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221 lines
7.4 KiB
C++
221 lines
7.4 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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// Copyright (C) 2015-2018 Google, Inc.
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//
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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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//
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// For recording and playing back the stream of tokens in a macro definition.
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//
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#ifndef _CRT_SECURE_NO_WARNINGS
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#define _CRT_SECURE_NO_WARNINGS
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#endif
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#if (defined(_MSC_VER) && _MSC_VER < 1900 /*vs2015*/)
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#define snprintf sprintf_s
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#endif
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#include <cassert>
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#include <cstdlib>
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#include <cstring>
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#include <cctype>
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#include "PpContext.h"
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#include "PpTokens.h"
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namespace glslang {
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// Add a token (including backing string) to the end of a macro
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// token stream, for later playback.
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void TPpContext::TokenStream::putToken(int atom, TPpToken* ppToken)
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{
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TokenStream::Token streamToken(atom, *ppToken);
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stream.push_back(streamToken);
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}
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// Read the next token from a macro token stream.
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int TPpContext::TokenStream::getToken(TParseContextBase& parseContext, TPpToken *ppToken)
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{
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if (atEnd())
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return EndOfInput;
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int atom = stream[currentPos++].get(*ppToken);
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ppToken->loc = parseContext.getCurrentLoc();
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#ifndef GLSLANG_WEB
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// Check for ##, unless the current # is the last character
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if (atom == '#') {
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if (peekToken('#')) {
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parseContext.requireProfile(ppToken->loc, ~EEsProfile, "token pasting (##)");
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parseContext.profileRequires(ppToken->loc, ~EEsProfile, 130, 0, "token pasting (##)");
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currentPos++;
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atom = PpAtomPaste;
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}
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}
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#endif
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return atom;
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}
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// We are pasting if
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// 1. we are preceding a pasting operator within this stream
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// or
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// 2. the entire macro is preceding a pasting operator (lastTokenPastes)
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// and we are also on the last token
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bool TPpContext::TokenStream::peekTokenizedPasting(bool lastTokenPastes)
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{
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// 1. preceding ##?
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size_t savePos = currentPos;
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// skip white space
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while (peekToken(' '))
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++currentPos;
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if (peekToken(PpAtomPaste)) {
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currentPos = savePos;
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return true;
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}
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// 2. last token and we've been told after this there will be a ##
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if (! lastTokenPastes)
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return false;
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// Getting here means the last token will be pasted, after this
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// Are we at the last non-whitespace token?
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savePos = currentPos;
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bool moreTokens = false;
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do {
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if (atEnd())
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break;
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if (!peekToken(' ')) {
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moreTokens = true;
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break;
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}
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++currentPos;
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} while (true);
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currentPos = savePos;
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return !moreTokens;
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}
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// See if the next non-white-space tokens are two consecutive #
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bool TPpContext::TokenStream::peekUntokenizedPasting()
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{
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// don't return early, have to restore this
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size_t savePos = currentPos;
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// skip white-space
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while (peekToken(' '))
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++currentPos;
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// check for ##
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bool pasting = false;
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if (peekToken('#')) {
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++currentPos;
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if (peekToken('#'))
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pasting = true;
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}
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currentPos = savePos;
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return pasting;
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}
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void TPpContext::pushTokenStreamInput(TokenStream& ts, bool prepasting)
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{
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pushInput(new tTokenInput(this, &ts, prepasting));
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ts.reset();
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}
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int TPpContext::tUngotTokenInput::scan(TPpToken* ppToken)
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{
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if (done)
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return EndOfInput;
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int ret = token;
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*ppToken = lval;
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done = true;
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return ret;
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}
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void TPpContext::UngetToken(int token, TPpToken* ppToken)
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{
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pushInput(new tUngotTokenInput(this, token, ppToken));
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}
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} // end namespace glslang
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