godot/thirdparty/glslang/glslang/MachineIndependent/SymbolTable.h

//
// Copyright (C) 2002-2005  3Dlabs Inc. Ltd.
// Copyright (C) 2013 LunarG, Inc.
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#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_