2022-03-08 11:39:16 +01:00
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/**************************************************************************/
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/* shader_preprocessor.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef SHADER_PREPROCESSOR_H
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#define SHADER_PREPROCESSOR_H
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#include "core/string/ustring.h"
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#include "core/templates/list.h"
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#include "core/templates/local_vector.h"
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#include "core/templates/rb_map.h"
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#include "core/templates/rb_set.h"
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#include "core/typedefs.h"
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#include "core/io/resource_loader.h"
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#include "core/object/script_language.h"
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#include "core/os/os.h"
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#include "scene/resources/shader.h"
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#include "scene/resources/shader_include.h"
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class ShaderPreprocessor {
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public:
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enum CompletionType {
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COMPLETION_TYPE_NONE,
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COMPLETION_TYPE_DIRECTIVE,
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COMPLETION_TYPE_PRAGMA_DIRECTIVE,
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COMPLETION_TYPE_PRAGMA,
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COMPLETION_TYPE_CONDITION,
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COMPLETION_TYPE_INCLUDE_PATH,
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};
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struct FilePosition {
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String file;
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int line = 0;
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};
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2022-08-03 14:19:31 +02:00
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struct Region {
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String file;
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int from_line = -1;
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int to_line = -1;
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bool enabled = false;
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Region *parent = nullptr;
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};
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private:
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struct Token {
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char32_t text;
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int line;
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Token();
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Token(char32_t p_text, int p_line);
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};
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// The real preprocessor that understands basic shader and preprocessor language syntax.
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class Tokenizer {
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public:
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String code;
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int line;
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int index;
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int size;
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LocalVector<Token> generated;
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private:
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void add_generated(const Token &p_t);
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char32_t next();
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public:
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int get_line() const;
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int get_index() const;
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char32_t peek();
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int consume_line_continuations(int p_offset);
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void get_and_clear_generated(LocalVector<char32_t> *r_out);
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void backtrack(char32_t p_what);
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LocalVector<Token> advance(char32_t p_what);
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void skip_whitespace();
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bool consume_empty_line();
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String get_identifier(bool *r_is_cursor = nullptr, bool p_started = false);
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String peek_identifier();
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Token get_token();
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Tokenizer(const String &p_code);
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};
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class CommentRemover {
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private:
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LocalVector<char32_t> stripped;
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String code;
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int index;
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int line;
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int comment_line_open;
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int comments_open;
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int strings_open;
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public:
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String get_error() const;
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int get_error_line() const;
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char32_t peek() const;
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bool advance(char32_t p_what);
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String strip();
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CommentRemover(const String &p_code);
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};
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struct Define {
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Vector<String> arguments;
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String body;
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};
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struct Branch {
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Vector<bool> conditions;
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Branch *parent = nullptr;
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bool else_defined = false;
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Branch() {}
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Branch(bool p_condition, Branch *p_parent) :
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parent(p_parent) {
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conditions.push_back(p_condition);
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}
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};
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struct State {
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RBMap<String, Define *> defines;
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List<Branch> branches;
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Branch *current_branch = nullptr;
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int condition_depth = 0;
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RBSet<String> includes;
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List<uint64_t> cyclic_include_hashes; // Holds code hash of includes.
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int include_depth = 0;
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String current_filename;
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String current_shader_type;
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String error;
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List<FilePosition> include_positions;
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bool save_regions = false;
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RBMap<String, List<Region>> regions;
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Region *previous_region = nullptr;
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bool disabled = false;
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CompletionType completion_type = COMPLETION_TYPE_NONE;
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HashSet<Ref<ShaderInclude>> shader_includes;
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};
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private:
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LocalVector<char32_t> output;
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State *state = nullptr;
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private:
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static bool is_char_word(char32_t p_char);
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static bool is_char_space(char32_t p_char);
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static bool is_char_end(char32_t p_char);
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static String vector_to_string(const LocalVector<char32_t> &p_v, int p_start = 0, int p_end = -1);
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static String tokens_to_string(const LocalVector<Token> &p_tokens);
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void _set_expected_error(const String &p_what, int p_line) {
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set_error(vformat(RTR("Expected a '%s'."), p_what), p_line);
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}
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void _set_unexpected_token_error(const String &p_what, int p_line) {
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set_error(vformat(RTR("Unexpected token: '%s'."), p_what), p_line);
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}
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void process_directive(Tokenizer *p_tokenizer);
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void process_define(Tokenizer *p_tokenizer);
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void process_elif(Tokenizer *p_tokenizer);
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void process_else(Tokenizer *p_tokenizer);
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void process_endif(Tokenizer *p_tokenizer);
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void process_if(Tokenizer *p_tokenizer);
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void process_ifdef(Tokenizer *p_tokenizer);
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void process_ifndef(Tokenizer *p_tokenizer);
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void process_include(Tokenizer *p_tokenizer);
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void process_pragma(Tokenizer *p_tokenizer);
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void process_undef(Tokenizer *p_tokenizer);
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void add_region(int p_line, bool p_enabled, Region *p_parent_region);
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void start_branch_condition(Tokenizer *p_tokenizer, bool p_success, bool p_continue = false);
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Error expand_condition(const String &p_string, int p_line, String &r_result);
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void expand_output_macros(int p_start, int p_line);
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Error expand_macros(const String &p_string, int p_line, String &r_result);
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bool expand_macros_once(const String &p_line, int p_line_number, const RBMap<String, Define *>::Element *p_define_pair, String &r_expanded);
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bool find_match(const String &p_string, const String &p_value, int &r_index, int &r_index_start);
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void concatenate_macro_body(String &r_body);
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String next_directive(Tokenizer *p_tokenizer, const Vector<String> &p_directives);
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void add_to_output(const String &p_str);
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void set_error(const String &p_error, int p_line);
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static Define *create_define(const String &p_body);
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void clear_state();
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Error preprocess(State *p_state, const String &p_code, String &r_result);
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public:
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typedef void (*IncludeCompletionFunction)(List<ScriptLanguage::CodeCompletionOption> *);
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2022-09-26 14:48:35 +02:00
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Error preprocess(const String &p_code, const String &p_filename, String &r_result, String *r_error_text = nullptr, List<FilePosition> *r_error_position = nullptr, List<Region> *r_regions = nullptr, HashSet<Ref<ShaderInclude>> *r_includes = nullptr, List<ScriptLanguage::CodeCompletionOption> *r_completion_options = nullptr, List<ScriptLanguage::CodeCompletionOption> *r_completion_defines = nullptr, IncludeCompletionFunction p_include_completion_func = nullptr);
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static void get_keyword_list(List<String> *r_keywords, bool p_include_shader_keywords, bool p_ignore_context_keywords = false);
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static void get_pragma_list(List<String> *r_pragmas);
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ShaderPreprocessor();
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~ShaderPreprocessor();
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};
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#endif // SHADER_PREPROCESSOR_H
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