Files
UnrealEngineUWP/Engine/Source/Developer/ShaderCompilerCommon/Private/HlslParser.h
ryan durand 471d972e62 Updating copyright for Engine Developer.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870584 by ryan durand in Main branch]
2019-12-26 15:32:37 -05:00

43 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
HlslParser.h - Interface for parsing hlsl.
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "Developer/ShaderCompilerCommon/Private/HlslUtils.h"
class Error;
namespace CrossCompiler
{
struct FLinearAllocator;
namespace AST
{
class FNode;
}
enum class EParseResult
{
Matched,
NotMatched,
Error,
};
namespace Parser
{
typedef void TCallback(void* CallbackData, CrossCompiler::FLinearAllocator* Allocator, CrossCompiler::TLinearArray<CrossCompiler::AST::FNode*>& ASTNodes);
// Returns true if successfully parsed
SHADERCOMPILERCOMMON_API bool Parse(const FString& Input, const FString& Filename, FCompilerMessages& OutCompilerMessages, TCallback* Callback, void* CallbackData = nullptr);
// Returns true if successfully parsed
SHADERCOMPILERCOMMON_API bool Parse(const FString& Input, const FString& Filename, FCompilerMessages& OutCompilerMessages, TFunction< void(CrossCompiler::FLinearAllocator* Allocator, CrossCompiler::TLinearArray<CrossCompiler::AST::FNode*>& ASTNodes)> Function);
// Sample callback to write out all nodes into a string; pass a valid pointer FString* as OutFStringPointer
SHADERCOMPILERCOMMON_API void WriteNodesToString(void* OutFStringPointer, CrossCompiler::FLinearAllocator* Allocator, CrossCompiler::TLinearArray<CrossCompiler::AST::FNode*>& ASTNodes);
}
}