Files
UnrealEngineUWP/Engine/Source/Developer/ShaderCompilerCommon/Private/HlslParser.h
Max Chen 4561801a81 Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) @7119039
#rb none

[CL 7120528 by Max Chen in Dev-Editor branch]
2019-06-21 01:21:43 -04:00

43 lines
1.5 KiB
C++

// Copyright 1998-2019 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);
}
}