godot/thirdparty/glslang/glslang/Include/ShHandle.h

//
// Copyright (C) 2002-2005  3Dlabs Inc. Ltd.
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#ifndef _SHHANDLE_INCLUDED_
#define _SHHANDLE_INCLUDED_

//
// Machine independent part of the compiler private objects
// sent as ShHandle to the driver.
//
// This should not be included by driver code.
//

#define SH_EXPORTING
#include "../Public/ShaderLang.h"
#include "../MachineIndependent/Versions.h"
#include "InfoSink.h"

class TCompiler;
class TLinker;
class TUniformMap;

//
// The base class used to back handles returned to the driver.
//
class TShHandleBase {};

//
// The base class for the machine dependent linker to derive from
// for managing where uniforms live.
//
class TUniformMap : public TShHandleBase {};

class TIntermNode;

//
// The base class for the machine dependent compiler to derive from
// for managing object code from the compile.
//
class TCompiler : public TShHandleBase {};

//
// Link operations are based on a list of compile results...
//
TCompilerList;
THandleList;

//
// The base class for the machine dependent linker to derive from
// to manage the resulting executable.
//

class TLinker : public TShHandleBase {};

//
// This is the interface between the machine independent code
// and the machine dependent code.
//
// The machine dependent code should derive from the classes
// above. Then Construct*() and Delete*() will create and
// destroy the machine dependent objects, which contain the
// above machine independent information.
//
TCompiler* ConstructCompiler(EShLanguage, int);

TShHandleBase* ConstructLinker(EShExecutable, int);
TShHandleBase* ConstructBindings();
void DeleteLinker(TShHandleBase*);
void DeleteBindingList(TShHandleBase* bindingList);

TUniformMap* ConstructUniformMap();
void DeleteCompiler(TCompiler*);

void DeleteUniformMap(TUniformMap*);

#endif // _SHHANDLE_INCLUDED_