Files
UnrealEngineUWP/Engine/Source/Developer/ShaderCompilerCommon/Private/HlslParser.h
christopher waters 07a7863d21 HlslParser improvements
- Adding support for templated function return types (Texture2d<float> etc)
- Adding support for ignoring empty statements (ie a ";" without code before it)

#rb Laura.Hermanns

[CL 32263255 by christopher waters in ue5-main branch]
2024-03-14 18:44:20 -04:00

45 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,
Ignore,
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);
}
}