godot/thirdparty/glslang/glslang/MachineIndependent/Initialize.h

//
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#ifndef _INITIALIZE_INCLUDED_
#define _INITIALIZE_INCLUDED_

#include "../Include/ResourceLimits.h"
#include "../Include/Common.h"
#include "../Include/ShHandle.h"
#include "SymbolTable.h"
#include "Versions.h"

namespace glslang {

//
// This is made to hold parseable strings for almost all the built-in
// functions and variables for one specific combination of version
// and profile.  (Some still need to be added programmatically.)
// This is a base class for language-specific derivations, which
// can be used for language independent builtins.
//
// The strings are organized by
//    commonBuiltins:  intersection of all stages' built-ins, processed just once
//    stageBuiltins[]: anything a stage needs that's not in commonBuiltins
//
class TBuiltInParseables {};

//
// This is a GLSL specific derivation of TBuiltInParseables.  To present a stable
// interface and match other similar code, it is called TBuiltIns, rather
// than TBuiltInParseablesGlsl.
//
class TBuiltIns : public TBuiltInParseables {};

// change this back to false if depending on textual spellings of texturing calls when consuming the AST
// Using PureOperatorBuiltins=false is deprecated.
constexpr bool PureOperatorBuiltins =;
} // end namespace glslang

#endif // _INITIALIZE_INCLUDED_