Multipass shaders
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@@ -112,8 +112,6 @@ RuntimeSlangShaderBuild RuntimeSlangShaderCompiler::BuildShader(const std::strin
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return build;
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}
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const ShaderPassDefinition& pass = shaderPackage.passes.front();
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ShaderCompiler compiler(
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repoRoot,
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runtimeBuildDir / (shaderId + ".wrapper.slang"),
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@@ -122,11 +120,22 @@ RuntimeSlangShaderBuild RuntimeSlangShaderCompiler::BuildShader(const std::strin
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0);
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const auto start = std::chrono::steady_clock::now();
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if (!compiler.BuildPassFragmentShaderSource(shaderPackage, pass, build.artifact.fragmentShaderSource, error))
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for (const ShaderPassDefinition& pass : shaderPackage.passes)
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{
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build.succeeded = false;
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build.message = error.empty() ? "Slang compile failed." : error;
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return build;
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std::string fragmentShaderSource;
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if (!compiler.BuildPassFragmentShaderSource(shaderPackage, pass, fragmentShaderSource, error))
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{
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build.succeeded = false;
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build.message = error.empty() ? "Slang compile failed." : error;
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return build;
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}
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RuntimeShaderPassArtifact passArtifact;
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passArtifact.passId = pass.id;
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passArtifact.fragmentShaderSource = std::move(fragmentShaderSource);
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passArtifact.inputNames = pass.inputNames;
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passArtifact.outputName = pass.outputName;
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build.artifact.passes.push_back(std::move(passArtifact));
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}
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const auto end = std::chrono::steady_clock::now();
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@@ -135,6 +144,8 @@ RuntimeSlangShaderBuild RuntimeSlangShaderCompiler::BuildShader(const std::strin
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build.artifact.shaderId = shaderPackage.id;
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build.artifact.displayName = shaderPackage.displayName;
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build.artifact.parameterDefinitions = shaderPackage.parameters;
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if (!build.artifact.passes.empty())
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build.artifact.fragmentShaderSource = build.artifact.passes.front().fragmentShaderSource;
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build.artifact.message = shaderPackage.displayName + " Slang compile completed in " + std::to_string(milliseconds) + " ms.";
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build.message = build.artifact.message;
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return build;
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