Shader: Fill SourceLocation info to AST when parsing

This commit is contained in:
SirLynix
2022-03-28 18:24:51 +02:00
committed by Jérôme Leclercq
parent 8429411755
commit 78f4751967
10 changed files with 339 additions and 173 deletions

View File

@@ -25,6 +25,13 @@ namespace Nz::ShaderLang
ShaderAst::ModulePtr Parse(const std::vector<Token>& tokens);
private:
struct Attribute
{
ShaderAst::AttributeType type;
ShaderAst::ExpressionPtr args;
SourceLocation sourceLocation;
};
// Flow control
const Token& Advance();
void Consume(std::size_t count = 1);
@@ -33,9 +40,9 @@ namespace Nz::ShaderLang
const Token& Expect(TokenType type);
const Token& Peek(std::size_t advance = 0);
std::vector<ShaderAst::ExprValue> ParseAttributes();
void ParseModuleStatement(std::vector<ShaderAst::ExprValue> attributes);
void ParseVariableDeclaration(std::string& name, ShaderAst::ExpressionValue<ShaderAst::ExpressionType>& type, ShaderAst::ExpressionPtr& initialValue);
std::vector<Attribute> ParseAttributes();
void ParseModuleStatement(std::vector<Attribute> attributes);
void ParseVariableDeclaration(std::string& name, ShaderAst::ExpressionValue<ShaderAst::ExpressionType>& type, ShaderAst::ExpressionPtr& initialValue, SourceLocation& sourceLocation);
ShaderAst::ExpressionPtr BuildIdentifierAccess(ShaderAst::ExpressionPtr lhs, ShaderAst::ExpressionPtr rhs);
ShaderAst::ExpressionPtr BuildIndexAccess(ShaderAst::ExpressionPtr lhs, ShaderAst::ExpressionPtr rhs);
@@ -46,27 +53,26 @@ namespace Nz::ShaderLang
ShaderAst::StatementPtr ParseBranchStatement();
ShaderAst::StatementPtr ParseConstStatement();
ShaderAst::StatementPtr ParseDiscardStatement();
ShaderAst::StatementPtr ParseExternalBlock(std::vector<ShaderAst::ExprValue> attributes = {});
ShaderAst::StatementPtr ParseForDeclaration(std::vector<ShaderAst::ExprValue> attributes = {});
std::vector<ShaderAst::StatementPtr> ParseFunctionBody();
ShaderAst::StatementPtr ParseFunctionDeclaration(std::vector<ShaderAst::ExprValue> attributes = {});
ShaderAst::StatementPtr ParseExternalBlock(std::vector<Attribute> attributes = {});
ShaderAst::StatementPtr ParseForDeclaration(std::vector<Attribute> attributes = {});
ShaderAst::StatementPtr ParseFunctionDeclaration(std::vector<Attribute> attributes = {});
ShaderAst::DeclareFunctionStatement::Parameter ParseFunctionParameter();
ShaderAst::StatementPtr ParseImportStatement();
ShaderAst::StatementPtr ParseOptionDeclaration();
ShaderAst::StatementPtr ParseReturnStatement();
ShaderAst::StatementPtr ParseRootStatement(std::vector<ShaderAst::ExprValue> attributes = {});
ShaderAst::StatementPtr ParseRootStatement(std::vector<Attribute> attributes = {});
ShaderAst::StatementPtr ParseSingleStatement();
ShaderAst::StatementPtr ParseStatement();
std::vector<ShaderAst::StatementPtr> ParseStatementList();
ShaderAst::StatementPtr ParseStructDeclaration(std::vector<ShaderAst::ExprValue> attributes = {});
std::vector<ShaderAst::StatementPtr> ParseStatementList(SourceLocation* sourceLocation);
ShaderAst::StatementPtr ParseStructDeclaration(std::vector<Attribute> attributes = {});
ShaderAst::StatementPtr ParseVariableDeclaration();
ShaderAst::StatementPtr ParseWhileStatement(std::vector<ShaderAst::ExprValue> attributes);
ShaderAst::StatementPtr ParseWhileStatement(std::vector<Attribute> attributes);
// Expressions
ShaderAst::ExpressionPtr ParseBinOpRhs(int exprPrecedence, ShaderAst::ExpressionPtr lhs);
ShaderAst::ExpressionPtr ParseConstSelectExpression();
ShaderAst::ExpressionPtr ParseExpression();
std::vector<ShaderAst::ExpressionPtr> ParseExpressionList(TokenType terminationToken);
std::vector<ShaderAst::ExpressionPtr> ParseExpressionList(TokenType terminationToken, SourceLocation* terminationLocation);
ShaderAst::ExpressionPtr ParseFloatingPointExpression();
ShaderAst::ExpressionPtr ParseIdentifier();
ShaderAst::ExpressionPtr ParseIntegerExpression();
@@ -75,8 +81,7 @@ namespace Nz::ShaderLang
ShaderAst::ExpressionPtr ParseStringExpression();
ShaderAst::ExpressionPtr ParseVariableAssignation();
ShaderAst::AttributeType ParseIdentifierAsAttributeType();
const std::string& ParseIdentifierAsName();
const std::string& ParseIdentifierAsName(SourceLocation* sourceLocation);
std::string ParseModuleName();
ShaderAst::ExpressionPtr ParseType();