// slang-source-stream.h #ifndef SLANG_EMIT_SOURCE_WRITER_H #define SLANG_EMIT_SOURCE_WRITER_H #include "../core/slang-basic.h" #include "slang-compiler.h" namespace Slang { /* Class that encapsulates a stream of source. Facilities provided... * Management of the buffer that holds the source content as it is constructed * output line directives + Supports GLSL as well as C/CPP/HLSL style directives * Support for line indention */ class SourceWriter { public: /// Emits without span without any extra processing void emitRawTextSpan(char const* textBegin, char const* textEnd); void emitRawText(char const* text); /// Emit different types into the stream void emit(char const* textBegin, char const* textEnd); void emit(char const* text); void emit(const String& text); void emit(const UnownedStringSlice& text); void emit(Name* name); void emit(const NameLoc& nameAndLoc); void emit(const StringSliceLoc& nameAndLoc); void emit(IntegerLiteralValue value); void emitUInt64(uint64_t value); void emitInt64(int64_t value); void emit(UInt value); void emit(int value); void emit(double value); void emitChar(char c); /// Emit names (doing so can also advance to a new source location) void emitName(const StringSliceLoc& nameAndLoc); void emitName(const NameLoc& nameAndLoc); void emitName(Name* name, const SourceLoc& loc); void emitName(Name* name); /// Indent the text void indent(); /// Dedent (the opposite of indenting) the text void dedent(); /// Move the current source location to that specified void advanceToSourceLocation(const SourceLoc& sourceLocation); void advanceToSourceLocation(const HumaneSourceLoc& sourceLocation); /// Get the content as a string String getContent() { return m_builder.ProduceString(); } /// Clear the content void clearContent() { m_builder.Clear(); } /// Get the content as a string and clear the internal representation String getContentAndClear(); /// Get the line directive mode used LineDirectiveMode getLineDirectiveMode() const { return m_lineDirectiveMode; } /// Get the source manager user SourceManager* getSourceManager() const { return m_sourceManager; } /// Ctor SourceWriter(SourceManager* sourceManager, LineDirectiveMode lineDirectiveMode); protected: void _emitTextSpan(char const* textBegin, char const* textEnd); void _flushSourceLocationChange(); // Emit a `#line` directive to the output, and also // ensure that source location tracking information // is correct based on the directive we just output. void _emitLineDirectiveAndUpdateSourceLocation(const HumaneSourceLoc& sourceLocation); void _emitLineDirectiveIfNeeded(const HumaneSourceLoc& sourceLocation); // Emit a `#line` directive to the output. // Doesn't update state of source-location tracking. void _emitLineDirective(const HumaneSourceLoc& sourceLocation); // The string of code we've built so far. // TODO(JS): We could store the text in chunks, and then only sew together into one buffer // when we are done. Doing so would not require copies/reallocs until the full buffer has been // produced. A downside to doing this is that it won't be so simple to debug by trying to // look at the current contents of the buffer StringBuilder m_builder; // Current source position for tracking purposes... HumaneSourceLoc m_loc; HumaneSourceLoc m_nextSourceLocation; bool m_needToUpdateSourceLocation = false; // Are we at the start of a line, so that we should indent // before writing any other text? bool m_isAtStartOfLine = true; // How far are we indented? Int m_indentLevel = 0; SourceManager* m_sourceManager = nullptr; // For GLSL output, we can't emit traditional `#line` directives // with a file path in them, so we maintain a map that associates // each path with a unique integer, and then we output those // instead. Dictionary m_mapGLSLSourcePathToID; int m_glslSourceIDCount = 0; LineDirectiveMode m_lineDirectiveMode; }; } #endif