// // Copyright (C) 2002-2005 3Dlabs Inc. Ltd. // Copyright (C) 2013 LunarG, Inc. // Copyright (C) 2017 ARM Limited. // Copyright (C) 2015-2018 Google, Inc. // Copyright (c) 2023, Mobica Limited // // 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. 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IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL, EXEMPLARY, CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, LOST PROFITS; PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) OR ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE NVIDIA SOFTWARE, HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. \****************************************************************************/ #ifndef _CRT_SECURE_NO_WARNINGS #define _CRT_SECURE_NO_WARNINGS #endif #include <cstdlib> #include <cstring> #include "PpContext.h" #include "PpTokens.h" #include "../Scan.h" namespace glslang { /////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////// Floating point constants: ///////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////// // // Scan a single- or double-precision floating point constant. // Assumes that the scanner has seen at least one digit, // followed by either a decimal '.' or the letter 'e', or a // precision ending (e.g., F or LF). // // This is technically not correct, as the preprocessor should just // accept the numeric literal along with whatever suffix it has, but // currently, it stops on seeing a bad suffix, treating that as the // next token. This effects things like token pasting, where it is // relevant how many tokens something was broken into. // // See peekContinuedPasting(). int TPpContext::lFloatConst(int len, int ch, TPpToken* ppToken) { … } // Recognize a character literal. // // The first ' has already been accepted, read the rest, through the closing '. // // Always returns PpAtomConstInt. // int TPpContext::characterLiteral(TPpToken* ppToken) { … } // // Scanner used to tokenize source stream. // // N.B. Invalid numeric suffixes are not consumed.// // This is technically not correct, as the preprocessor should just // accept the numeric literal along with whatever suffix it has, but // currently, it stops on seeing a bad suffix, treating that as the // next token. This effects things like token pasting, where it is // relevant how many tokens something was broken into. // See peekContinuedPasting(). // int TPpContext::tStringInput::scan(TPpToken* ppToken) { … } // // The main functional entry point into the preprocessor, which will // scan the source strings to figure out and return the next processing token. // // Return the token, or EndOfInput when no more tokens. // int TPpContext::tokenize(TPpToken& ppToken) { … } // // Do all token-pasting related combining of two pasted tokens when getting a // stream of tokens from a replacement list. Degenerates to no processing if a // replacement list is not the source of the token stream. // int TPpContext::tokenPaste(int token, TPpToken& ppToken) { … } // Checks if we've seen balanced #if...#endif void TPpContext::missingEndifCheck() { … } } // end namespace glslang