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UnrealEngine/Engine/Source/Developer/ShaderCompilerCommon/Private/HlslParser.h
2025-05-18 13:04:45 +08:00

50 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
HlslParser.h - Interface for parsing hlsl.
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "HlslUtils.h"
class Error;
struct FScopedDeclarations;
namespace CrossCompiler
{
struct FLinearAllocator;
struct FNodeContainer;
namespace AST
{
class FNode;
}
enum class EParseResult
{
Matched,
NotMatched,
Ignore,
Error,
};
namespace Parser
{
typedef void TCallback(void* CallbackData, CrossCompiler::FLinearAllocator* Allocator, CrossCompiler::TLinearArray<CrossCompiler::AST::FNode*>& ASTNodes);
// Returns true if successfully parsed
SHADERCOMPILERCOMMON_API bool Parse(const FString& Input, const FString& Filename, FCompilerMessages& OutCompilerMessages, TConstArrayView<FScopedDeclarations> InScopedDeclarations, TCallback* Callback, void* CallbackData = nullptr);
// Returns true if successfully parsed
SHADERCOMPILERCOMMON_API bool Parse(const FString& Input, const FString& Filename, FCompilerMessages& OutCompilerMessages, TConstArrayView<FScopedDeclarations> InScopedDeclarations, TFunction< void(CrossCompiler::FLinearAllocator* Allocator, CrossCompiler::TLinearArray<CrossCompiler::AST::FNode*>& ASTNodes)> Function);
// Returns true if successfully parsed
SHADERCOMPILERCOMMON_API bool Parse(const FString& Input, const FString& Filename, FCompilerMessages& OutCompilerMessages, TConstArrayView<FScopedDeclarations> InScopedDeclarations, CrossCompiler::FNodeContainer& OutContainer);
// Sample callback to write out all nodes into a string; pass a valid pointer FString* as OutFStringPointer
SHADERCOMPILERCOMMON_API void WriteNodesToString(void* OutFStringPointer, CrossCompiler::FLinearAllocator* Allocator, CrossCompiler::TLinearArray<CrossCompiler::AST::FNode*>& ASTNodes);
}
}