git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@24347 e7fa87d3-cd2b-0410-9028-fcbf551c1848
161 lines
6.5 KiB
C++
161 lines
6.5 KiB
C++
//
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//Copyright (C) 2002-2005 3Dlabs Inc. Ltd.
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//Copyright (C) 2013 LunarG, Inc.
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//All rights reserved.
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//
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//Redistribution and use in source and binary forms, with or without
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//modification, are permitted provided that the following conditions
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//are met:
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//
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// Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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//
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// Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following
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// disclaimer in the documentation and/or other materials provided
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// with the distribution.
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//
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// Neither the name of 3Dlabs Inc. Ltd. nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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//THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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//"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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//LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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//FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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//COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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//INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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//BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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//LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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//CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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//LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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//ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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//POSSIBILITY OF SUCH DAMAGE.
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//
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/****************************************************************************\
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Copyright (c) 2002, NVIDIA Corporation.
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NVIDIA Corporation("NVIDIA") supplies this software to you in
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consideration of your agreement to the following terms, and your use,
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installation, modification or redistribution of this NVIDIA software
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constitutes acceptance of these terms. If you do not agree with these
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terms, please do not use, install, modify or redistribute this NVIDIA
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software.
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In consideration of your agreement to abide by the following terms, and
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subject to these terms, NVIDIA grants you a personal, non-exclusive
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license, under NVIDIA's copyrights in this original NVIDIA software (the
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"NVIDIA Software"), to use, reproduce, modify and redistribute the
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NVIDIA Software, with or without modifications, in source and/or binary
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forms; provided that if you redistribute the NVIDIA Software, you must
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retain the copyright notice of NVIDIA, this notice and the following
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text and disclaimers in all such redistributions of the NVIDIA Software.
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Neither the name, trademarks, service marks nor logos of NVIDIA
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Corporation may be used to endorse or promote products derived from the
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NVIDIA Software without specific prior written permission from NVIDIA.
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Except as expressly stated in this notice, no other rights or licenses
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express or implied, are granted by NVIDIA herein, including but not
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limited to any patent rights that may be infringed by your derivative
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works or by other works in which the NVIDIA Software may be
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incorporated. No hardware is licensed hereunder.
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THE NVIDIA SOFTWARE IS BEING PROVIDED ON AN "AS IS" BASIS, WITHOUT
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WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED,
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INCLUDING WITHOUT LIMITATION, WARRANTIES OR CONDITIONS OF TITLE,
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NON-INFRINGEMENT, MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR
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ITS USE AND OPERATION EITHER ALONE OR IN COMBINATION WITH OTHER
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PRODUCTS.
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IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT,
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INCIDENTAL, EXEMPLARY, CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, LOST PROFITS; PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF
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USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) OR ARISING IN ANY WAY
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OUT OF THE USE, REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE
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NVIDIA SOFTWARE, HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT,
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TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF
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NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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\****************************************************************************/
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#include <stdio.h>
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#include <stdlib.h>
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#include "PpContext.h"
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namespace glslang {
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TPpContext::TPpContext(TParseContext& pc) :
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preamble(0), strings(0), parseContext(pc)
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{
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InitAtomTable();
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InitScanner(this);
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ifdepth = 0;
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for (elsetracker = 0; elsetracker < maxIfNesting; elsetracker++)
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elseSeen[elsetracker] = false;
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elsetracker = 0;
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// The following identifies all legal characters in GLSL:
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//for (int c = 0; c < 256; ++c)
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// languageCharacters[c] = false;
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//for (int c = 'a'; c <= 'z'; ++c)
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// languageCharacters[c] = true;
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//for (int c = 'A'; c <= 'Z'; ++c)
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// languageCharacters[c] = true;
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//languageCharacters['_'] = true;
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//for (int c = '0'; c <= '9'; ++c)
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// languageCharacters[c] = true;
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//languageCharacters['.'] = true;
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//languageCharacters['+'] = true;
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//languageCharacters['-'] = true;
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//languageCharacters['/'] = true;
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//languageCharacters['*'] = true;
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//languageCharacters['%'] = true;
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//languageCharacters['<'] = true;
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//languageCharacters['>'] = true;
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//languageCharacters['['] = true;
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//languageCharacters[']'] = true;
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//languageCharacters['('] = true;
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//languageCharacters[')'] = true;
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//languageCharacters['{'] = true;
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//languageCharacters['}'] = true;
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//languageCharacters['^'] = true;
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//languageCharacters['|'] = true;
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//languageCharacters['&'] = true;
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//languageCharacters['~'] = true;
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//languageCharacters['='] = true;
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//languageCharacters['!'] = true;
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//languageCharacters[':'] = true;
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//languageCharacters[';'] = true;
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//languageCharacters[','] = true;
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//languageCharacters['?'] = true;
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//languageCharacters['#'] = true;
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//// white space
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//languageCharacters[' '] = true;
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//for (int c = 9; c <= 13; ++c)
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// languageCharacters[c] = true;
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}
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TPpContext::~TPpContext()
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{
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for (TSymbolMap::iterator it = symbols.begin(); it != symbols.end(); ++it)
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delete it->second->mac.body;
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mem_FreePool(pool);
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delete [] preamble;
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}
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void TPpContext::setInput(TInputScanner& input, bool versionWillBeError)
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{
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StringInputSrc* in = new StringInputSrc;
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in->input = &input;
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in->scan = sourceScan;
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in->getch = (int (*)(TPpContext*, InputSrc *, TPpToken *))sourceGetCh;
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in->ungetch = (void (*)(TPpContext*, InputSrc *, int, TPpToken *))sourceUngetCh;
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in->prev = currentInput;
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currentInput = in;
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errorOnVersion = versionWillBeError;
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versionSeen = false;
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}
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} // end namespace glslang
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