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CollectionNodeWithScope.hxx
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//--------------------------------------------------------------
//
// Microsoft Edge Implementation
// Copyright(c) Microsoft Corporation
// All rights reserved.
//
// MIT License
//
// Permission is hereby granted, free of charge, to any person obtaining
// a copy of this software and associated documentation files(the ""Software""),
// to deal in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell copies
// of the Software, and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included
// in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED *AS IS*, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
// FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE AUTHORS
// OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
// OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//--------------------------------------------------------------
#pragma once
#include "CollectionNode.hxx"
#include "VariableIdentifierInfo.hxx"
#include "FunctionIdentifierInfo.hxx"
#include "IdentifierNodeBase.hxx"
#include <foundation/collections.hxx>
#include "GLSLPrecisionType.hxx"
class CTypeNameIdentifierInfo;
//+-----------------------------------------------------------------------------
//
// Class: CollectionNodeWithScope
//
// Synopsis: Node information for a compund statement in GLSL.
//
//------------------------------------------------------------------------------
class CollectionNodeWithScope : public CollectionNode
{
public:
CollectionNodeWithScope();
// ParseTreeNode overrides
bool IsScopeNode(
__in ParseTreeNode* pTreeNode, // Identifier that scope query is for
__deref_out_opt ParseTreeNode** ppActual // Tree node that is the actual scope
) override { (*ppActual) = this; return true; }
HRESULT PreVerifyChildren() override;
// Other methods
void SetScopeId(int scopeId) { _scopeId = scopeId; }
int GetScopeId() const { return _scopeId; }
UINT GetIdentifierCount() const { return _rgIdList.GetCount(); }
IIdentifierInfo* UseIdentifier(UINT uIndex) const { return _rgIdList[uIndex]; }
HRESULT AddDeclaredIdentifier(__in IIdentifierInfo* pInfo);
HRESULT GetIdentifierInfoList(
int iSymbolIndex, // Symbol index to retrive info list for
__inout CModernArray<TSmartPointer<IIdentifierInfo>>& aryFoundList // List of infos for that identifier
);
bool DefinesTypeNameOrVariableIdentifier(__in IdentifierNodeBase* pIdentifier) const;
static HRESULT GetNearestScopeInfoList(
__in IdentifierNodeBase* pIdentifier, // The parse tree node for the identifier
__inout CModernArray<TSmartPointer<IIdentifierInfo>>& rgInfos // List of infos for that identifier
);
static CollectionNodeWithScope* GetCollectionNodeWithScope(
__in ParseTreeNode* pStartNode // Node to start search at
);
static HRESULT GetNearestScopeTypeNameInfo(
__in ParseTreeNode* pTreeNode, // Node to begin scope search at
int iSymbolIndex, // Symbol to look for
__deref_out CTypeNameIdentifierInfo** ppTypeNameInfo // Found typename info
);
void SetPrecisionForType(GLSLPrecisionType type, int precision);
HRESULT GetPrecisionForType(GLSLPrecisionType type, __out int* pPrecision) const;
protected:
const CModernArray<TSmartPointer<IIdentifierInfo>>& UseIdList() const { return _rgIdList; }
private:
static HRESULT GetNearestScopeInfoList(
__in ParseTreeNode* pTreeNode, // The parse tree node to begin the search from
int iSymbolIndex, // Symbol to look for
__inout CModernArray<TSmartPointer<IIdentifierInfo>>& rgInfos // List of infos for that identifier
);
void SetPrecisionsFromArray(const int rgPrecisions[GLSLPrecisionType::Count]);
private:
int _scopeId; // The scope ID for this node
CModernArray<TSmartPointer<IIdentifierInfo>> _rgIdList; // The identifiers declared in this scope
int _rgPrecisions[GLSLPrecisionType::Count]; // The declared precisions for each type in this scope
static const int s_rgVertDefaultPrecisions[GLSLPrecisionType::Count]; // Default precisions for vertex shaders
static const int s_rgFragDefaultPrecisions[GLSLPrecisionType::Count]; // Default precisions for fragment shaders
};