godot/thirdparty/glslang/glslang/Include/BaseTypes.h

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#ifndef _BASICTYPES_INCLUDED_
#define _BASICTYPES_INCLUDED_

namespace glslang {

//
// Basic type.  Arrays, vectors, sampler details, etc., are orthogonal to this.
//
enum TBasicType {};

//
// Storage qualifiers.  Should align with different kinds of storage or
// resource or GLSL storage qualifier.  Expansion is deprecated.
//
// N.B.: You probably DON'T want to add anything here, but rather just add it
// to the built-in variables.  See the comment above TBuiltInVariable.
//
// A new built-in variable will normally be an existing qualifier, like 'in', 'out', etc.
// DO NOT follow the design pattern of, say EvqInstanceId, etc.
//
enum TStorageQualifier {};

//
// Subcategories of the TStorageQualifier, simply to give a direct mapping
// between built-in variable names and an numerical value (the enum).
//
// For backward compatibility, there is some redundancy between the
// TStorageQualifier and these.  Existing members should both be maintained accurately.
// However, any new built-in variable (and any existing non-redundant one)
// must follow the pattern that the specific built-in is here, and only its
// general qualifier is in TStorageQualifier.
//
// Something like gl_Position, which is sometimes 'in' and sometimes 'out'
// shows up as two different built-in variables in a single stage, but
// only has a single enum in TBuiltInVariable, so both the
// TStorageQualifier and the TBuitinVariable are needed to distinguish
// between them.
//
enum TBuiltInVariable {};

// In this enum, order matters; users can assume higher precision is a bigger value
// and EpqNone is 0.
enum TPrecisionQualifier {};

// These will show up in error messages
__inline const char* GetStorageQualifierString(TStorageQualifier q)
{}

__inline const char* GetBuiltInVariableString(TBuiltInVariable v)
{}

__inline const char* GetPrecisionQualifierString(TPrecisionQualifier p)
{}

__inline bool isTypeSignedInt(TBasicType type)
{}

__inline bool isTypeUnsignedInt(TBasicType type)
{}

__inline bool isTypeInt(TBasicType type)
{}

__inline bool isTypeFloat(TBasicType type)
{}

__inline int getTypeRank(TBasicType type)
{}

} // end namespace glslang

#endif // _BASICTYPES_INCLUDED_