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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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/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_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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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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Vector<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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void get_and_clear_generated(Vector<Token> *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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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 SkippedCondition {
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int start_line = -1;
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int end_line = -1;
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};
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struct State {
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RBMap<String, Define *> defines;
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Vector<bool> skip_stack_else;
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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_include;
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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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RBMap<String, Vector<SkippedCondition *>> skipped_conditions;
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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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bool state_owner = false;
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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 process_directive(Tokenizer *p_tokenizer);
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void process_define(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 start_branch_condition(Tokenizer *p_tokenizer, bool p_success);
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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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Error expand_macros(const String &p_string, int p_line, Vector<Pair<String, Define *>> p_defines, String &r_result);
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Error expand_macros_once(const String &p_line, int p_line_number, Pair<String, Define *> 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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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();
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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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Error preprocess(const String &p_code, String &r_result, String *r_error_text = nullptr, List<FilePosition> *r_error_position = nullptr, HashSet<Ref<ShaderInclude>> *r_includes = nullptr, List<ScriptLanguage::CodeCompletionOption> *r_completion_options = 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);
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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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