godot/servers/rendering/shader_preprocessor.cpp

/**************************************************************************/
/*  shader_preprocessor.cpp                                               */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "shader_preprocessor.h"
#include "core/math/expression.h"

const char32_t CURSOR =;

// Tokenizer

void ShaderPreprocessor::Tokenizer::add_generated(const ShaderPreprocessor::Token &p_t) {}

char32_t ShaderPreprocessor::Tokenizer::next() {}

int ShaderPreprocessor::Tokenizer::get_line() const {}

int ShaderPreprocessor::Tokenizer::get_index() const {}

void ShaderPreprocessor::Tokenizer::get_and_clear_generated(LocalVector<char32_t> *r_out) {}

void ShaderPreprocessor::Tokenizer::backtrack(char32_t p_what) {}

char32_t ShaderPreprocessor::Tokenizer::peek() {}

int ShaderPreprocessor::Tokenizer::consume_line_continuations(int p_offset) {}

LocalVector<ShaderPreprocessor::Token> ShaderPreprocessor::Tokenizer::advance(char32_t p_what) {}

void ShaderPreprocessor::Tokenizer::skip_whitespace() {}

bool ShaderPreprocessor::Tokenizer::consume_empty_line() {}

String ShaderPreprocessor::Tokenizer::get_identifier(bool *r_is_cursor, bool p_started) {}

String ShaderPreprocessor::Tokenizer::peek_identifier() {}

ShaderPreprocessor::Token ShaderPreprocessor::Tokenizer::get_token() {}

ShaderPreprocessor::Tokenizer::Tokenizer(const String &p_code) {}

// ShaderPreprocessor::CommentRemover

String ShaderPreprocessor::CommentRemover::get_error() const {}

int ShaderPreprocessor::CommentRemover::get_error_line() const {}

char32_t ShaderPreprocessor::CommentRemover::peek() const {}

bool ShaderPreprocessor::CommentRemover::advance(char32_t p_what) {}

String ShaderPreprocessor::CommentRemover::strip() {}

ShaderPreprocessor::CommentRemover::CommentRemover(const String &p_code) {}

// ShaderPreprocessor::Token

ShaderPreprocessor::Token::Token() {}

ShaderPreprocessor::Token::Token(char32_t p_text, int p_line) {}

// ShaderPreprocessor

bool ShaderPreprocessor::is_char_word(char32_t p_char) {}

bool ShaderPreprocessor::is_char_space(char32_t p_char) {}

bool ShaderPreprocessor::is_char_end(char32_t p_char) {}

String ShaderPreprocessor::vector_to_string(const LocalVector<char32_t> &p_v, int p_start, int p_end) {}

String ShaderPreprocessor::tokens_to_string(const LocalVector<Token> &p_tokens) {}

void ShaderPreprocessor::process_directive(Tokenizer *p_tokenizer) {}

void ShaderPreprocessor::process_define(Tokenizer *p_tokenizer) {}

void ShaderPreprocessor::process_elif(Tokenizer *p_tokenizer) {}

void ShaderPreprocessor::process_else(Tokenizer *p_tokenizer) {}

void ShaderPreprocessor::process_endif(Tokenizer *p_tokenizer) {}

void ShaderPreprocessor::process_if(Tokenizer *p_tokenizer) {}

void ShaderPreprocessor::process_ifdef(Tokenizer *p_tokenizer) {}

void ShaderPreprocessor::process_ifndef(Tokenizer *p_tokenizer) {}

void ShaderPreprocessor::process_include(Tokenizer *p_tokenizer) {}

void ShaderPreprocessor::process_pragma(Tokenizer *p_tokenizer) {}

void ShaderPreprocessor::process_undef(Tokenizer *p_tokenizer) {}

void ShaderPreprocessor::add_region(int p_line, bool p_enabled, Region *p_parent_region) {}

void ShaderPreprocessor::start_branch_condition(Tokenizer *p_tokenizer, bool p_success, bool p_continue) {}

void ShaderPreprocessor::expand_output_macros(int p_start, int p_line_number) {}

Error ShaderPreprocessor::expand_condition(const String &p_string, int p_line, String &r_expanded) {}

Error ShaderPreprocessor::expand_macros(const String &p_string, int p_line, String &r_expanded) {}

bool ShaderPreprocessor::expand_macros_once(const String &p_line, int p_line_number, const RBMap<String, Define *>::Element *p_define_pair, String &r_expanded) {}

bool ShaderPreprocessor::find_match(const String &p_string, const String &p_value, int &r_index, int &r_index_start) {}

void ShaderPreprocessor::concatenate_macro_body(String &r_body) {}

String ShaderPreprocessor::next_directive(Tokenizer *p_tokenizer, const Vector<String> &p_directives) {}

void ShaderPreprocessor::add_to_output(const String &p_str) {}

void ShaderPreprocessor::set_error(const String &p_error, int p_line) {}

ShaderPreprocessor::Define *ShaderPreprocessor::create_define(const String &p_body) {}

void ShaderPreprocessor::clear_state() {}

Error ShaderPreprocessor::preprocess(State *p_state, const String &p_code, String &r_result) {}

Error ShaderPreprocessor::preprocess(const String &p_code, const String &p_filename, String &r_result, String *r_error_text, List<FilePosition> *r_error_position, List<Region> *r_regions, HashSet<Ref<ShaderInclude>> *r_includes, List<ScriptLanguage::CodeCompletionOption> *r_completion_options, List<ScriptLanguage::CodeCompletionOption> *r_completion_defines, IncludeCompletionFunction p_include_completion_func) {}

void ShaderPreprocessor::get_keyword_list(List<String> *r_keywords, bool p_include_shader_keywords, bool p_ignore_context_keywords) {}

void ShaderPreprocessor::get_pragma_list(List<String> *r_pragmas) {}

ShaderPreprocessor::ShaderPreprocessor() {}

ShaderPreprocessor::~ShaderPreprocessor() {}