#include "shader_compiler.h"
#include "core/config/project_settings.h"
#include "core/os/os.h"
#include "servers/rendering/rendering_server_globals.h"
#include "servers/rendering/shader_types.h"
#define SL …
static String _mktab(int p_level) { … }
static String _typestr(SL::DataType p_type) { … }
static int _get_datatype_alignment(SL::DataType p_type) { … }
static String _interpstr(SL::DataInterpolation p_interp) { … }
static String _prestr(SL::DataPrecision p_pres, bool p_force_highp = false) { … }
static String _constr(bool p_is_const) { … }
static String _qualstr(SL::ArgumentQualifier p_qual) { … }
static String _opstr(SL::Operator p_op) { … }
static String _mkid(const String &p_id) { … }
static String f2sp0(float p_float) { … }
static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) { … }
String ShaderCompiler::_get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat) { … }
void ShaderCompiler::_dump_function_deps(const SL::ShaderNode *p_node, const StringName &p_for_func, const HashMap<StringName, String> &p_func_code, String &r_to_add, HashSet<StringName> &added) { … }
static String _get_global_shader_uniform_from_type_and_index(const String &p_buffer, const String &p_index, ShaderLanguage::DataType p_type) { … }
String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_use_scope) { … }
ShaderLanguage::DataType ShaderCompiler::_get_global_shader_uniform_type(const StringName &p_name) { … }
Error ShaderCompiler::compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) { … }
void ShaderCompiler::initialize(DefaultIdentifierActions p_actions) { … }
ShaderCompiler::ShaderCompiler() { … }