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241 lines
5.7 KiB
C++
241 lines
5.7 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UniformBuffer.h"
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#include "ShaderCore.h"
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/**
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* This function looks for resources specified in ResourceTableMap in the
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* parameter map, adds them to the resource table, and removes them from the
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* parameter map. If a resource is used from a currently unmapped uniform
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* buffer we allocate a slot for it from UsedUniformBufferSlots.
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*/
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extern SHADERCOMPILERCOMMON_API void BuildResourceTableMapping(
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const TMap<FString,FResourceTableEntry>& ResourceTableMap,
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const TMap<FString,uint32>& ResourceTableLayoutHashes,
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TBitArray<>& UsedUniformBufferSlots,
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FShaderParameterMap& ParameterMap,
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FShaderCompilerResourceTable& OutSRT
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);
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/**
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* Builds a token stream out of the resource map. The resource map is one
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* of the arrays generated by BuildResourceTableMapping. The token stream
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* is used at runtime to gather resources from tables and bind them to the
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* appropriate slots.
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*/
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extern SHADERCOMPILERCOMMON_API void BuildResourceTableTokenStream(
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const TArray<uint32>& InResourceMap,
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int32 MaxBoundResourceTable,
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TArray<uint32>& OutTokenStream
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);
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// Finds the number of used uniform buffers in a resource map
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extern SHADERCOMPILERCOMMON_API int16 GetNumUniformBuffersUsed(const FShaderCompilerResourceTable& InSRT);
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// This function goes through the shader source and converts
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// static struct
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// {
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// TYPE Member;
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// [...]
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// } UniformBuffer = { [...] };
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//
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// TYPE Function([...])
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// {
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// [...]UniformBuffer.Member[...]
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// }
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//
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//into
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//
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// /*atic struct
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// {
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// TYPE Member;
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// [...]
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// } UniformBuffer = { [...] */
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//
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// TYPE Function([...])
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// {
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// [...]UniformBuffer_Member[...]
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// }
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//
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extern SHADERCOMPILERCOMMON_API bool RemoveUniformBuffersFromSource(FString& SourceCode);
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extern SHADERCOMPILERCOMMON_API bool RemoveUnusedOutputs(FString& InOutSourceCode, const TArray<FString>& InUsedOutputs, const TArray<FString>& InExceptions, FString& InOutEntryPoint, TArray<FString>& OutErrors);
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extern SHADERCOMPILERCOMMON_API bool RemoveUnusedInputs(FString& InOutSourceCode, const TArray<FString>& InUsedInputs, FString& InOutEntryPoint, TArray<FString>& OutErrors);
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/**
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* Fall back to using the View uniform buffer directly for platforms that don't support instanced stereo.
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* @param ShaderSource - Preprocessed shader source
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*/
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extern SHADERCOMPILERCOMMON_API void StripInstancedStereo(FString& ShaderSource);
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extern SHADERCOMPILERCOMMON_API FString CreateShaderCompilerWorkerDirectCommandLine(const struct FShaderCompilerInput& Input);
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// Cross compiler support/common functionality
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namespace CrossCompiler
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{
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extern SHADERCOMPILERCOMMON_API FString CreateBatchFileContents(
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const FString& ShaderFile,
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const FString& OutputFile,
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uint32 Frequency,
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const FString& EntryPoint,
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const FString& VersionSwitch,
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uint32 CCFlags,
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const FString& ExtraArguments = TEXT(""));
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extern SHADERCOMPILERCOMMON_API void ParseHlslccError(TArray<FShaderCompilerError>& OutErrors, const FString& InLine);
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struct SHADERCOMPILERCOMMON_API FHlslccHeader
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{
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FHlslccHeader();
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bool Read(const ANSICHAR*& ShaderSource, int32 SourceLen);
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// After the standard header, different backends can output their own info
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virtual bool ParseCustomHeaderEntries(const ANSICHAR*& ShaderSource)
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{
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return true;
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}
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struct FInOut
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{
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FString Type;
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int32 Index;
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int32 ArrayCount;
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FString Name;
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};
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struct FAttribute
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{
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int32 Index;
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FString Name;
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};
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struct FPackedGlobal
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{
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ANSICHAR PackedType;
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FString Name;
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int32 Offset;
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int32 Count;
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};
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//struct FUniform
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//{
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//};
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struct FPackedUB
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{
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FAttribute Attribute;
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struct FMember
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{
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FString Name;
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int32 Offset;
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int32 Count;
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};
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TArray<FMember> Members;
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};
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struct FPackedUBCopy
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{
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int32 SourceUB;
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int32 SourceOffset;
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int32 DestUB;
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ANSICHAR DestPackedType;
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int32 DestOffset;
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int32 Count;
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};
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struct FSampler
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{
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FString Name;
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int32 Offset;
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int32 Count;
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TArray<FString> SamplerStates;
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};
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struct FUAV
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{
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FString Name;
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int32 Offset;
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int32 Count;
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};
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FString Name;
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TArray<FInOut> Inputs;
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TArray<FInOut> Outputs;
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TArray<FAttribute> UniformBlocks;
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//TArray<FUniform> Uniforms;
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TArray<FPackedGlobal> PackedGlobals;
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TArray<FPackedUB> PackedUBs;
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TArray<FPackedUBCopy> PackedUBCopies;
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TArray<FPackedUBCopy> PackedUBGlobalCopies;
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TArray<FSampler> Samplers;
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TArray<FUAV> UAVs;
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TArray<FAttribute> SamplerStates;
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uint32 NumThreads[3];
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static bool ReadInOut(const ANSICHAR*& ShaderSource, TArray<FInOut>& OutAttributes);
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static bool ReadCopies(const ANSICHAR*& ShaderSource, bool bGlobals, TArray<FPackedUBCopy>& OutCopies);
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};
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extern SHADERCOMPILERCOMMON_API const TCHAR* GetFrequencyName(EShaderFrequency Frequency);
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inline bool ParseIdentifier(const ANSICHAR*& Str, FString& OutStr)
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{
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OutStr = TEXT("");
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FString Result;
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while ((*Str >= 'A' && *Str <= 'Z')
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|| (*Str >= 'a' && *Str <= 'z')
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|| (*Str >= '0' && *Str <= '9')
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|| *Str == '_')
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{
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OutStr += (TCHAR)*Str;
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++Str;
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}
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return OutStr.Len() > 0;
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}
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FORCEINLINE bool Match(const ANSICHAR*& Str, ANSICHAR Char)
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{
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if (*Str == Char)
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{
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++Str;
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return true;
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}
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return false;
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}
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template <typename T>
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inline bool ParseIntegerNumber(const ANSICHAR*& Str, T& OutNum)
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{
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auto* OriginalStr = Str;
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OutNum = 0;
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while (*Str >= '0' && *Str <= '9')
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{
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OutNum = OutNum * 10 + *Str++ - '0';
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}
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return Str != OriginalStr;
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}
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inline bool ParseSignedNumber(const ANSICHAR*& Str, int32& OutNum)
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{
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int32 Sign = Match(Str, '-') ? -1 : 1;
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uint32 Num = 0;
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if (ParseIntegerNumber(Str, Num))
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{
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OutNum = Sign * (int32)Num;
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return true;
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}
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return false;
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}
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}
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