"ShaderBuilder" does not need to exist, remove it.

We were mostly using this as a byte buffer, not a builder.
This PR removes ~200 LoC and 3 files.
This commit is contained in:
Philip Rideout
2022-06-28 09:57:06 -07:00
parent 4096a46547
commit 0ac9ecb823
20 changed files with 66 additions and 265 deletions

View File

@@ -300,11 +300,11 @@ public:
}
const auto& item = info[shaderIndex];
filaflat::ShaderBuilder builder;
extractor.getShader(item.shaderModel, item.variant, item.pipelineStage, builder);
filaflat::ShaderContent content;
extractor.getShader(item.shaderModel, item.variant, item.pipelineStage, content);
mg_printf(conn, kSuccessHeader.c_str(), "application/txt");
mg_write(conn, builder.data(), builder.size() - 1);
mg_write(conn, content.data(), content.size() - 1);
return true;
}
@@ -314,7 +314,7 @@ public:
return error(__LINE__);
}
filaflat::ShaderBuilder builder;
filaflat::ShaderContent content;
FixedCapacityVector<ShaderInfo> info(getShaderCount(package, ChunkType::MaterialSpirv));
if (!getVkShaderInfo(package, info.data())) {
return error(__LINE__);
@@ -326,15 +326,15 @@ public:
}
const auto& item = info[shaderIndex];
extractor.getShader(item.shaderModel, item.variant, item.pipelineStage, builder);
extractor.getShader(item.shaderModel, item.variant, item.pipelineStage, content);
if (language == spirv) {
spirvToAsm(conn, (const uint32_t*) builder.data(), builder.size());
spirvToAsm(conn, (const uint32_t*) content.data(), content.size());
return true;
}
if (language == glsl) {
spirvToGlsl(conn, (const uint32_t*) builder.data(), builder.size());
spirvToGlsl(conn, (const uint32_t*) content.data(), content.size());
return true;
}
@@ -347,7 +347,7 @@ public:
return error(__LINE__);
}
filaflat::ShaderBuilder builder;
filaflat::ShaderContent content;
FixedCapacityVector<ShaderInfo> info(getShaderCount(package, ChunkType::MaterialMetal));
if (!getMetalShaderInfo(package, info.data())) {
return error(__LINE__);
@@ -359,11 +359,11 @@ public:
}
const auto& item = info[shaderIndex];
extractor.getShader(item.shaderModel, item.variant, item.pipelineStage, builder);
extractor.getShader(item.shaderModel, item.variant, item.pipelineStage, content);
if (language == msl) {
mg_printf(conn, kSuccessHeader.c_str(), "application/txt");
mg_write(conn, builder.data(), builder.size() - 1);
mg_write(conn, content.data(), content.size() - 1);
return true;
}