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* Added support for deserializing BgObject types directly into native classes. * Removed opcodes for creating graph structures. These are now created in user code from BgObject types. * Removed BgNodeSpecBuilder. BgNode objects can now be modified directly (returning a modified copy). * Added concrete types for option parameters. The VM now keeps track of any parameters for evaluated options, allowing them to be added into the graph definition. * Order dependencies now take nodes rather than outputs. * Added explicit support for native thunks, whose bindings are saved to a sideband channel during compilation and referenced in bytecode as an index. This generalizes code that was previously specific to node definitions. * Added a name table to bytecode, to optimize situations where we reference the same string mulitple times. #preflight 62bf3c583f0d6beee2e8f4a6 [CL 20918762 by Ben Marsh in ue5-main branch]
77 lines
2.1 KiB
C#
77 lines
2.1 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Buffers;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Diagnostics.CodeAnalysis;
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Text;
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using EpicGames.Core;
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using EpicGames.Serialization;
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using EpicGames.BuildGraph.Expressions;
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namespace EpicGames.BuildGraph
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{
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/// <summary>
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/// Helper class for writing BuildGraph bytecode to a buffer.
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/// </summary>
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public abstract class BgBytecodeWriter
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{
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/// <summary>
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/// Writes an opcode to the output
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/// </summary>
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/// <param name="opcode"></param>
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public abstract void WriteOpcode(BgOpcode opcode);
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/// <summary>
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/// Writes a string to the output
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/// </summary>
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/// <param name="str"></param>
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public abstract void WriteString(string str);
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/// <summary>
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/// Writes a reference to an interned string to the output
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/// </summary>
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/// <param name="name">Name to write</param>
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public abstract void WriteName(string name);
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/// <summary>
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/// Writes a signed integer value to the output
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/// </summary>
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/// <param name="value"></param>
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public abstract void WriteSignedInteger(long value);
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/// <summary>
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/// Writes an unsigned integer to the output
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/// </summary>
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/// <param name="value"></param>
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public void WriteUnsignedInteger(int value) => WriteUnsignedInteger((ulong)value);
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/// <summary>
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/// Writes an unsigned integer to the output
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/// </summary>
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/// <param name="value"></param>
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public abstract void WriteUnsignedInteger(ulong value);
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/// <summary>
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/// Writes an expression to the output buffer
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/// </summary>
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/// <param name="expr"></param>
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public abstract void WriteExpr(BgExpr expr);
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/// <summary>
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/// Writes an expression as a standalone fragment, encoding just the fragment index into the output stream
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/// </summary>
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/// <param name="expr"></param>
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public abstract void WriteExprAsFragment(BgExpr expr);
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/// <summary>
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/// Writes a thunk to native code.
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/// </summary>
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/// <param name="thunk">Method to be called</param>
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public abstract void WriteThunk(BgThunkDef thunk);
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}
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}
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