/*
 * Copyright © 2012-2021 VMware, Inc.
 *
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the "Software"),
 * to deal in the Software without restriction, including without limitation
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
 * and/or sell copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice (including the next
 * paragraph) shall be included in all copies or substantial portions of the
 * Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 * IN THE SOFTWARE.
 */

#pragma once

#include "value.h"
#include "state.h"

namespace glsl
{
   class Operator
   {
   public:
      enum Type {
         BINARY,
         CONSTANT,
         IMMEDIATE,
         CALL
      };

   public:
      Operator(Type type)
         : mOperatorType(type)
      {
      }

      virtual ~Operator()
      {
      }

      virtual Value execute(ShaderState& state) const = 0;
      virtual std::string toGLSL() const = 0;

      Type operatorType()
      {
         return mOperatorType;
      }

   private:
      Type mOperatorType;
   };
}
