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Diffstat (limited to 'gfx/angle/checkout/include/GLSLANG/ShaderLang.h')
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diff --git a/gfx/angle/checkout/include/GLSLANG/ShaderLang.h b/gfx/angle/checkout/include/GLSLANG/ShaderLang.h new file mode 100644 index 0000000000..64e6a87675 --- /dev/null +++ b/gfx/angle/checkout/include/GLSLANG/ShaderLang.h @@ -0,0 +1,685 @@ +// +// Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// +#ifndef GLSLANG_SHADERLANG_H_ +#define GLSLANG_SHADERLANG_H_ + +#include <stddef.h> + +#include "KHR/khrplatform.h" + +#include <array> +#include <map> +#include <set> +#include <string> +#include <vector> + +// +// This is the platform independent interface between an OGL driver +// and the shading language compiler. +// + +// Note: make sure to increment ANGLE_SH_VERSION when changing ShaderVars.h +#include "ShaderVars.h" + +// Version number for shader translation API. +// It is incremented every time the API changes. +#define ANGLE_SH_VERSION 209 + +enum ShShaderSpec +{ + SH_GLES2_SPEC, + SH_WEBGL_SPEC, + + SH_GLES3_SPEC, + SH_WEBGL2_SPEC, + + SH_GLES3_1_SPEC, + SH_WEBGL3_SPEC, + + SH_GL3_3_SPEC, +}; + +enum ShShaderOutput +{ + // ESSL output only supported in some configurations. + SH_ESSL_OUTPUT = 0x8B45, + + // GLSL output only supported in some configurations. + SH_GLSL_COMPATIBILITY_OUTPUT = 0x8B46, + // Note: GL introduced core profiles in 1.5. + SH_GLSL_130_OUTPUT = 0x8B47, + SH_GLSL_140_OUTPUT = 0x8B80, + SH_GLSL_150_CORE_OUTPUT = 0x8B81, + SH_GLSL_330_CORE_OUTPUT = 0x8B82, + SH_GLSL_400_CORE_OUTPUT = 0x8B83, + SH_GLSL_410_CORE_OUTPUT = 0x8B84, + SH_GLSL_420_CORE_OUTPUT = 0x8B85, + SH_GLSL_430_CORE_OUTPUT = 0x8B86, + SH_GLSL_440_CORE_OUTPUT = 0x8B87, + SH_GLSL_450_CORE_OUTPUT = 0x8B88, + + // Prefer using these to specify HLSL output type: + SH_HLSL_3_0_OUTPUT = 0x8B48, // D3D 9 + SH_HLSL_4_1_OUTPUT = 0x8B49, // D3D 11 + SH_HLSL_4_0_FL9_3_OUTPUT = 0x8B4A, // D3D 11 feature level 9_3 + + // Output specialized GLSL to be fed to glslang for Vulkan SPIR. + SH_GLSL_VULKAN_OUTPUT = 0x8B4B, +}; + +// Compile options. +// The Compile options type is defined in ShaderVars.h, to allow ANGLE to import the ShaderVars +// header without needing the ShaderLang header. This avoids some conflicts with glslang. + +const ShCompileOptions SH_VALIDATE = 0; +const ShCompileOptions SH_VALIDATE_LOOP_INDEXING = UINT64_C(1) << 0; +const ShCompileOptions SH_INTERMEDIATE_TREE = UINT64_C(1) << 1; +const ShCompileOptions SH_OBJECT_CODE = UINT64_C(1) << 2; +const ShCompileOptions SH_VARIABLES = UINT64_C(1) << 3; +const ShCompileOptions SH_LINE_DIRECTIVES = UINT64_C(1) << 4; +const ShCompileOptions SH_SOURCE_PATH = UINT64_C(1) << 5; + +// This flag will keep invariant declaration for input in fragment shader for GLSL >=4.20 on AMD. +// From GLSL >= 4.20, it's optional to add invariant for fragment input, but GPU vendors have +// different implementations about this. Some drivers forbid invariant in fragment for GLSL>= 4.20, +// e.g. Linux Mesa, some drivers treat that as optional, e.g. NVIDIA, some drivers require invariant +// must match between vertex and fragment shader, e.g. AMD. The behavior on AMD is obviously wrong. +// Remove invariant for input in fragment shader to workaround the restriction on Intel Mesa. +// But don't remove on AMD Linux to avoid triggering the bug on AMD. +const ShCompileOptions SH_DONT_REMOVE_INVARIANT_FOR_FRAGMENT_INPUT = UINT64_C(1) << 6; + +// Due to spec difference between GLSL 4.1 or lower and ESSL3, some platforms (for example, Mac OSX +// core profile) require a variable's "invariant"/"centroid" qualifiers to match between vertex and +// fragment shader. A simple solution to allow such shaders to link is to omit the two qualifiers. +// AMD driver in Linux requires invariant qualifier to match between vertex and fragment shaders, +// while ESSL3 disallows invariant qualifier in fragment shader and GLSL >= 4.2 doesn't require +// invariant qualifier to match between shaders. Remove invariant qualifier from vertex shader to +// workaround AMD driver bug. +// Note that the two flags take effect on ESSL3 input shaders translated to GLSL 4.1 or lower and to +// GLSL 4.2 or newer on Linux AMD. +// TODO(zmo): This is not a good long-term solution. Simply dropping these qualifiers may break some +// developers' content. A more complex workaround of dynamically generating, compiling, and +// re-linking shaders that use these qualifiers should be implemented. +const ShCompileOptions SH_REMOVE_INVARIANT_AND_CENTROID_FOR_ESSL3 = UINT64_C(1) << 7; + +// This flag works around bug in Intel Mac drivers related to abs(i) where +// i is an integer. +const ShCompileOptions SH_EMULATE_ABS_INT_FUNCTION = UINT64_C(1) << 8; + +// Enforce the GLSL 1.017 Appendix A section 7 packing restrictions. +// This flag only enforces (and can only enforce) the packing +// restrictions for uniform variables in both vertex and fragment +// shaders. ShCheckVariablesWithinPackingLimits() lets embedders +// enforce the packing restrictions for varying variables during +// program link time. +const ShCompileOptions SH_ENFORCE_PACKING_RESTRICTIONS = UINT64_C(1) << 9; + +// This flag ensures all indirect (expression-based) array indexing +// is clamped to the bounds of the array. This ensures, for example, +// that you cannot read off the end of a uniform, whether an array +// vec234, or mat234 type. The ShArrayIndexClampingStrategy enum, +// specified in the ShBuiltInResources when constructing the +// compiler, selects the strategy for the clamping implementation. +const ShCompileOptions SH_CLAMP_INDIRECT_ARRAY_BOUNDS = UINT64_C(1) << 10; + +// This flag limits the complexity of an expression. +const ShCompileOptions SH_LIMIT_EXPRESSION_COMPLEXITY = UINT64_C(1) << 11; + +// This flag limits the depth of the call stack. +const ShCompileOptions SH_LIMIT_CALL_STACK_DEPTH = UINT64_C(1) << 12; + +// This flag initializes gl_Position to vec4(0,0,0,0) at the +// beginning of the vertex shader's main(), and has no effect in the +// fragment shader. It is intended as a workaround for drivers which +// incorrectly fail to link programs if gl_Position is not written. +const ShCompileOptions SH_INIT_GL_POSITION = UINT64_C(1) << 13; + +// This flag replaces +// "a && b" with "a ? b : false", +// "a || b" with "a ? true : b". +// This is to work around a MacOSX driver bug that |b| is executed +// independent of |a|'s value. +const ShCompileOptions SH_UNFOLD_SHORT_CIRCUIT = UINT64_C(1) << 14; + +// This flag initializes output variables to 0 at the beginning of main(). +// It is to avoid undefined behaviors. +const ShCompileOptions SH_INIT_OUTPUT_VARIABLES = UINT64_C(1) << 15; + +// This flag scalarizes vec/ivec/bvec/mat constructor args. +// It is intended as a workaround for Linux/Mac driver bugs. +const ShCompileOptions SH_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS = UINT64_C(1) << 16; + +// This flag overwrites a struct name with a unique prefix. +// It is intended as a workaround for drivers that do not handle +// struct scopes correctly, including all Mac drivers and Linux AMD. +const ShCompileOptions SH_REGENERATE_STRUCT_NAMES = UINT64_C(1) << 17; + +// This flag makes the compiler not prune unused function early in the +// compilation process. Pruning coupled with SH_LIMIT_CALL_STACK_DEPTH +// helps avoid bad shaders causing stack overflows. +const ShCompileOptions SH_DONT_PRUNE_UNUSED_FUNCTIONS = UINT64_C(1) << 18; + +// This flag works around a bug in NVIDIA 331 series drivers related +// to pow(x, y) where y is a constant vector. +const ShCompileOptions SH_REMOVE_POW_WITH_CONSTANT_EXPONENT = UINT64_C(1) << 19; + +// This flag works around bugs in Mac drivers related to do-while by +// transforming them into an other construct. +const ShCompileOptions SH_REWRITE_DO_WHILE_LOOPS = UINT64_C(1) << 20; + +// This flag works around a bug in the HLSL compiler optimizer that folds certain +// constant pow expressions incorrectly. Only applies to the HLSL back-end. It works +// by expanding the integer pow expressions into a series of multiplies. +const ShCompileOptions SH_EXPAND_SELECT_HLSL_INTEGER_POW_EXPRESSIONS = UINT64_C(1) << 21; + +// Flatten "#pragma STDGL invariant(all)" into the declarations of +// varying variables and built-in GLSL variables. This compiler +// option is enabled automatically when needed. +const ShCompileOptions SH_FLATTEN_PRAGMA_STDGL_INVARIANT_ALL = UINT64_C(1) << 22; + +// Some drivers do not take into account the base level of the texture in the results of the +// HLSL GetDimensions builtin. This flag instructs the compiler to manually add the base level +// offsetting. +const ShCompileOptions SH_HLSL_GET_DIMENSIONS_IGNORES_BASE_LEVEL = UINT64_C(1) << 23; + +// This flag works around an issue in translating GLSL function texelFetchOffset on +// INTEL drivers. It works by translating texelFetchOffset into texelFetch. +const ShCompileOptions SH_REWRITE_TEXELFETCHOFFSET_TO_TEXELFETCH = UINT64_C(1) << 24; + +// This flag works around condition bug of for and while loops in Intel Mac OSX drivers. +// Condition calculation is not correct. Rewrite it from "CONDITION" to "CONDITION && true". +const ShCompileOptions SH_ADD_AND_TRUE_TO_LOOP_CONDITION = UINT64_C(1) << 25; + +// This flag works around a bug in evaluating unary minus operator on integer on some INTEL +// drivers. It works by translating -(int) into ~(int) + 1. +const ShCompileOptions SH_REWRITE_INTEGER_UNARY_MINUS_OPERATOR = UINT64_C(1) << 26; + +// This flag works around a bug in evaluating isnan() on some INTEL D3D and Mac OSX drivers. +// It works by using an expression to emulate this function. +const ShCompileOptions SH_EMULATE_ISNAN_FLOAT_FUNCTION = UINT64_C(1) << 27; + +// This flag will use all uniforms of unused std140 and shared uniform blocks at the +// beginning of the vertex/fragment shader's main(). It is intended as a workaround for Mac +// drivers with shader version 4.10. In those drivers, they will treat unused +// std140 and shared uniform blocks' members as inactive. However, WebGL2.0 based on +// OpenGL ES3.0.4 requires all members of a named uniform block declared with a shared or std140 +// layout qualifier to be considered active. The uniform block itself is also considered active. +const ShCompileOptions SH_USE_UNUSED_STANDARD_SHARED_BLOCKS = UINT64_C(1) << 28; + +// This flag works around a bug in unary minus operator on float numbers on Intel +// Mac OSX 10.11 drivers. It works by translating -float into 0.0 - float. +const ShCompileOptions SH_REWRITE_FLOAT_UNARY_MINUS_OPERATOR = UINT64_C(1) << 29; + +// This flag works around a bug in evaluating atan(y, x) on some NVIDIA OpenGL drivers. +// It works by using an expression to emulate this function. +const ShCompileOptions SH_EMULATE_ATAN2_FLOAT_FUNCTION = UINT64_C(1) << 30; + +// Set to initialize uninitialized local and global temporary variables. Should only be used with +// GLSL output. In HLSL output variables are initialized regardless of if this flag is set. +const ShCompileOptions SH_INITIALIZE_UNINITIALIZED_LOCALS = UINT64_C(1) << 31; + +// The flag modifies the shader in the following way: +// Every occurrence of gl_InstanceID is replaced by the global temporary variable InstanceID. +// Every occurrence of gl_ViewID_OVR is replaced by the varying variable ViewID_OVR. +// At the beginning of the body of main() in a vertex shader the following initializers are added: +// ViewID_OVR = uint(gl_InstanceID) % num_views; +// InstanceID = gl_InstanceID / num_views; +// ViewID_OVR is added as a varying variable to both the vertex and fragment shaders. +const ShCompileOptions SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW = UINT64_C(1) << 32; + +// With the flag enabled the GLSL/ESSL vertex shader is modified to include code for viewport +// selection in the following way: +// - Code to enable the extension ARB_shader_viewport_layer_array/NV_viewport_array2 is included. +// - Code to select the viewport index or layer is inserted at the beginning of main after +// ViewID_OVR's initialization. +// - A declaration of the uniform multiviewBaseViewLayerIndex. +// Note: The SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW flag also has to be enabled to have the +// temporary variable ViewID_OVR declared and initialized. +const ShCompileOptions SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER = UINT64_C(1) << 33; + +// If the flag is enabled, gl_PointSize is clamped to the maximum point size specified in +// ShBuiltInResources in vertex shaders. +const ShCompileOptions SH_CLAMP_POINT_SIZE = UINT64_C(1) << 34; + +// Turn some arithmetic operations that operate on a float vector-scalar pair into vector-vector +// operations. This is done recursively. Some scalar binary operations inside vector constructors +// are also turned into vector operations. +// +// This is targeted to work around a bug in NVIDIA OpenGL drivers that was reproducible on NVIDIA +// driver version 387.92. It works around the most common occurrences of the bug. +const ShCompileOptions SH_REWRITE_VECTOR_SCALAR_ARITHMETIC = UINT64_C(1) << 35; + +// Don't use loops to initialize uninitialized variables. Only has an effect if some kind of +// variable initialization is turned on. +const ShCompileOptions SH_DONT_USE_LOOPS_TO_INITIALIZE_VARIABLES = UINT64_C(1) << 36; + +// Don't use D3D constant register zero when allocating space for uniforms. This is targeted to work +// around a bug in NVIDIA D3D driver version 388.59 where in very specific cases the driver would +// not handle constant register zero correctly. Only has an effect on HLSL translation. +const ShCompileOptions SH_SKIP_D3D_CONSTANT_REGISTER_ZERO = UINT64_C(1) << 37; + +// Clamp gl_FragDepth to the range [0.0, 1.0] in case it is statically used. +const ShCompileOptions SH_CLAMP_FRAG_DEPTH = UINT64_C(1) << 38; + +// Rewrite expressions like "v.x = z = expression;". Works around a bug in NVIDIA OpenGL drivers +// prior to version 397.31. +const ShCompileOptions SH_REWRITE_REPEATED_ASSIGN_TO_SWIZZLED = UINT64_C(1) << 39; + +// Rewrite gl_DrawID as a uniform int +const ShCompileOptions SH_EMULATE_GL_DRAW_ID = UINT64_C(1) << 40; + +// This flag initializes shared variables to 0. +// It is to avoid ompute shaders being able to read undefined values that could be coming from +// another webpage/application. +const ShCompileOptions SH_INIT_SHARED_VARIABLES = UINT64_C(1) << 41; + +// Forces the value returned from an atomic operations to be always be resolved. This is targeted to +// workaround a bug in NVIDIA D3D driver where the return value from +// RWByteAddressBuffer.InterlockedAdd does not get resolved when used in the .yzw components of a +// RWByteAddressBuffer.Store operation. Only has an effect on HLSL translation. +// http://anglebug.com/3246 +const ShCompileOptions SH_FORCE_ATOMIC_VALUE_RESOLUTION = UINT64_C(1) << 42; + +// Rewrite gl_BaseVertex and gl_BaseInstance as uniform int +const ShCompileOptions SH_EMULATE_GL_BASE_VERTEX_BASE_INSTANCE = UINT64_C(1) << 43; + +// Defines alternate strategies for implementing array index clamping. +enum ShArrayIndexClampingStrategy +{ + // Use the clamp intrinsic for array index clamping. + SH_CLAMP_WITH_CLAMP_INTRINSIC = 1, + + // Use a user-defined function for array index clamping. + SH_CLAMP_WITH_USER_DEFINED_INT_CLAMP_FUNCTION +}; + +// The 64 bits hash function. The first parameter is the input string; the +// second parameter is the string length. +using ShHashFunction64 = khronos_uint64_t (*)(const char *, size_t); + +// +// Implementation dependent built-in resources (constants and extensions). +// The names for these resources has been obtained by stripping gl_/GL_. +// +struct ShBuiltInResources +{ + // Constants. + int MaxVertexAttribs; + int MaxVertexUniformVectors; + int MaxVaryingVectors; + int MaxVertexTextureImageUnits; + int MaxCombinedTextureImageUnits; + int MaxTextureImageUnits; + int MaxFragmentUniformVectors; + int MaxDrawBuffers; + + // Extensions. + // Set to 1 to enable the extension, else 0. + int OES_standard_derivatives; + int OES_EGL_image_external; + int OES_EGL_image_external_essl3; + int NV_EGL_stream_consumer_external; + int ARB_texture_rectangle; + int EXT_blend_func_extended; + int EXT_draw_buffers; + int EXT_frag_depth; + int EXT_shader_texture_lod; + int WEBGL_debug_shader_precision; + int EXT_shader_framebuffer_fetch; + int NV_shader_framebuffer_fetch; + int ARM_shader_framebuffer_fetch; + int OVR_multiview; + int OVR_multiview2; + int EXT_YUV_target; + int EXT_geometry_shader; + int OES_texture_storage_multisample_2d_array; + int OES_texture_3D; + int ANGLE_texture_multisample; + int ANGLE_multi_draw; + int ANGLE_base_vertex_base_instance; + + // Set to 1 to enable replacing GL_EXT_draw_buffers #extension directives + // with GL_NV_draw_buffers in ESSL output. This flag can be used to emulate + // EXT_draw_buffers by using it in combination with GLES3.0 glDrawBuffers + // function. This applies to Tegra K1 devices. + int NV_draw_buffers; + + // Set to 1 if highp precision is supported in the ESSL 1.00 version of the + // fragment language. Does not affect versions of the language where highp + // support is mandatory. + // Default is 0. + int FragmentPrecisionHigh; + + // GLSL ES 3.0 constants. + int MaxVertexOutputVectors; + int MaxFragmentInputVectors; + int MinProgramTexelOffset; + int MaxProgramTexelOffset; + + // Extension constants. + + // Value of GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT for OpenGL ES output context. + // Value of GL_MAX_DUAL_SOURCE_DRAW_BUFFERS for OpenGL output context. + // GLES SL version 100 gl_MaxDualSourceDrawBuffersEXT value for EXT_blend_func_extended. + int MaxDualSourceDrawBuffers; + + // Value of GL_MAX_VIEWS_OVR. + int MaxViewsOVR; + + // Name Hashing. + // Set a 64 bit hash function to enable user-defined name hashing. + // Default is NULL. + ShHashFunction64 HashFunction; + + // Selects a strategy to use when implementing array index clamping. + // Default is SH_CLAMP_WITH_CLAMP_INTRINSIC. + ShArrayIndexClampingStrategy ArrayIndexClampingStrategy; + + // The maximum complexity an expression can be when SH_LIMIT_EXPRESSION_COMPLEXITY is turned on. + int MaxExpressionComplexity; + + // The maximum depth a call stack can be. + int MaxCallStackDepth; + + // The maximum number of parameters a function can have when SH_LIMIT_EXPRESSION_COMPLEXITY is + // turned on. + int MaxFunctionParameters; + + // GLES 3.1 constants + + // texture gather offset constraints. + int MinProgramTextureGatherOffset; + int MaxProgramTextureGatherOffset; + + // maximum number of available image units + int MaxImageUnits; + + // maximum number of image uniforms in a vertex shader + int MaxVertexImageUniforms; + + // maximum number of image uniforms in a fragment shader + int MaxFragmentImageUniforms; + + // maximum number of image uniforms in a compute shader + int MaxComputeImageUniforms; + + // maximum total number of image uniforms in a program + int MaxCombinedImageUniforms; + + // maximum number of uniform locations + int MaxUniformLocations; + + // maximum number of ssbos and images in a shader + int MaxCombinedShaderOutputResources; + + // maximum number of groups in each dimension + std::array<int, 3> MaxComputeWorkGroupCount; + // maximum number of threads per work group in each dimension + std::array<int, 3> MaxComputeWorkGroupSize; + + // maximum number of total uniform components + int MaxComputeUniformComponents; + + // maximum number of texture image units in a compute shader + int MaxComputeTextureImageUnits; + + // maximum number of atomic counters in a compute shader + int MaxComputeAtomicCounters; + + // maximum number of atomic counter buffers in a compute shader + int MaxComputeAtomicCounterBuffers; + + // maximum number of atomic counters in a vertex shader + int MaxVertexAtomicCounters; + + // maximum number of atomic counters in a fragment shader + int MaxFragmentAtomicCounters; + + // maximum number of atomic counters in a program + int MaxCombinedAtomicCounters; + + // maximum binding for an atomic counter + int MaxAtomicCounterBindings; + + // maximum number of atomic counter buffers in a vertex shader + int MaxVertexAtomicCounterBuffers; + + // maximum number of atomic counter buffers in a fragment shader + int MaxFragmentAtomicCounterBuffers; + + // maximum number of atomic counter buffers in a program + int MaxCombinedAtomicCounterBuffers; + + // maximum number of buffer object storage in machine units + int MaxAtomicCounterBufferSize; + + // maximum number of uniform block bindings + int MaxUniformBufferBindings; + + // maximum number of shader storage buffer bindings + int MaxShaderStorageBufferBindings; + + // maximum point size (higher limit from ALIASED_POINT_SIZE_RANGE) + float MaxPointSize; + + // EXT_geometry_shader constants + int MaxGeometryUniformComponents; + int MaxGeometryUniformBlocks; + int MaxGeometryInputComponents; + int MaxGeometryOutputComponents; + int MaxGeometryOutputVertices; + int MaxGeometryTotalOutputComponents; + int MaxGeometryTextureImageUnits; + int MaxGeometryAtomicCounterBuffers; + int MaxGeometryAtomicCounters; + int MaxGeometryShaderStorageBlocks; + int MaxGeometryShaderInvocations; + int MaxGeometryImageUniforms; +}; + +// +// ShHandle held by but opaque to the driver. It is allocated, +// managed, and de-allocated by the compiler. Its contents +// are defined by and used by the compiler. +// +// If handle creation fails, 0 will be returned. +// +using ShHandle = void *; + +namespace sh +{ + +// +// Driver must call this first, once, before doing any other compiler operations. +// If the function succeeds, the return value is true, else false. +// +bool Initialize(); +// +// Driver should call this at shutdown. +// If the function succeeds, the return value is true, else false. +// +bool Finalize(); + +// +// Initialize built-in resources with minimum expected values. +// Parameters: +// resources: The object to initialize. Will be comparable with memcmp. +// +void InitBuiltInResources(ShBuiltInResources *resources); + +// +// Returns the a concatenated list of the items in ShBuiltInResources as a null-terminated string. +// This function must be updated whenever ShBuiltInResources is changed. +// Parameters: +// handle: Specifies the handle of the compiler to be used. +const std::string &GetBuiltInResourcesString(const ShHandle handle); + +// +// Driver calls these to create and destroy compiler objects. +// +// Returns the handle of constructed compiler, null if the requested compiler is not supported. +// Parameters: +// type: Specifies the type of shader - GL_FRAGMENT_SHADER or GL_VERTEX_SHADER. +// spec: Specifies the language spec the compiler must conform to - SH_GLES2_SPEC or SH_WEBGL_SPEC. +// output: Specifies the output code type - for example SH_ESSL_OUTPUT, SH_GLSL_OUTPUT, +// SH_HLSL_3_0_OUTPUT or SH_HLSL_4_1_OUTPUT. Note: Each output type may only +// be supported in some configurations. +// resources: Specifies the built-in resources. +ShHandle ConstructCompiler(sh::GLenum type, + ShShaderSpec spec, + ShShaderOutput output, + const ShBuiltInResources *resources); +void Destruct(ShHandle handle); + +// +// Compiles the given shader source. +// If the function succeeds, the return value is true, else false. +// Parameters: +// handle: Specifies the handle of compiler to be used. +// shaderStrings: Specifies an array of pointers to null-terminated strings containing the shader +// source code. +// numStrings: Specifies the number of elements in shaderStrings array. +// compileOptions: A mask containing the following parameters: +// SH_VALIDATE: Validates shader to ensure that it conforms to the spec +// specified during compiler construction. +// SH_VALIDATE_LOOP_INDEXING: Validates loop and indexing in the shader to +// ensure that they do not exceed the minimum +// functionality mandated in GLSL 1.0 spec, +// Appendix A, Section 4 and 5. +// There is no need to specify this parameter when +// compiling for WebGL - it is implied. +// SH_INTERMEDIATE_TREE: Writes intermediate tree to info log. +// Can be queried by calling sh::GetInfoLog(). +// SH_OBJECT_CODE: Translates intermediate tree to glsl or hlsl shader. +// Can be queried by calling sh::GetObjectCode(). +// SH_VARIABLES: Extracts attributes, uniforms, and varyings. +// Can be queried by calling ShGetVariableInfo(). +// +bool Compile(const ShHandle handle, + const char *const shaderStrings[], + size_t numStrings, + ShCompileOptions compileOptions); + +// Clears the results from the previous compilation. +void ClearResults(const ShHandle handle); + +// Return the version of the shader language. +int GetShaderVersion(const ShHandle handle); + +// Return the currently set language output type. +ShShaderOutput GetShaderOutputType(const ShHandle handle); + +// Returns null-terminated information log for a compiled shader. +// Parameters: +// handle: Specifies the compiler +const std::string &GetInfoLog(const ShHandle handle); + +// Returns null-terminated object code for a compiled shader. +// Parameters: +// handle: Specifies the compiler +const std::string &GetObjectCode(const ShHandle handle); + +// Returns a (original_name, hash) map containing all the user defined names in the shader, +// including variable names, function names, struct names, and struct field names. +// Parameters: +// handle: Specifies the compiler +const std::map<std::string, std::string> *GetNameHashingMap(const ShHandle handle); + +// Shader variable inspection. +// Returns a pointer to a list of variables of the designated type. +// (See ShaderVars.h for type definitions, included above) +// Returns NULL on failure. +// Parameters: +// handle: Specifies the compiler +const std::vector<sh::Uniform> *GetUniforms(const ShHandle handle); +const std::vector<sh::Varying> *GetVaryings(const ShHandle handle); +const std::vector<sh::Varying> *GetInputVaryings(const ShHandle handle); +const std::vector<sh::Varying> *GetOutputVaryings(const ShHandle handle); +const std::vector<sh::Attribute> *GetAttributes(const ShHandle handle); +const std::vector<sh::OutputVariable> *GetOutputVariables(const ShHandle handle); +const std::vector<sh::InterfaceBlock> *GetInterfaceBlocks(const ShHandle handle); +const std::vector<sh::InterfaceBlock> *GetUniformBlocks(const ShHandle handle); +const std::vector<sh::InterfaceBlock> *GetShaderStorageBlocks(const ShHandle handle); +sh::WorkGroupSize GetComputeShaderLocalGroupSize(const ShHandle handle); +// Returns the number of views specified through the num_views layout qualifier. If num_views is +// not set, the function returns -1. +int GetVertexShaderNumViews(const ShHandle handle); + +// Returns true if the passed in variables pack in maxVectors followingthe packing rules from the +// GLSL 1.017 spec, Appendix A, section 7. +// Returns false otherwise. Also look at the SH_ENFORCE_PACKING_RESTRICTIONS +// flag above. +// Parameters: +// maxVectors: the available rows of registers. +// variables: an array of variables. +bool CheckVariablesWithinPackingLimits(int maxVectors, + const std::vector<sh::ShaderVariable> &variables); + +// Gives the compiler-assigned register for a shader storage block. +// The method writes the value to the output variable "indexOut". +// Returns true if it found a valid shader storage block, false otherwise. +// Parameters: +// handle: Specifies the compiler +// shaderStorageBlockName: Specifies the shader storage block +// indexOut: output variable that stores the assigned register +bool GetShaderStorageBlockRegister(const ShHandle handle, + const std::string &shaderStorageBlockName, + unsigned int *indexOut); + +// Gives the compiler-assigned register for a uniform block. +// The method writes the value to the output variable "indexOut". +// Returns true if it found a valid uniform block, false otherwise. +// Parameters: +// handle: Specifies the compiler +// uniformBlockName: Specifies the uniform block +// indexOut: output variable that stores the assigned register +bool GetUniformBlockRegister(const ShHandle handle, + const std::string &uniformBlockName, + unsigned int *indexOut); + +// Gives a map from uniform names to compiler-assigned registers in the default uniform block. +// Note that the map contains also registers of samplers that have been extracted from structs. +const std::map<std::string, unsigned int> *GetUniformRegisterMap(const ShHandle handle); + +// Sampler, image and atomic counters share registers(t type and u type), +// GetReadonlyImage2DRegisterIndex and GetImage2DRegisterIndex return the first index into +// a range of reserved registers for image2D/iimage2D/uimage2D variables. +// Parameters: handle: Specifies the compiler +unsigned int GetReadonlyImage2DRegisterIndex(const ShHandle handle); +unsigned int GetImage2DRegisterIndex(const ShHandle handle); + +// The method records these used function names related with image2D/iimage2D/uimage2D, these +// functions will be dynamically generated. +// Parameters: +// handle: Specifies the compiler +const std::set<std::string> *GetUsedImage2DFunctionNames(const ShHandle handle); + +bool HasValidGeometryShaderInputPrimitiveType(const ShHandle handle); +bool HasValidGeometryShaderOutputPrimitiveType(const ShHandle handle); +bool HasValidGeometryShaderMaxVertices(const ShHandle handle); +GLenum GetGeometryShaderInputPrimitiveType(const ShHandle handle); +GLenum GetGeometryShaderOutputPrimitiveType(const ShHandle handle); +int GetGeometryShaderInvocations(const ShHandle handle); +int GetGeometryShaderMaxVertices(const ShHandle handle); + +// +// Helper function to identify specs that are based on the WebGL spec. +// +inline bool IsWebGLBasedSpec(ShShaderSpec spec) +{ + return (spec == SH_WEBGL_SPEC || spec == SH_WEBGL2_SPEC || spec == SH_WEBGL3_SPEC); +} + +// +// Helper function to identify DesktopGL specs +// +inline bool IsDesktopGLSpec(ShShaderSpec spec) +{ + return spec == SH_GL3_3_SPEC; +} +} // namespace sh + +#endif // GLSLANG_SHADERLANG_H_ |