fix(extraction): recover heavily-reflected Unreal Engine C++ classes (in-body reflection macros) (#1158)

Heavily-reflected UE C++ classes (`UCharacterMovementComponent`, `AActor`, `UWorld`, …) were dropped from the index: in-body no-semicolon reflection macros (`UPROPERTY`/`UFUNCTION`/`GENERATED_BODY`/`UE_DEPRECATED_*`), member-level `*_API` prefixes, and mid-line `UMETA`/`UPARAM`/`UE_DEPRECATED` accumulate tree-sitter parse errors until the enclosing class_specifier collapses into an ERROR node. Three offset-preserving, C++-only pre-parse passes (`blankCppAnnotationMacroCalls`, `blankCppApiPrefixMacros`, `blankCppInlineAnnotationMacros`) blank the markup before parsing so the class survives.

Validated on the real Epic engine headers (CharacterMovementComponent.h / Actor.h / World.h): each main class + its base clause goes from DROPPED on main to recovered with the fix.

Closes #1160.

Thanks @luoyxy for the report and root-cause analysis.
This commit is contained in:
xyyxr
2026-07-07 10:40:21 -05:00
committed by GitHub
parent 2a06d9a71f
commit 8e697a0d09
3 changed files with 351 additions and 4 deletions
+3
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@@ -48,6 +48,9 @@ and adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
- A stuck git command can no longer hang CodeGraph indefinitely. The git checks behind worktree detection and git-hook setup, and the installer's optional `npm install -g` step, now time out and fail gracefully instead of blocking forever — this matters most for the background MCP server, where an unbounded git hang (network filesystems, a wedged fsmonitor) could previously freeze it long enough for the safety watchdog to kill it. Thanks @inth3shadows for the report. (#1139)
- The context hook's new plain-words matching works immediately on projects indexed by an older CodeGraph version. The word lookup it relies on is built at index time, so a project indexed before the upgrade had an empty one, and the hook would silently find nothing until something else happened to refresh the index; the hook now fills it in on first use (a one-time step — normally the background MCP server's startup catch-up gets there first). Thanks @inth3shadows for the report. (#1142)
- Several accuracy fixes to the plain-words matching: a renamed symbol (for example a NestJS route after its module prefix is applied) stays findable under its new name (#1141); a word that only appears in your code as an import statement's package name is no longer presented as a matched symbol (#1144); plural words no longer generate garbled lookup keys ("services" no longer also looks up "servic") (#1145); and a name matching both the singular and plural of one word can no longer squeeze out a genuine two-word match (#1146). Thanks @inth3shadows for the reports.
- Heavily-reflected Unreal Engine C++ classes are no longer dropped from the index. Reflection markup that decorates members — `UPROPERTY(...)`, `UFUNCTION(...)`, `UCLASS(...)`, `GENERATED_BODY()`, `UE_DEPRECATED_*(...)`, `DECLARE_DELEGATE_*(...)` — are no-semicolon macro calls that tree-sitter doesn't recognize, so each drops into error recovery; in a big class the errors pile up until the whole `class_specifier` collapses and the class, its base clause, and its members vanish (`UCharacterMovementComponent`, with ~240 such macros, disappeared entirely, breaking every subclass/type-hierarchy and blast-radius query that went through it). These line-leading annotation macros are now blanked (offset-preserving) before parsing so the class survives. Thanks @luoyxy for the report and root-cause analysis. (#1093 follow-up)
- Unreal Engine members and methods prefixed by an export/visibility macro are no longer lost. The `*_API` macro doesn't only sit on the class header — it prefixes almost every exported member of a large UE class (`ENGINE_API virtual void Tick(...)`, `static ENGINE_API void AddReferencedObjects(...)`); the parser read the macro as an extra type token and each such declaration fell into error recovery, so on headers like `Actor.h` and `World.h` hundreds of return types piled up as orphan errors and could still tip the class into collapse. Member/method-level `*_API` / `*_EXPORT` / `*_ABI` macros (Unreal, Qt/Boost, LLVM) are now blanked before parsing, mirroring the existing class-header recovery. (#1093 follow-up)
- Unreal Engine annotation macros that appear mid-line — an enum value's `UMETA(DisplayName=...)`, a parameter's `UPARAM(ref)`, or a deprecation tag wedged into a `using` alias (`using FOnNetTick UE_DEPRECATED(5.5, "...") = ...;`, which alone collapsed `UWorld` in `World.h`) — are now stripped too. These sit in positions the line-leading recovery structurally can't reach, and a single one could take down the surrounding enum or class. They are matched by an Unreal-only name list (`UMETA`, `UPARAM`, `UE_DEPRECATED*`) so no standard-C++ or other-library code is affected. Together these three fixes recover the main class of every large Unreal Engine header tested (`Actor`, `ActorComponent`, `SkeletalMeshComponent`, `World`, `LightComponent`, `CharacterMovementComponent`). (#1093 follow-up)
## [1.2.0] - 2026-07-02
+174 -1
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@@ -11,7 +11,7 @@ import * as os from 'os';
import { CodeGraph } from '../src';
import { extractFromSource, scanDirectory, buildDefaultIgnore, discoverEmbeddedRepoRoots, buildScopeIgnore } from '../src/extraction';
import { detectLanguage, isLanguageSupported, getSupportedLanguages, initGrammars, loadAllGrammars, isSourceFile } from '../src/extraction/grammars';
import { stripCppTemplateArgs, blankCppExportMacros, blankCppInlineMacros, blankMetalAttributes, blankCudaConstructs, recoverMangledCppName } from '../src/extraction/languages/c-cpp';
import { stripCppTemplateArgs, blankCppExportMacros, blankCppInlineMacros, blankMetalAttributes, blankCudaConstructs, blankCppAnnotationMacroCalls, blankCppApiPrefixMacros, blankCppInlineAnnotationMacros, recoverMangledCppName } from '../src/extraction/languages/c-cpp';
import { normalizePath } from '../src/utils';
beforeAll(async () => {
@@ -3112,6 +3112,179 @@ kernel void computeBlur(texture2d<float, access::read> inTexture [[texture(0)]],
});
});
describe('C++ in-body reflection-macro annotations do not collapse the class (UE)', () => {
// Unreal reflection markup — `UPROPERTY(...)`, `UFUNCTION(...)`,
// `GENERATED_BODY()`, `UE_DEPRECATED_*(...)`, `DECLARE_DELEGATE_*(...)` — are
// no-semicolon macro CALLS decorating members. tree-sitter doesn't know they
// are macros, so each drops into error recovery; in a heavily-reflected class
// the errors accumulate until the enclosing class_specifier can't close and
// the whole class (its base clause and members) collapses into an ERROR node
// and disappears from the graph. blankCppAnnotationMacroCalls strips them,
// offset-preserving, so the class parses normally.
it('recovers a heavily-reflected class with multiple inheritance + members', () => {
const code = `UCLASS(MinimalAPI)
class UMyMovement : public UPawnMovementComponent, public IRVOAvoidanceInterface, public INetworkPredictionInterface
{
\tGENERATED_BODY()
public:
\tUE_DEPRECATED_FORGAME(5.0, "Deprecated; note the commas, and (parens) inside the string")
\tUPROPERTY(Category="Move", EditAnywhere, BlueprintReadWrite, meta=(ClampMin="0", UIMin="0"))
\tfloat MaxWalkSpeed;
\tUFUNCTION(BlueprintCallable, Category="Move")
\tfloat ComputeSpeed() const { return MaxWalkSpeed * 2.0f; }
};
`;
const result = extractFromSource('movement.cpp', code);
const cls = result.nodes.find((n) => n.kind === 'class' && n.name === 'UMyMovement');
expect(cls).toBeTruthy();
// The class body parses, so its inline method definition is extracted too —
// proof the class_specifier closed instead of collapsing into an ERROR node.
expect(result.nodes.some((n) => n.name === 'ComputeSpeed')).toBe(true);
// The base clause survives (inheritance queries keep working).
expect(
result.unresolvedReferences.find(
(r) => r.referenceKind === 'extends' && r.referenceName === 'UPawnMovementComponent'
)
).toBeTruthy();
});
it('strips line-leading no-semicolon ALL-CAPS calls, offset-preserving', () => {
const inp = `\tUPROPERTY(EditAnywhere, meta=(ClampMin="0"))\n\tfloat X;\n`;
const out = blankCppAnnotationMacroCalls(inp);
expect(out.length).toBe(inp.length); // every byte offset preserved
expect(out).not.toContain('UPROPERTY');
expect(out).toContain('float X;');
// A macro whose args carry commas/parens inside a string still balances.
const inp2 = `UE_DEPRECATED_FORGAME(5.0, "a, b (c)")\nUPROPERTY(Foo)\nfloat Y;\n`;
const out2 = blankCppAnnotationMacroCalls(inp2);
expect(out2.length).toBe(inp2.length);
expect(out2).not.toContain('UE_DEPRECATED_FORGAME');
expect(out2).not.toContain('UPROPERTY');
expect(out2).toContain('float Y;');
});
it('does NOT blank expression / condition / statement / init-list macro uses', () => {
for (const c of [
'void f() {\n\tif (CHECK_FLAG(x)) { g(); }\n}', // condition — not line-leading
'void f() {\n\tLOG_MESSAGE("hi");\n}', // statement call — trailing ;
'C::C()\n\t: MEMBER_A(1)\n\t, MEMBER_B(2)\n{}', // init-list — comma / not line-leading
'C::C() :\n\tMEMBER_A(1),\n\tMEMBER_B(2)\n{}', // init-list wrapped — trailing , / {
'auto y =\n\tMAKE_THING(a) + 1;', // line-leading but an expression fragment
]) {
expect(blankCppAnnotationMacroCalls(c)).toBe(c);
}
});
});
describe('C++ member/method-level export macros do not orphan declarations (UE)', () => {
// The `*_API` visibility macro doesn't only prefix the class header — it
// prefixes almost every exported member/method of a big UE class
// (`ENGINE_API virtual void Tick(…)`, `static ENGINE_API void Foo(…)`).
// blankCppExportMacros only recovers the class-HEADER form; without blanking
// the member form, tree-sitter reads `MACRO <ret> <name>(` as an extra type
// token and each declaration drops into error recovery.
it('recovers a class + base + members when members are *_API-prefixed', () => {
const code = `class ENGINE_API AActor : public UObject
{
\tGENERATED_BODY()
public:
\tENGINE_API virtual void Tick(float DeltaSeconds);
\tstatic ENGINE_API void AddReferencedObjects(int32 Count);
\tENGINE_API float GetLifeSpan() const { return LifeSpan; }
};
`;
const result = extractFromSource('actor.cpp', code);
expect(result.nodes.some((n) => n.kind === 'class' && n.name === 'AActor')).toBe(true);
// The inline definition (its body prefixed by ENGINE_API) is extracted —
// proof the class_specifier closed instead of collapsing into an ERROR.
expect(result.nodes.some((n) => n.name === 'GetLifeSpan')).toBe(true);
// The base clause survives (inheritance queries keep working).
expect(
result.unresolvedReferences.find(
(r) => r.referenceKind === 'extends' && r.referenceName === 'UObject'
)
).toBeTruthy();
});
it('blanks only the suffix macro before a declaration, offset-preserving', () => {
const inp = `ENGINE_API void Tick();\nstatic MYMOD_EXPORT int32 X;\nLLVM_ABI bool Y();\n`;
const out = blankCppApiPrefixMacros(inp);
expect(out.length).toBe(inp.length); // every byte offset preserved
expect(out).not.toContain('ENGINE_API');
expect(out).not.toContain('MYMOD_EXPORT');
expect(out).not.toContain('LLVM_ABI');
expect(out).toContain('void Tick();');
expect(out).toContain('int32 X;');
expect(out).toContain('bool Y();');
expect(out).toMatch(/static\s+int32 X;/); // `static` kept, only the macro blanked
});
it('does NOT blank an *_API token used as a value or in non-declaration position', () => {
for (const c of [
'int x = SOME_API;', // rvalue — trailing ;
'if (mode == FOO_API) { g(); }', // comparison — trailing )
'return DEFAULT_API, other;', // comma operand
'auto v = NS_API::Make();', // qualified name — trailing ::
'x = A_API + B_API;', // operands of + / trailing ;
]) {
expect(blankCppApiPrefixMacros(c)).toBe(c);
}
});
it('leaves a genuine _API-suffixed word alone when it is itself the name', () => {
// A longer word merely CONTAINING _API (not ending in it) must not match.
const inp = 'FOO_APIENTRY handler;';
expect(blankCppApiPrefixMacros(inp)).toBe(inp);
});
});
describe('C++ mid-line UE annotation macros do not collapse the enum/class (UE)', () => {
// UMETA / UPARAM / UE_DEPRECATED can sit MID-LINE (not line-leading), where
// blankCppAnnotationMacroCalls structurally can't reach them: an enum value's
// `UMETA(...)`, or a deprecation tag wedged into a class-scope `using`
// (`using X UE_DEPRECATED(5.5, "…") = …;`) — which alone collapsed UWorld in
// World.h. blankCppInlineAnnotationMacros strips them, offset-preserving.
it('recovers a class whose in-body using-alias carries a mid-line UE_DEPRECATED', () => {
const code = `class ENGINE_API UWorld : public UObject
{
\tGENERATED_BODY()
public:
\tusing FOnNetTickEvent UE_DEPRECATED(5.5, "use TMulticastDelegate<void(float)>") = TMulticastDelegate<void(float)>;
\tENGINE_API float GetTimeSeconds() const { return TimeSeconds; }
};
`;
const result = extractFromSource('world.cpp', code);
expect(result.nodes.some((n) => n.kind === 'class' && n.name === 'UWorld')).toBe(true);
// The member after the poison using-alias is reached — the class closed.
expect(result.nodes.some((n) => n.name === 'GetTimeSeconds')).toBe(true);
expect(
result.unresolvedReferences.find(
(r) => r.referenceKind === 'extends' && r.referenceName === 'UObject'
)
).toBeTruthy();
});
it('blanks mid-line UMETA/UPARAM/UE_DEPRECATED with balanced parens, offset-preserving', () => {
const inp = `enum class EMode : uint8 {\n\tWalk UMETA(DisplayName="Walk (fast), safe"),\n\tRun\n};\n`;
const out = blankCppInlineAnnotationMacros(inp);
expect(out.length).toBe(inp.length);
expect(out).not.toContain('UMETA');
expect(out).toContain('Walk');
expect(out).toContain('Run');
const inp2 = `void F(UPARAM(ref) int& x) {}\n`;
const out2 = blankCppInlineAnnotationMacros(inp2);
expect(out2.length).toBe(inp2.length);
expect(out2).not.toContain('UPARAM');
expect(out2).toContain('int& x');
});
it('does NOT touch source without those UE-only macro names', () => {
const c = 'enum class E { A, B };\nvoid metadata(int meta) { return; }\n';
expect(blankCppInlineAnnotationMacros(c)).toBe(c);
});
});
describe('CUDA extraction (#387)', () => {
// CUDA parses with the C++ grammar. Three CUDA-only shapes misparse:
// execution-space specifiers (`__global__ void f(…)`) shunt the real return
+174 -3
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@@ -433,6 +433,172 @@ export function blankMetalAttributes(source: string): string {
return source.replace(METAL_ATTRIBUTE_RE, (m) => ' '.repeat(m.length));
}
/**
* Blank annotation-style macro invocations that decorate a declaration but carry
* NO terminating semicolon the pervasive Unreal-Engine reflection markup
* (`UPROPERTY(...)`, `UFUNCTION(...)`, `UCLASS(...)`, `GENERATED_BODY()`,
* `UE_DEPRECATED_FORGAME(...)`, `DECLARE_DELEGATE_*(...)`, ) that sits on its
* own line right before a member/type. tree-sitter's C++ grammar doesn't know
* these are macros, so each one drops into error recovery; in a big reflected
* class (`CharacterMovementComponent.h` has ~240 of them) the errors accumulate
* until the enclosing `class_specifier` can't close and collapses into an ERROR
* node the whole class definition, its members, and its `extends` edges vanish
* from the graph. Neither `blankCppExportMacros` (class-header export macros) nor
* `blankCppInlineMacros` (return-type inline specifiers) touches these in-body
* markup macros. Replacing each with equal-length spaces preserves every byte
* offset (so line/column stay exact) and the class then parses normally.
*
* Deliberately name-list-FREE UE alone has hundreds of such macros and projects
* add their own so it keys on structure, not a curated list, matched tightly to
* avoid touching legitimate C++:
* - the macro must be the FIRST non-whitespace token on its line (`^[ \t]*`),
* which is where declaration markup lives so a macro used inside an
* expression or condition (`if (CHECK(x))`, `x = MACRO(a) + b`) is never
* matched (it isn't line-leading);
* - the name must be ALL-CAPS (`[A-Z][A-Z0-9_]{2,}`), since ordinary
* function/type names called at line start are lower/mixed case;
* - the char after the balanced `(...)` must START A DECLARATION a letter,
* `_`, `~` (destructor), or `#` (a following directive). Declaration markup is
* always followed by the thing it decorates (`UPROPERTY(...)\n float X;`,
* `UE_DEPRECATED(...) UPROPERTY(...)`), whereas a statement call is followed by
* `;` (`FOO(x);`), an init-list item by `,`/`{`, and an expression fragment by
* an operator (`MAKE(a) + 1`) all rejected. String/char literals inside the
* args are skipped so an embedded `)` can't mis-close the balance.
*
* C++-only (wired into cppExtractor). A blanked macro inside a block comment is
* harmless (comments don't parse), and the rare line-leading no-semicolon
* ALL-CAPS call that isn't markup only loses that one annotation, never a whole
* class.
*/
export function blankCppAnnotationMacroCalls(source: string): string {
if (!/^[ \t]*[A-Z][A-Z0-9_]{2,}\s*\(/m.test(source)) return source;
const chars = source.split('');
const re = /^([ \t]*)([A-Z][A-Z0-9_]{2,})(\s*)\(/gm;
let m: RegExpExecArray | null;
while ((m = re.exec(source)) !== null) {
const macroStart = m.index + (m[1] ?? '').length; // skip leading indent
let i = m.index + m[0].length - 1; // index of the opening '('
let depth = 0;
let end = -1;
for (; i < source.length; i++) {
const c = source[i];
if (c === '"' || c === "'") {
const quote = c;
i++;
while (i < source.length && source[i] !== quote) {
if (source[i] === '\\') i++;
i++;
}
continue;
}
if (c === '(') depth++;
else if (c === ')') {
depth--;
if (depth === 0) { end = i + 1; break; }
}
}
if (end < 0) continue;
let j = end;
while (j < source.length && /\s/.test(source[j] as string)) j++;
const after = source[j];
// Only markup is followed by the declaration it decorates; a statement call
// (`;`), init-list item (`,`/`{`), or expression fragment (operator) is not.
if (!after || !/[A-Za-z_~#]/.test(after)) continue;
for (let k = macroStart; k < end; k++) {
if (chars[k] !== '\n' && chars[k] !== '\r') chars[k] = ' ';
}
re.lastIndex = end;
}
return chars.join('');
}
/**
* Blank an export/visibility macro sitting in front of a *member* or *method*
* declaration inside a class/namespace (`ENGINE_API virtual void Tick(…)`,
* `static ENGINE_API void AddReferencedObjects(…)`, `UE_API FVector GetVel()
* const`), before parsing. `blankCppExportMacros` only recovers the macro in a
* `class MACRO Name` *header*; the very same macro also prefixes almost every
* exported member of a big Unreal-Engine class, and tree-sitter not knowing
* it's a macro reads `MACRO <return-type> <name>(` as an extra type token and
* drops each such declaration into error recovery. In a heavily-exported header
* (`Actor.h`, `World.h`, ) hundreds of these accumulate: the return types pile
* up as orphan ERROR tokens and, combined with other markup, can still tip the
* enclosing class into collapse. Replacing the macro with equal-length spaces
* preserves every byte offset (line/column stay exact) and each member parses
* as an ordinary declaration.
*
* Matched tightly so it can't touch the same token used as a value
* (`int x = SOME_API;`, `if (mode == FOO_API)`): the token must be ALL-CAPS AND
* end in the conventional visibility-macro suffix `_API` / `_EXPORT` / `_ABI`
* (Unreal `*_API`, Qt/Boost `*_EXPORT`, LLVM `*_ABI`) ordinary identifiers
* effectively never carry these suffixes and must be immediately followed by
* whitespace then a declaration token (`\s+[A-Za-z_]`: a type, `virtual`,
* `static`, or the name). A value use is instead followed by `;`, `)`, `,`,
* `=`, `::`, or an operator, all of which fail the look-ahead. C++-only (wired
* into cppExtractor).
*/
const CPP_API_PREFIX_RE = /\b[A-Z][A-Z0-9_]*(?:_API|_EXPORT|_ABI)\b(?=\s+[A-Za-z_])/g;
export function blankCppApiPrefixMacros(source: string): string {
if (!/_(?:API|EXPORT|ABI)\b/.test(source)) return source;
return source.replace(CPP_API_PREFIX_RE, (m) => ' '.repeat(m.length));
}
/**
* Blank an Unreal-Engine annotation macro that appears MID-LINE (not
* line-leading, so `blankCppAnnotationMacroCalls` never sees it) inside a
* declaration: an enum value's `UMETA(DisplayName="…")`, a parameter's
* `UPARAM(ref)`, or a deprecation tag wedged into a `using`/member declaration
* (`using FOnNetTick UE_DEPRECATED(5.5, "…") = TMulticastDelegate<void(float)>;`
* in `World.h`, which otherwise collapses `UWorld`). tree-sitter can't reconcile
* these embedded macro calls and drops into error recovery, and a mid-line one
* inside a big enum or a class-scope `using` can cascade into the whole enum /
* class being lost. Replacing the entire `MACRO(...)` (balanced parens, string
* literals skipped so an embedded `)` can't mis-close) with equal-length spaces
* preserves every byte offset and the declaration parses normally.
*
* Keyed on an explicit UE-only name list (`UMETA`, `UPARAM`, and the
* `UE_DEPRECATED*` family) these identifiers are exclusive to Unreal's
* reflection layer and appear in no standard-C++ or other-library code, so
* blanking them is zero-risk to non-UE sources. (The line-LEADING forms of
* `UE_DEPRECATED(...)` are already handled by `blankCppAnnotationMacroCalls`;
* this covers the mid-line forms it structurally can't.) C++-only.
*/
const CPP_INLINE_ANNOTATION_RE = /\b(?:UMETA|UPARAM|UE_DEPRECATED\w*)\s*\(/g;
export function blankCppInlineAnnotationMacros(source: string): string {
if (!/\b(?:UMETA|UPARAM|UE_DEPRECATED)/.test(source)) return source;
const chars = source.split('');
const re = new RegExp(CPP_INLINE_ANNOTATION_RE.source, 'g');
let m: RegExpExecArray | null;
while ((m = re.exec(source)) !== null) {
let i = m.index + m[0].length - 1; // index of the opening '('
let depth = 0;
let end = -1;
for (; i < source.length; i++) {
const c = source[i];
if (c === '"' || c === "'") {
const quote = c;
i++;
while (i < source.length && source[i] !== quote) {
if (source[i] === '\\') i++;
i++;
}
continue;
}
if (c === '(') depth++;
else if (c === ')') {
depth--;
if (depth === 0) { end = i + 1; break; }
}
}
if (end < 0) continue;
for (let k = m.index; k < end; k++) {
if (chars[k] !== '\n' && chars[k] !== '\r') chars[k] = ' ';
}
re.lastIndex = end;
}
return chars.join('');
}
/**
* Blank CUDA-specific constructs before parsing `.cu`/`.cuh` files (parsed with
* the C++ grammar). Three shapes tree-sitter-cpp can't reconcile, each replaced
@@ -515,13 +681,18 @@ function looksLikeCudaSource(source: string): boolean {
);
}
/** C/C++ source pre-processing before tree-sitter: recover both macro-annotated
* class definitions and macro-prefixed function definitions plus the non-C++
/** C/C++ source pre-processing before tree-sitter: recover macro-annotated class
* definitions, macro-prefixed function definitions, macro-prefixed members, and
* macro-decorated members (Unreal-Engine reflection markup) plus the non-C++
* surface of the dialects parsed with the C++ grammar: `.metal` MSL attribute
* annotations, and CUDA specifiers + launch syntax (by `.cu`/`.cuh` extension
* or by content, for CUDA living in `.h`/`.hpp` headers). Offset-preserving. */
function preParseCppSource(source: string, filePath?: string): string {
const blanked = blankCppInlineMacros(blankCppExportMacros(source));
const blanked = blankCppAnnotationMacroCalls(
blankCppInlineAnnotationMacros(
blankCppApiPrefixMacros(blankCppInlineMacros(blankCppExportMacros(source)))
)
);
const lower = filePath ? filePath.toLowerCase() : '';
if (lower.endsWith('.metal')) return blankMetalAttributes(blanked);
if (lower.endsWith('.cu') || lower.endsWith('.cuh') || looksLikeCudaSource(source)) {