// // Copyright (C) 2002-2005 3Dlabs Inc. Ltd. // Copyright (C) 2013 LunarG, Inc. // Copyright (C) 2015-2018 Google, Inc. // // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // // Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // // Redistributions in binary form must reproduce the above // copyright notice, this list of conditions and the following // disclaimer in the documentation and/or other materials provided // with the distribution. // // Neither the name of 3Dlabs Inc. Ltd. nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS // FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE // COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, // INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, // BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; // LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT // LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN // ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE // POSSIBILITY OF SUCH DAMAGE. // #ifndef _SYMBOL_TABLE_INCLUDED_ #define _SYMBOL_TABLE_INCLUDED_ // // Symbol table for parsing. Has these design characteristics: // // * Same symbol table can be used to compile many shaders, to preserve // effort of creating and loading with the large numbers of built-in // symbols. // // --> This requires a copy mechanism, so initial pools used to create // the shared information can be popped. Done through "clone" // methods. // // * Name mangling will be used to give each function a unique name // so that symbol table lookups are never ambiguous. This allows // a simpler symbol table structure. // // * Pushing and popping of scope, so symbol table will really be a stack // of symbol tables. Searched from the top, with new inserts going into // the top. // // * Constants: Compile time constant symbols will keep their values // in the symbol table. The parser can substitute constants at parse // time, including doing constant folding and constant propagation. // // * No temporaries: Temporaries made from operations (+, --, .xy, etc.) // are tracked in the intermediate representation, not the symbol table. // #include "../Include/Common.h" #include "../Include/intermediate.h" #include "../Include/InfoSink.h" namespace glslang { // // Symbol base class. (Can build functions or variables out of these...) // class TVariable; class TFunction; class TAnonMember; TExtensionList; class TSymbol { … }; // // Variable class, meaning a symbol that's not a function. // // There could be a separate class hierarchy for Constant variables; // Only one of int, bool, or float, (or none) is correct for // any particular use, but it's easy to do this way, and doesn't // seem worth having separate classes, and "getConst" can't simply return // different values for different types polymorphically, so this is // just simple and pragmatic. // class TVariable : public TSymbol { … }; // // The function sub-class of symbols and the parser will need to // share this definition of a function parameter. // struct TParameter { … }; // // The function sub-class of a symbol. // class TFunction : public TSymbol { … }; // // Members of anonymous blocks are a kind of TSymbol. They are not hidden in // the symbol table behind a container; rather they are visible and point to // their anonymous container. (The anonymous container is found through the // member, not the other way around.) // class TAnonMember : public TSymbol { … }; class TSymbolTableLevel { … }; class TSymbolTable { … }; } // end namespace glslang #endif // _SYMBOL_TABLE_INCLUDED_