Files
UnrealEngineUWP/Engine/Source/Developer/ShaderCompilerCommon/Private/HlslParser.h
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

43 lines
1.4 KiB
C++

// Copyright 1998-2017 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
bool Parse(const FString& Input, const FString& Filename, FCompilerMessages& OutCompilerMessages, TCallback* Callback = nullptr, void* CallbackData = nullptr);
// Returns true if successfully parsed
bool Parse(const FString& Input, const FString& Filename, FCompilerMessages& OutCompilerMessages, TArray<TCallback*> Callbacks, TArray<void*> CallbacksData);
// Sample callback to write out all nodes into a string; pass a valid pointer FString* as OutFStringPointer
void WriteNodesToString(void* OutFStringPointer, CrossCompiler::FLinearAllocator* Allocator, CrossCompiler::TLinearArray<CrossCompiler::AST::FNode*>& ASTNodes);
}
}