos[ cname ] += chunk.lines;
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auto& nname( chunk.text );
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if ( cname == nname || 0 != count_if( stack.begin( ) , stack.end( ) ,
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[nname] ( T_StackEntry_ const& e ) {
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return nname == e.name;
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} ) ) {
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code.errors.push_back( T_ShaderError{ cname , prevPos ,
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"recursive inclusion of '" + nname + "'" } );
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} else if ( libraries.find( nname ) == libraries.end( ) ) {
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// Load it unless it's a library that's already included
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T_ShaderInput const* const isi( getInput( nname ) );
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code.files.emplace( nname , isi != nullptr );
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if ( isi && ( isi->type == E_ShaderInput::CHUNK
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|| isi->type == E_ShaderInput::LIBRARY ) ) {
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// Ok, let's do this
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if ( libraries.find( nname ) == libraries.end( ) ) {
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for ( auto const& errs : isi->errors ) {
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code.errors.push_back( T_ShaderError{
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nname , errs.line , errs.error } );
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}
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}
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libraries.insert( nname );
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stack.push_back( T_StackEntry_{
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cname , current , cpos } );
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cname = nname;
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current = isi;
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cpos = UINT32_MAX;
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pos[ cname ] = 1;
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} else if ( isi ) {
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// Trying to load a top-level shader
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code.errors.push_back( T_ShaderError{ cname , prevPos ,
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"trying to include a top-level file" } );
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} else {
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// Not found
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code.errors.push_back( T_ShaderError{ cname , prevPos ,
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"file not found" } );
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}
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}
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include( chunk.text , chunk.lines );
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}
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cpos ++;
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while ( cpos == current->chunks.size( ) && !stack.empty( ) ) {
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T_StackEntry_ const& se( stack[ stack.size( ) - 1 ] );
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pos.erase( cname );
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cpos = se.pos + 1;
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current = se.input;
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cname = se.name;
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stack.pop_back( );
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}
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next( );
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}
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return true;
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}
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void T_CodeBuilder_::appendChunk(
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__rd__ T_ShaderInputChunk const& chunk )
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{
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code.sources.push_back( cname );
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code.counts.push_back( chunk.lines );
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code.starts.push_back( pos[ cname ] );
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code.code += chunk.text;
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pos[ cname ] += chunk.lines;
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}
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void T_CodeBuilder_::include(
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__rd__ std::string const& nname ,
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__rd__ const uint32_t lines )
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{
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const auto prevPos( pos[ cname ] );
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pos[ cname ] += lines;
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// Avoid recursion
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if ( cname == nname || 0 != count_if( stack.begin( ) , stack.end( ) ,
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[nname] ( T_StackEntry_ const& e ) {
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return nname == e.name;
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} ) ) {
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code.errors.push_back( T_ShaderError{ cname , prevPos ,
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"recursive inclusion of '" + nname + "'" } );
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return;
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}
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// Avoid including libraries more than once
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if ( libraries.find( nname ) != libraries.end( ) ) {
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return;
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}
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T_ShaderInput const* const isi( loader.getInput( nname ) );
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code.files.emplace( nname , isi != nullptr );
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// Check for problems
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if ( !isi ) {
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// Not found
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code.errors.push_back( T_ShaderError{ cname , prevPos ,
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"file not found" } );
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return;
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}
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if ( isi->type != E_ShaderInput::CHUNK && isi->type != E_ShaderInput::LIBRARY ) {
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// Trying to load a top-level shader
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code.errors.push_back( T_ShaderError{ cname , prevPos ,
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"trying to include a top-level file" } );
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return;
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}
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// Add input loader errors
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if ( libraries.find( nname ) == libraries.end( ) ) {
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for ( auto const& errs : isi->errors ) {
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code.errors.push_back( T_ShaderError{
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nname , errs.line , errs.error } );
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}
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}
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libraries.insert( nname );
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// Enter the new file
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stack.push_back( T_StackEntry_{ cname , current , cpos } );
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cname = nname;
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current = isi;
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cpos = UINT32_MAX;
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pos[ cname ] = 1;
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}
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void T_CodeBuilder_::next( )
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{
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cpos ++;
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while ( cpos == current->chunks.size( ) && !stack.empty( ) ) {
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T_StackEntry_ const& se( stack[ stack.size( ) - 1 ] );
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pos.erase( cname );
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cpos = se.pos + 1;
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current = se.input;
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cname = se.name;
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stack.pop_back( );
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}
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}
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} // namespace
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/*============================================================================*/
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bool T_ShaderCodeLoader::load(
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__rd__ std::string const& name ,
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__wr__ T_Frankenshader& code )
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{
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T_CodeBuilder_ cb( *this , name , code );
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return cb.buildCode( );
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}
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T_ShaderInput const* T_ShaderCodeLoader::getInput(
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__rd__ std::string const& name )
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{
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