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+//
+// Copyright (C) 2002-2005 3Dlabs Inc. Ltd.
+// Copyright (C) 2013 LunarG, Inc.
+// Copyright (C) 2015-2018 Google, Inc.
+//
+// All rights reserved.
+//
+// Redistribution and use in source and binary forms, with or without
+// modification, are permitted provided that the following conditions
+// are met:
+//
+// Redistributions of source code must retain the above copyright
+// notice, this list of conditions and the following disclaimer.
+//
+// Redistributions in binary form must reproduce the above
+// copyright notice, this list of conditions and the following
+// disclaimer in the documentation and/or other materials provided
+// with the distribution.
+//
+// Neither the name of 3Dlabs Inc. Ltd. nor the names of its
+// contributors may be used to endorse or promote products derived
+// from this software without specific prior written permission.
+//
+// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
+// FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
+// COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
+// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
+// BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
+// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
+// LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
+// ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+// POSSIBILITY OF SUCH DAMAGE.
+//
+/****************************************************************************\
+Copyright (c) 2002, NVIDIA Corporation.
+
+NVIDIA Corporation("NVIDIA") supplies this software to you in
+consideration of your agreement to the following terms, and your use,
+installation, modification or redistribution of this NVIDIA software
+constitutes acceptance of these terms. If you do not agree with these
+terms, please do not use, install, modify or redistribute this NVIDIA
+software.
+
+In consideration of your agreement to abide by the following terms, and
+subject to these terms, NVIDIA grants you a personal, non-exclusive
+license, under NVIDIA's copyrights in this original NVIDIA software (the
+"NVIDIA Software"), to use, reproduce, modify and redistribute the
+NVIDIA Software, with or without modifications, in source and/or binary
+forms; provided that if you redistribute the NVIDIA Software, you must
+retain the copyright notice of NVIDIA, this notice and the following
+text and disclaimers in all such redistributions of the NVIDIA Software.
+Neither the name, trademarks, service marks nor logos of NVIDIA
+Corporation may be used to endorse or promote products derived from the
+NVIDIA Software without specific prior written permission from NVIDIA.
+Except as expressly stated in this notice, no other rights or licenses
+express or implied, are granted by NVIDIA herein, including but not
+limited to any patent rights that may be infringed by your derivative
+works or by other works in which the NVIDIA Software may be
+incorporated. No hardware is licensed hereunder.
+
+THE NVIDIA SOFTWARE IS BEING PROVIDED ON AN "AS IS" BASIS, WITHOUT
+WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED,
+INCLUDING WITHOUT LIMITATION, WARRANTIES OR CONDITIONS OF TITLE,
+NON-INFRINGEMENT, MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR
+ITS USE AND OPERATION EITHER ALONE OR IN COMBINATION WITH OTHER
+PRODUCTS.
+
+IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT,
+INCIDENTAL, EXEMPLARY, CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
+TO, LOST PROFITS; PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF
+USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) OR ARISING IN ANY WAY
+OUT OF THE USE, REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE
+NVIDIA SOFTWARE, HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT,
+TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF
+NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+\****************************************************************************/
+
+//
+// For recording and playing back the stream of tokens in a macro definition.
+//
+
+#ifndef _CRT_SECURE_NO_WARNINGS
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+#if (defined(_MSC_VER) && _MSC_VER < 1900 /*vs2015*/)
+#define snprintf sprintf_s
+#endif
+
+#include <cassert>
+#include <cstdlib>
+#include <cstring>
+#include <cctype>
+
+#include "PpContext.h"
+#include "PpTokens.h"
+
+namespace glslang {
+
+// Add a token (including backing string) to the end of a macro
+// token stream, for later playback.
+void TPpContext::TokenStream::putToken(int atom, TPpToken* ppToken)
+{
+ TokenStream::Token streamToken(atom, *ppToken);
+ stream.push_back(streamToken);
+}
+
+// Read the next token from a macro token stream.
+int TPpContext::TokenStream::getToken(TParseContextBase& parseContext, TPpToken *ppToken)
+{
+ if (atEnd())
+ return EndOfInput;
+
+ int atom = stream[currentPos++].get(*ppToken);
+ ppToken->loc = parseContext.getCurrentLoc();
+
+ // Check for ##, unless the current # is the last character
+ if (atom == '#') {
+ if (peekToken('#')) {
+ parseContext.requireProfile(ppToken->loc, ~EEsProfile, "token pasting (##)");
+ parseContext.profileRequires(ppToken->loc, ~EEsProfile, 130, 0, "token pasting (##)");
+ currentPos++;
+ atom = PpAtomPaste;
+ }
+ }
+
+ return atom;
+}
+
+// We are pasting if
+// 1. we are preceding a pasting operator within this stream
+// or
+// 2. the entire macro is preceding a pasting operator (lastTokenPastes)
+// and we are also on the last token
+bool TPpContext::TokenStream::peekTokenizedPasting(bool lastTokenPastes)
+{
+ // 1. preceding ##?
+
+ size_t savePos = currentPos;
+ // skip white space
+ while (peekToken(' '))
+ ++currentPos;
+ if (peekToken(PpAtomPaste)) {
+ currentPos = savePos;
+ return true;
+ }
+
+ // 2. last token and we've been told after this there will be a ##
+
+ if (! lastTokenPastes)
+ return false;
+ // Getting here means the last token will be pasted, after this
+
+ // Are we at the last non-whitespace token?
+ savePos = currentPos;
+ bool moreTokens = false;
+ do {
+ if (atEnd())
+ break;
+ if (!peekToken(' ')) {
+ moreTokens = true;
+ break;
+ }
+ ++currentPos;
+ } while (true);
+ currentPos = savePos;
+
+ return !moreTokens;
+}
+
+// See if the next non-white-space tokens are two consecutive #
+bool TPpContext::TokenStream::peekUntokenizedPasting()
+{
+ // don't return early, have to restore this
+ size_t savePos = currentPos;
+
+ // skip white-space
+ while (peekToken(' '))
+ ++currentPos;
+
+ // check for ##
+ bool pasting = false;
+ if (peekToken('#')) {
+ ++currentPos;
+ if (peekToken('#'))
+ pasting = true;
+ }
+
+ currentPos = savePos;
+
+ return pasting;
+}
+
+void TPpContext::pushTokenStreamInput(TokenStream& ts, bool prepasting)
+{
+ pushInput(new tTokenInput(this, &ts, prepasting));
+ ts.reset();
+}
+
+int TPpContext::tUngotTokenInput::scan(TPpToken* ppToken)
+{
+ if (done)
+ return EndOfInput;
+
+ int ret = token;
+ *ppToken = lval;
+ done = true;
+
+ return ret;
+}
+
+void TPpContext::UngetToken(int token, TPpToken* ppToken)
+{
+ pushInput(new tUngotTokenInput(this, token, ppToken));
+}
+
+} // end namespace glslang