resources: remove legacy shader authoring path
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@@ -5,25 +5,10 @@
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namespace XCEngine {
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namespace Resources {
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ShaderAuthoringStyle DetectShaderAuthoringStyle(const std::string& sourceText) {
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bool LooksLikeShaderAuthoring(const std::string& sourceText) {
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std::vector<std::string> lines;
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Internal::SplitShaderAuthoringLines(sourceText, lines);
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if (lines.empty() || !Internal::StartsWithKeyword(lines.front(), "Shader")) {
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return ShaderAuthoringStyle::NotShaderAuthoring;
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}
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const bool hasBackendPragma = Internal::ContainsBackendPragma(lines);
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const bool hasSingleSourceConstructs = Internal::ContainsSingleSourceAuthoringConstructs(lines);
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if (hasBackendPragma && !hasSingleSourceConstructs) {
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return ShaderAuthoringStyle::LegacyBackendSplit;
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}
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if (Internal::ContainsResourcesBlock(lines) || hasSingleSourceConstructs) {
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return ShaderAuthoringStyle::UnityStyleSingleSource;
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}
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return ShaderAuthoringStyle::UnityStyleSingleSource;
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return !lines.empty() && Internal::StartsWithKeyword(lines.front(), "Shader");
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}
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void AppendAuthoringSourceBlock(
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@@ -40,8 +25,8 @@ void CollectQuotedIncludeDependencyPaths(
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Internal::CollectQuotedIncludeDependencyPaths(sourcePath, sourceText, seenPaths, outDependencies);
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}
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Containers::String StripUnityStyleAuthoringPragmas(const Containers::String& sourceText) {
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return Internal::StripUnityStyleAuthoringPragmas(sourceText);
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Containers::String StripShaderAuthoringPragmas(const Containers::String& sourceText) {
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return Internal::StripShaderAuthoringPragmas(sourceText);
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}
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std::vector<ShaderKeywordSet> BuildShaderKeywordVariantSets(
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@@ -55,20 +40,12 @@ Containers::String BuildKeywordVariantSource(
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return Internal::BuildKeywordVariantSource(baseSource, requiredKeywords);
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}
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bool ParseLegacyBackendSplitShaderAuthoring(
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bool ParseShaderAuthoring(
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const Containers::String& path,
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const std::string& sourceText,
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ShaderIR& outDesc,
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Containers::String* outError) {
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return Internal::ParseLegacyBackendSplitShaderAuthoring(path, sourceText, outDesc, outError);
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}
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bool ParseUnityStyleSingleSourceShaderAuthoring(
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const Containers::String& path,
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const std::string& sourceText,
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ShaderIR& outDesc,
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Containers::String* outError) {
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return Internal::ParseUnityStyleSingleSourceShaderAuthoring(path, sourceText, outDesc, outError);
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return Internal::ParseShaderAuthoring(path, sourceText, outDesc, outError);
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}
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} // namespace Resources
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