godot/servers/rendering/shader_compiler.cpp

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/*  shader_compiler.cpp                                                   */
/**************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "shader_compiler.h"

#include "core/config/project_settings.h"
#include "core/os/os.h"
#include "servers/rendering/rendering_server_globals.h"
#include "servers/rendering/shader_types.h"

#define SL

static String _mktab(int p_level) {}

static String _typestr(SL::DataType p_type) {}

static int _get_datatype_alignment(SL::DataType p_type) {}

static String _interpstr(SL::DataInterpolation p_interp) {}

static String _prestr(SL::DataPrecision p_pres, bool p_force_highp = false) {}

static String _constr(bool p_is_const) {}

static String _qualstr(SL::ArgumentQualifier p_qual) {}

static String _opstr(SL::Operator p_op) {}

static String _mkid(const String &p_id) {}

static String f2sp0(float p_float) {}

static String get_constant_text(SL::DataType p_type, const Vector<SL::Scalar> &p_values) {}

String ShaderCompiler::_get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat) {}

void ShaderCompiler::_dump_function_deps(const SL::ShaderNode *p_node, const StringName &p_for_func, const HashMap<StringName, String> &p_func_code, String &r_to_add, HashSet<StringName> &added) {}

static String _get_global_shader_uniform_from_type_and_index(const String &p_buffer, const String &p_index, ShaderLanguage::DataType p_type) {}

String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_use_scope) {}

ShaderLanguage::DataType ShaderCompiler::_get_global_shader_uniform_type(const StringName &p_name) {}

Error ShaderCompiler::compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {}

void ShaderCompiler::initialize(DefaultIdentifierActions p_actions) {}

ShaderCompiler::ShaderCompiler() {}