private void ParseConstantBuffers(UnifiedShaderInfo info, List <UnifiedShaderToken> tokens) { ExpectToken(ConsumeToken(tokens), UnifiedShaderTokenType.OpenBrace); while (tokens[0].TokenType == UnifiedShaderTokenType.StringToken && tokens[0].Text == "cbuffer") { var buffer = new ConstantBufferInfo(); ParseConstantBuffer(buffer, tokens); info.ConstantBuffers.Add(buffer); } ExpectToken(ConsumeToken(tokens), UnifiedShaderTokenType.CloseBrace); }
private void ParseConstantBuffer(ConstantBufferInfo buffer, List <UnifiedShaderToken> tokens) { ExpectToken(ConsumeToken(tokens), "cbuffer"); var name = ConsumeToken(tokens); ExpectToken(name, UnifiedShaderTokenType.StringToken); buffer.Name = name.Text; buffer.Variables = new List <ParameterInfo>(); ExpectToken(ConsumeToken(tokens), UnifiedShaderTokenType.OpenBrace); ParseParameterList(buffer.Variables, tokens); ExpectToken(ConsumeToken(tokens), UnifiedShaderTokenType.CloseBrace); }
private void ParseConstantBuffer(ConstantBufferInfo buffer, List<UnifiedShaderToken> tokens) { ExpectToken(ConsumeToken(tokens), "cbuffer"); var name = ConsumeToken(tokens); ExpectToken(name, UnifiedShaderTokenType.StringToken); buffer.Name = name.Text; buffer.Variables = new List<ParameterInfo>(); ExpectToken(ConsumeToken(tokens), UnifiedShaderTokenType.OpenBrace); ParseParameterList(buffer.Variables, tokens); ExpectToken(ConsumeToken(tokens), UnifiedShaderTokenType.CloseBrace); }
private void ParseConstantBuffers(UnifiedShaderInfo info, List<UnifiedShaderToken> tokens) { ExpectToken(ConsumeToken(tokens), UnifiedShaderTokenType.OpenBrace); while (tokens[0].TokenType == UnifiedShaderTokenType.StringToken && tokens[0].Text == "cbuffer") { var buffer = new ConstantBufferInfo(); ParseConstantBuffer(buffer, tokens); info.ConstantBuffers.Add(buffer); } ExpectToken(ConsumeToken(tokens), UnifiedShaderTokenType.CloseBrace); }