本文整理汇总了C++中FunctionSet::push_back方法的典型用法代码示例。如果您正苦于以下问题:C++ FunctionSet::push_back方法的具体用法?C++ FunctionSet::push_back怎么用?C++ FunctionSet::push_back使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类FunctionSet
的用法示例。
在下文中一共展示了FunctionSet::push_back方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: addCalledFunctions
/// Add the functions called by a function to the function set
/// \param func
/// The function for which all called functions will be added
/// \param funcSet
/// The set of currently called functions
/// \param funcList
/// The list of all functions
/// \return
/// True if all functions are found in the funcList, false otherwise.
bool HlslLinker::addCalledFunctions( GlslFunction *func, FunctionSet& funcSet, std::vector<GlslFunction*> &funcList )
{
const std::set<std::string> &cf = func->getCalledFunctions();
for (std::set<std::string>::const_iterator cit=cf.begin(); cit != cf.end(); cit++)
{
std::vector<GlslFunction*>::iterator it = funcList.begin();
//This might be better as a more efficient search
while (it != funcList.end())
{
if ( *cit == (*it)->getMangledName())
break;
it++;
}
//check to see if it really exists
if ( it == funcList.end())
{
infoSink.info << "Failed to find function '" << *cit <<"'\n";
return false;
}
//add the function (if it's not there already) and recurse
if (std::find (funcSet.begin(), funcSet.end(), *it) == funcSet.end())
funcSet.push_back (*it);
addCalledFunctions( *it, funcSet, funcList);
}
return true;
}
示例2: link
bool HlslLinker::link(HlslCrossCompiler* compiler, const char* entryFunc, bool usePrecision)
{
std::vector<GlslFunction*> globalList;
std::vector<GlslFunction*> functionList;
std::string entryPoint;
GlslFunction* funcMain = NULL;
FunctionSet calledFunctions;
std::set<TOperator> libFunctions;
std::map<std::string,GlslSymbol*> globalSymMap;
std::map<std::string,GlslStruct*> structMap;
if (!compiler)
{
infoSink.info << "No shader compiler provided\n";
return false;
}
EShLanguage lang = compiler->getLanguage();
if (!entryFunc)
{
infoSink.info << "No shader entry function provided\n";
return false;
}
entryPoint = GetEntryName (entryFunc);
//build the list of functions
HlslCrossCompiler *comp = static_cast<HlslCrossCompiler*>(compiler);
std::vector<GlslFunction*> &fl = comp->functionList;
for ( std::vector<GlslFunction*>::iterator fit = fl.begin(); fit < fl.end(); fit++)
{
if ( (*fit)->getName() == "__global__")
globalList.push_back( *fit);
else
functionList.push_back( *fit);
if ((*fit)->getName() == entryPoint)
{
if (funcMain)
{
infoSink.info << kShaderTypeNames[lang] << " entry function cannot be overloaded\n";
return false;
}
funcMain = *fit;
}
}
// check to ensure that we found the entry function
if (!funcMain)
{
infoSink.info << "Failed to find entry function: '" << entryPoint <<"'\n";
return false;
}
//add all the called functions to the list
calledFunctions.push_back (funcMain);
if (!addCalledFunctions (funcMain, calledFunctions, functionList))
{
infoSink.info << "Failed to resolve all called functions in the " << kShaderTypeNames[lang] << " shader\n";
}
//iterate over the functions, building a global list of structure declaractions and symbols
// assume a single compilation unit for expediency (eliminates name clashes, as type checking
// withing a single compilation unit has been performed)
for (FunctionSet::iterator it=calledFunctions.begin(); it != calledFunctions.end(); it++)
{
//get each symbol and each structure, and add them to the map
// checking that any previous entries are equivalent
const std::vector<GlslSymbol*> &symList = (*it)->getSymbols();
for (std::vector<GlslSymbol*>::const_iterator cit = symList.begin(); cit < symList.end(); cit++)
{
if ( (*cit)->getIsGlobal())
{
//should check for already added ones here
globalSymMap[(*cit)->getName()] = *cit;
}
}
//take each referenced library function, and add it to the set
const std::set<TOperator> &libSet = (*it)->getLibFunctions();
libFunctions.insert( libSet.begin(), libSet.end());
}
// The following code is what is used to generate the actual shader and "main"
// function. The process is to take all the components collected above, and
// write them to the appropriate code stream. Finally, a main function is
// generated that calls the specified entrypoint. That main function uses
// semantics on the arguments and return values to connect items appropriately.
//
// Write Library Functions & required extensions
std::string shaderExtensions, shaderLibFunctions;
if (!libFunctions.empty())
{
//.........这里部分代码省略.........