Parse an array of strings using yyparse, going through the preprocessor to tokenize the shader strings, then through the GLSL scanner. Returns true for successful acceptance of the shader, false if any errors.
| 194 | // Returns true for successful acceptance of the shader, false if any errors. |
| 195 | // |
| 196 | bool TParseContext::parseShaderStrings(TPpContext& ppContext, TInputScanner& input, bool versionWillBeError) |
| 197 | { |
| 198 | currentScanner = &input; |
| 199 | ppContext.setInput(input, versionWillBeError); |
| 200 | yyparse(this); |
| 201 | |
| 202 | finish(); |
| 203 | |
| 204 | return numErrors == 0; |
| 205 | } |
| 206 | |
| 207 | // This is called from bison when it has a parse (syntax) error |
| 208 | // Note though that to stop cascading errors, we set EOF, which |
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