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GLSLFunctionSignature.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 "ParseTreeNode.hxx"
#include "KnownSymbols.hxx"
#include "GLSLType.hxx"
#include "GLSLSignatureType.hxx"
class VariableIdentifierNode;
class FunctionHeaderWithParametersNode;
//+-----------------------------------------------------------------------------
//
// Class: CGLSLFunctionSignature
//
// Synopsis: Class to encapsulate a GLSL function signature. Basically a
// collection of types with the logic to match the types.
//
//------------------------------------------------------------------------------
class CGLSLFunctionSignature
{
public:
CGLSLFunctionSignature();
HRESULT InitFromKnown(const GLSLFunctionInfo &info);
HRESULT AddType(__in GLSLType *pType, int paramQual);
GLSLType* UseReturnType() const { return _rgArgTypes[0]._spType; }
GLSLType* UseArgumentType(UINT uIndex) const { return _rgArgTypes[uIndex + 1]._spType; }
int GetArgumentQualifier(UINT uIndex) const { return _rgArgTypes[uIndex + 1]._paramQual; }
UINT GetArgumentCount() const { return (_rgArgTypes.GetCount() - 1); }
GLSLSignatureType::Enum GetSignatureType() const { return _signatureType; }
HRESULT SignatureMatchesArgumentTypes(
const CModernArray<TSmartPointer<GLSLType>>& aryArgumentTypes, // Arguments types to match
__out int* pGenType, // Determined gentype
__deref_out GLSLType** ppReturnType // Return type if signature matched args
) const;
private:
HRESULT MatchNormalSignature(
const CModernArray<TSmartPointer<GLSLType>>& aryArgumentTypes, // Arguments types to match
__out int* pGenType, // Determined gentype
__deref_out GLSLType** ppReturnType // Return type if signature matched args
) const;
HRESULT MatchCompareVectorSignature(
const CModernArray<TSmartPointer<GLSLType>>& aryArgumentTypes, // Arguments types to match
__deref_out GLSLType** ppReturnType // Return type if signature matched args
) const;
HRESULT MatchTestVectorSignature(
const CModernArray<TSmartPointer<GLSLType>>& aryArgumentTypes, // Arguments types to match
__deref_out GLSLType** ppReturnType // Return type if signature matched args
) const;
HRESULT AddBasicType(int type, int paramQual);
struct ParamInfo
{
ParamInfo();
ParamInfo(__in GLSLType* pType, int paramQual);
TSmartPointer<GLSLType> _spType;
int _paramQual;
};
private:
CModernArray<ParamInfo> _rgArgTypes; // The argument types (return type is first)
GLSLSignatureType::Enum _signatureType; // What type of signature we have
};