114 lines
4.9 KiB
C++
114 lines
4.9 KiB
C++
// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Shader module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_SHADER_SHADERLANGPARSER_HPP
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#define NAZARA_SHADER_SHADERLANGPARSER_HPP
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Shader/Config.hpp>
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#include <Nazara/Shader/ShaderLangLexer.hpp>
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#include <Nazara/Shader/Ast/Module.hpp>
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#include <filesystem>
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#include <optional>
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namespace Nz::ShaderLang
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{
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class NAZARA_SHADER_API Parser
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{
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public:
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inline Parser();
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~Parser() = default;
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ShaderAst::ModulePtr Parse(const std::vector<Token>& tokens);
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private:
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struct Attribute
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{
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ShaderAst::AttributeType type;
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ShaderAst::ExpressionPtr args;
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SourceLocation sourceLocation;
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};
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// Flow control
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const Token& Advance();
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void Consume(std::size_t count = 1);
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const Token& Expect(const Token& token, TokenType type);
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const Token& ExpectNot(const Token& token, TokenType type);
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const Token& Expect(TokenType type);
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const Token& Peek(std::size_t advance = 0);
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std::vector<Attribute> ParseAttributes();
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void ParseModuleStatement(std::vector<Attribute> attributes);
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void ParseVariableDeclaration(std::string& name, ShaderAst::ExpressionValue<ShaderAst::ExpressionType>& type, ShaderAst::ExpressionPtr& initialValue, SourceLocation& sourceLocation);
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ShaderAst::ExpressionPtr BuildIdentifierAccess(ShaderAst::ExpressionPtr lhs, ShaderAst::ExpressionPtr rhs);
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ShaderAst::ExpressionPtr BuildIndexAccess(ShaderAst::ExpressionPtr lhs, ShaderAst::ExpressionPtr rhs);
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ShaderAst::ExpressionPtr BuildBinary(ShaderAst::BinaryType binaryType, ShaderAst::ExpressionPtr lhs, ShaderAst::ExpressionPtr rhs);
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// Statements
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ShaderAst::StatementPtr ParseAliasDeclaration();
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ShaderAst::StatementPtr ParseBranchStatement();
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ShaderAst::StatementPtr ParseConstStatement();
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ShaderAst::StatementPtr ParseDiscardStatement();
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ShaderAst::StatementPtr ParseExternalBlock(std::vector<Attribute> attributes = {});
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ShaderAst::StatementPtr ParseForDeclaration(std::vector<Attribute> attributes = {});
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ShaderAst::StatementPtr ParseFunctionDeclaration(std::vector<Attribute> attributes = {});
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ShaderAst::DeclareFunctionStatement::Parameter ParseFunctionParameter();
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ShaderAst::StatementPtr ParseImportStatement();
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ShaderAst::StatementPtr ParseOptionDeclaration();
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ShaderAst::StatementPtr ParseReturnStatement();
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ShaderAst::StatementPtr ParseRootStatement(std::vector<Attribute> attributes = {});
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ShaderAst::StatementPtr ParseSingleStatement();
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ShaderAst::StatementPtr ParseStatement();
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std::vector<ShaderAst::StatementPtr> ParseStatementList(SourceLocation* sourceLocation);
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ShaderAst::StatementPtr ParseStructDeclaration(std::vector<Attribute> attributes = {});
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ShaderAst::StatementPtr ParseVariableDeclaration();
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ShaderAst::StatementPtr ParseWhileStatement(std::vector<Attribute> attributes);
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// Expressions
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ShaderAst::ExpressionPtr ParseBinOpRhs(int exprPrecedence, ShaderAst::ExpressionPtr lhs);
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ShaderAst::ExpressionPtr ParseConstSelectExpression();
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ShaderAst::ExpressionPtr ParseExpression();
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std::vector<ShaderAst::ExpressionPtr> ParseExpressionList(TokenType terminationToken, SourceLocation* terminationLocation);
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ShaderAst::ExpressionPtr ParseFloatingPointExpression();
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ShaderAst::ExpressionPtr ParseIdentifier();
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ShaderAst::ExpressionPtr ParseIntegerExpression();
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ShaderAst::ExpressionPtr ParseParenthesisExpression();
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ShaderAst::ExpressionPtr ParsePrimaryExpression();
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ShaderAst::ExpressionPtr ParseStringExpression();
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ShaderAst::ExpressionPtr ParseVariableAssignation();
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const std::string& ParseIdentifierAsName(SourceLocation* sourceLocation);
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std::string ParseModuleName();
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ShaderAst::ExpressionPtr ParseType();
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template<typename T> void HandleUniqueAttribute(ShaderAst::ExpressionValue<T>& targetAttribute, Attribute&& attribute);
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template<typename T> void HandleUniqueAttribute(ShaderAst::ExpressionValue<T>& targetAttribute, Attribute&& attribute, T defaultValue);
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template<typename T, typename M> void HandleUniqueStringAttribute(ShaderAst::ExpressionValue<T>& targetAttribute, Attribute&& attribute, const M& map, std::optional<T> defaultValue = {});
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static int GetTokenPrecedence(TokenType token);
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struct Context
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{
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std::size_t tokenCount;
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std::size_t tokenIndex = 0;
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ShaderAst::ModulePtr module;
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const Token* tokens;
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bool parsingImportedModule = false;
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};
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Context* m_context;
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};
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inline ShaderAst::ModulePtr Parse(const std::string_view& source, const std::string& filePath = std::string{});
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inline ShaderAst::ModulePtr Parse(const std::vector<Token>& tokens);
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NAZARA_SHADER_API ShaderAst::ModulePtr ParseFromFile(const std::filesystem::path& sourcePath);
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}
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#include <Nazara/Shader/ShaderLangParser.inl>
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#endif // NAZARA_SHADER_SHADERLANGPARSER_HPP
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