Files
UnrealEngineUWP/Engine/Source/Developer/ShaderCompilerCommon/Private/HlslParser.h
christopher waters b9351620ad HlslParser
- Adding ability to 'forward declare' symbols per platform.
- Removes hardcoded symbols in HlslParser.cpp
- Converting a few array/string input types to views.

#rb dan.elksnitis

[CL 28494936 by christopher waters in ue5-main branch]
2023-10-05 08:26:39 -04:00

44 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
HlslParser.h - Interface for parsing hlsl.
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "HlslUtils.h"
class Error;
struct FScopedDeclarations;
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, TConstArrayView<FScopedDeclarations> InScopedDeclarations, TCallback* Callback, void* CallbackData = nullptr);
// Returns true if successfully parsed
SHADERCOMPILERCOMMON_API bool Parse(const FString& Input, const FString& Filename, FCompilerMessages& OutCompilerMessages, TConstArrayView<FScopedDeclarations> InScopedDeclarations, 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);
}
}