godot/thirdparty/glslang/glslang/Include/Types.h

//
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#ifndef _TYPES_INCLUDED
#define _TYPES_INCLUDED

#include "../Include/Common.h"
#include "../Include/BaseTypes.h"
#include "../Public/ShaderLang.h"
#include "arrays.h"
#include "SpirvIntrinsics.h"

#include <algorithm>

namespace glslang {

class TIntermAggregate;

const int GlslangMaxTypeLength =;  // TODO: need to print block/struct one member per line, so this can stay bounded

const char* const AnonymousPrefix =; // for something like a block whose members can be directly accessed
inline bool IsAnonymous(const TString& name)
{}

//
// Details within a sampler type
//
enum TSamplerDim {};

struct TSampler {};

//
// Need to have association of line numbers to types in a list for building structs.
//
class TType;
struct TTypeLoc {};
TTypeList;

TIdentifierList;

//
// Following are a series of helper enums for managing layouts and qualifiers,
// used for TPublicType, TType, others.
//

enum TLayoutPacking {};

enum TLayoutMatrix {};

// Union of geometry shader and tessellation shader geometry types.
// They don't go into TType, but rather have current state per shader or
// active parser type (TPublicType).
enum TLayoutGeometry {};

enum TVertexSpacing {};

enum TVertexOrder {};

// Note: order matters, as type of format is done by comparison.
enum TLayoutFormat {};

enum TLayoutDepth {};

enum TLayoutStencil {};

enum TBlendEquationShift {};

enum TInterlockOrdering {};

enum TShaderInterface
{};

class TQualifier {};

// Qualifiers that don't need to be keep per object.  They have shader scope, not object scope.
// So, they will not be part of TType, TQualifier, etc.
struct TShaderQualifiers {};

class TTypeParameters {};

//
// TPublicType is just temporarily used while parsing and not quite the same
// information kept per node in TType.  Due to the bison stack, it can't have
// types that it thinks have non-trivial constructors.  It should
// just be used while recognizing the grammar, not anything else.
// Once enough is known about the situation, the proper information
// moved into a TType, or the parse context, etc.
//
class TPublicType {};

//
// Base class for things that have a type.
//
class TType {};

} // end namespace glslang

#endif // _TYPES_INCLUDED_