08ece0c9a0
PS1 regenerates the Bazel files. Use it as the base change when comparing patchsets. IWYU seems to do a good job of working with MyFile.cpp and MyFile.h, but if there is just a MyHeader.h, it doesn't always seem to throw errors if the includes aren't correct. This was observed with include/sksl/DSL.h This might be due to the fact that headers are not compiled on their own, so they are never sent directly to the IWYU binary. This change sets enforce_iwyu_on_package() on the all sksl packages and then fixes the includes until all those checks are happy. There were a few files that needed fixes outside of the sksl folder. Examples include: - src/gpu/effects/GrConvexPolyEffect.cpp - tests/SkSLDSLTest.cpp To really enforce this, we need to add a CI/CQ job that runs bazel build //example:hello_world_gl --config=clang \ --sandbox_base=/dev/shm --features skia_enforce_iwyu If that failed, a dev could make the changes described in the logs and/or run the command locally to see those prescribed fixes. I had to add several entries to toolchain/IWYU_mapping.imp in order to fix some private includes and other atypical choices. I tried adding a rule there to allow inclusion of SkTypes.h to make sure defines like SK_SUPPORT_GPU, but could not get it to work for all cases, so I deferred to using the IWYU pragma: keep (e.g. SkSLPipelineStageCodeGenerator.h) Change-Id: I4c3e536d8e69ff7ff2d26fe61a525a6c2e80db06 Bug: skia:13052 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/522256 Reviewed-by: John Stiles <johnstiles@google.com> Reviewed-by: Greg Daniel <egdaniel@google.com>
72 lines
1.7 KiB
C++
72 lines
1.7 KiB
C++
/*
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* Copyright 2021 Google LLC
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef SKSL_DSL_SYMBOLS
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#define SKSL_DSL_SYMBOLS
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#include "include/sksl/DSLExpression.h"
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#include "include/sksl/SkSLPosition.h"
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#include <memory>
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#include <string_view>
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namespace SkSL {
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class SymbolTable;
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namespace dsl {
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class DSLVarBase;
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// This header provides methods for manually managing symbol tables in DSL code. They should not be
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// used by normal hand-written DSL code, where we rely on C++ to manage symbols, but are instead
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// needed when DSL objects are being constructed programmatically (as in DSLParser).
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/**
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* Pushes a new symbol table onto the symbol table stack.
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*/
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void PushSymbolTable();
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/**
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* Pops the top symbol table from the stack. As symbol tables are shared pointers, this will only
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* destroy the symbol table if it was never attached to anything (e.g. passed into a Block
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* constructor).
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*/
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void PopSymbolTable();
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/**
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* Returns the current symbol table. Outside of SkSL itself, this is an opaque pointer, used only
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* for passing it to DSL methods that require it.
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*/
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std::shared_ptr<SymbolTable> CurrentSymbolTable();
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/**
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* Returns an expression referring to the named symbol.
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*/
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DSLPossibleExpression Symbol(std::string_view name, Position pos = Position::Capture());
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/**
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* Returns true if the name refers to a type (user or built-in) in the current symbol table.
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*/
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bool IsType(std::string_view name);
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/**
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* Returns true if the name refers to a builtin type.
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*/
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bool IsBuiltinType(std::string_view name);
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/**
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* Adds a variable to the current symbol table.
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*/
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void AddToSymbolTable(DSLVarBase& var, Position pos = Position::Capture());
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} // namespace dsl
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} // namespace SkSL
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#endif
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