godot/thirdparty/glslang/glslang/Include/InfoSink.h

//
// Copyright (C) 2002-2005  3Dlabs Inc. Ltd.
// 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;
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//

#ifndef _INFOSINK_INCLUDED_
#define _INFOSINK_INCLUDED_

#include "../Include/Common.h"
//#include <filesystem>
#include <cmath>

namespace glslang {

//
// TPrefixType is used to centralize how info log messages start.
// See below.
//
enum TPrefixType {};

enum TOutputStream {};
//
// Encapsulate info logs for all objects that have them.
//
// The methods are a general set of tools for getting a variety of
// messages and types inserted into the log.
//
class TInfoSinkBase {};

} // end namespace glslang

class TInfoSink {};

#endif // _INFOSINK_INCLUDED_