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Diffstat (limited to 'gfx/angle/checkout/include/GLSLANG/ShaderVars.h')
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diff --git a/gfx/angle/checkout/include/GLSLANG/ShaderVars.h b/gfx/angle/checkout/include/GLSLANG/ShaderVars.h new file mode 100644 index 0000000000..2bb267e93f --- /dev/null +++ b/gfx/angle/checkout/include/GLSLANG/ShaderVars.h @@ -0,0 +1,336 @@ +// +// Copyright (c) 2013-2014 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. +// +// ShaderVars.h: +// Types to represent GL variables (varyings, uniforms, etc) +// + +#ifndef GLSLANG_SHADERVARS_H_ +#define GLSLANG_SHADERVARS_H_ + +#include <algorithm> +#include <array> +#include <string> +#include <vector> + +// This type is defined here to simplify ANGLE's integration with glslang for SPIRv. +using ShCompileOptions = uint64_t; + +namespace sh +{ +// GLenum alias +typedef unsigned int GLenum; + +// Varying interpolation qualifier, see section 4.3.9 of the ESSL 3.00.4 spec +enum InterpolationType +{ + INTERPOLATION_SMOOTH, + INTERPOLATION_CENTROID, + INTERPOLATION_FLAT +}; + +// Validate link & SSO consistency of interpolation qualifiers +bool InterpolationTypesMatch(InterpolationType a, InterpolationType b); + +// Uniform block layout qualifier, see section 4.3.8.3 of the ESSL 3.00.4 spec +enum BlockLayoutType +{ + BLOCKLAYOUT_STANDARD, + BLOCKLAYOUT_STD140 = BLOCKLAYOUT_STANDARD, + BLOCKLAYOUT_STD430, // Shader storage block layout qualifier + BLOCKLAYOUT_PACKED, + BLOCKLAYOUT_SHARED +}; + +// Interface Blocks, see section 4.3.9 of the ESSL 3.10 spec +enum class BlockType +{ + BLOCK_UNIFORM, + BLOCK_BUFFER, + + // Required in OpenGL ES 3.1 extension GL_OES_shader_io_blocks. + // TODO(jiawei.shao@intel.com): add BLOCK_OUT. + BLOCK_IN +}; + +// Base class for all variables defined in shaders, including Varyings, Uniforms, etc +// Note: we must override the copy constructor and assignment operator so we can +// work around excessive GCC binary bloating: +// See https://code.google.com/p/angleproject/issues/detail?id=697 +struct ShaderVariable +{ + ShaderVariable(); + ShaderVariable(GLenum typeIn); + ShaderVariable(GLenum typeIn, unsigned int arraySizeIn); + ~ShaderVariable(); + ShaderVariable(const ShaderVariable &other); + ShaderVariable &operator=(const ShaderVariable &other); + + bool isArrayOfArrays() const { return arraySizes.size() >= 2u; } + bool isArray() const { return !arraySizes.empty(); } + unsigned int getArraySizeProduct() const; + // Return the inner array size product. + // For example, if there's a variable declared as size 3 array of size 4 array of size 5 array + // of int: + // int a[3][4][5]; + // then getInnerArraySizeProduct of a would be 4*5. + unsigned int getInnerArraySizeProduct() const; + + // Array size 0 means not an array when passed to or returned from these functions. + // Note that setArraySize() is deprecated and should not be used inside ANGLE. + unsigned int getOutermostArraySize() const { return isArray() ? arraySizes.back() : 0; } + void setArraySize(unsigned int size); + + // Turn this ShaderVariable from an array into a specific element in that array. Will update + // flattenedOffsetInParentArrays. + void indexIntoArray(unsigned int arrayIndex); + + // Get the nth nested array size from the top. Caller is responsible for range checking + // arrayNestingIndex. + unsigned int getNestedArraySize(unsigned int arrayNestingIndex) const; + + // This function should only be used with variables that are of a basic type or an array of a + // basic type. Shader interface variables that are enumerated according to rules in GLES 3.1 + // spec section 7.3.1.1 page 77 are fine. For those variables the return value should match the + // ARRAY_SIZE value that can be queried through the API. + unsigned int getBasicTypeElementCount() const; + + bool isStruct() const { return !fields.empty(); } + + // All of the shader's variables are described using nested data + // structures. This is needed in order to disambiguate similar looking + // types, such as two structs containing the same fields, but in + // different orders. "findInfoByMappedName" provides an easy query for + // users to dive into the data structure and fetch the unique variable + // instance corresponding to a dereferencing chain of the top-level + // variable. + // Given a mapped name like 'a[0].b.c[0]', return the ShaderVariable + // that defines 'c' in |leafVar|, and the original name 'A[0].B.C[0]' + // in |originalName|, based on the assumption that |this| defines 'a'. + // If no match is found, return false. + bool findInfoByMappedName(const std::string &mappedFullName, + const ShaderVariable **leafVar, + std::string *originalFullName) const; + + bool isBuiltIn() const; + bool isEmulatedBuiltIn() const; + + GLenum type; + GLenum precision; + std::string name; + std::string mappedName; + + // Used to make an array type. Outermost array size is stored at the end of the vector. + std::vector<unsigned int> arraySizes; + + // Offset of this variable in parent arrays. In case the parent is an array of arrays, the + // offset is outerArrayElement * innerArraySize + innerArrayElement. + // For example, if there's a variable declared as size 3 array of size 4 array of int: + // int a[3][4]; + // then the flattenedOffsetInParentArrays of a[2] would be 2. + // and flattenedOffsetInParentArrays of a[2][1] would be 2*4 + 1 = 9. + int parentArrayIndex() const + { + return hasParentArrayIndex() ? flattenedOffsetInParentArrays : 0; + } + + void setParentArrayIndex(int index) { flattenedOffsetInParentArrays = index; } + + bool hasParentArrayIndex() const { return flattenedOffsetInParentArrays != -1; } + + // Static use means that the variable is accessed somewhere in the shader source. + bool staticUse; + // A variable is active unless the compiler determined that it is not accessed by the shader. + // All active variables are statically used, but not all statically used variables are + // necessarily active. GLES 3.0.5 section 2.12.6. GLES 3.1 section 7.3.1. + bool active; + std::vector<ShaderVariable> fields; + std::string structName; + + // Only applies to interface block fields. Kept here for simplicity. + bool isRowMajorLayout; + + protected: + bool isSameVariableAtLinkTime(const ShaderVariable &other, + bool matchPrecision, + bool matchName) const; + + bool operator==(const ShaderVariable &other) const; + bool operator!=(const ShaderVariable &other) const { return !operator==(other); } + + int flattenedOffsetInParentArrays; +}; + +// A variable with an integer location to pass back to the GL API: either uniform (can have location +// in GLES3.1+), vertex shader input or fragment shader output. +struct VariableWithLocation : public ShaderVariable +{ + VariableWithLocation(); + ~VariableWithLocation(); + VariableWithLocation(const VariableWithLocation &other); + VariableWithLocation &operator=(const VariableWithLocation &other); + bool operator==(const VariableWithLocation &other) const; + bool operator!=(const VariableWithLocation &other) const { return !operator==(other); } + + int location; +}; + +struct Uniform : public VariableWithLocation +{ + Uniform(); + ~Uniform(); + Uniform(const Uniform &other); + Uniform &operator=(const Uniform &other); + bool operator==(const Uniform &other) const; + bool operator!=(const Uniform &other) const { return !operator==(other); } + + int binding; + GLenum imageUnitFormat; + int offset; + bool readonly; + bool writeonly; + + // Decide whether two uniforms are the same at shader link time, + // assuming one from vertex shader and the other from fragment shader. + // GLSL ES Spec 3.00.3, section 4.3.5. + // GLSL ES Spec 3.10.4, section 4.4.5 + bool isSameUniformAtLinkTime(const Uniform &other) const; +}; + +struct Attribute : public VariableWithLocation +{ + Attribute(); + ~Attribute(); + Attribute(const Attribute &other); + Attribute &operator=(const Attribute &other); + bool operator==(const Attribute &other) const; + bool operator!=(const Attribute &other) const { return !operator==(other); } +}; + +struct OutputVariable : public VariableWithLocation +{ + OutputVariable(); + ~OutputVariable(); + OutputVariable(const OutputVariable &other); + OutputVariable &operator=(const OutputVariable &other); + bool operator==(const OutputVariable &other) const; + bool operator!=(const OutputVariable &other) const { return !operator==(other); } + + // From EXT_blend_func_extended. + int index; +}; + +struct InterfaceBlockField : public ShaderVariable +{ + InterfaceBlockField(); + ~InterfaceBlockField(); + InterfaceBlockField(const InterfaceBlockField &other); + InterfaceBlockField &operator=(const InterfaceBlockField &other); + bool operator==(const InterfaceBlockField &other) const; + bool operator!=(const InterfaceBlockField &other) const { return !operator==(other); } + + // Decide whether two InterfaceBlock fields are the same at shader + // link time, assuming one from vertex shader and the other from + // fragment shader. + // See GLSL ES Spec 3.00.3, sec 4.3.7. + bool isSameInterfaceBlockFieldAtLinkTime(const InterfaceBlockField &other) const; +}; + +struct Varying : public VariableWithLocation +{ + Varying(); + ~Varying(); + Varying(const Varying &other); + Varying &operator=(const Varying &other); + bool operator==(const Varying &other) const; + bool operator!=(const Varying &other) const { return !operator==(other); } + + // Decide whether two varyings are the same at shader link time, + // assuming one from vertex shader and the other from fragment shader. + // Invariance needs to match only in ESSL1. Relevant spec sections: + // GLSL ES 3.00.4, sections 4.6.1 and 4.3.9. + // GLSL ES 1.00.17, section 4.6.4. + bool isSameVaryingAtLinkTime(const Varying &other, int shaderVersion) const; + + // Deprecated version of isSameVaryingAtLinkTime, which assumes ESSL1. + bool isSameVaryingAtLinkTime(const Varying &other) const; + + InterpolationType interpolation; + bool isInvariant; +}; + +struct InterfaceBlock +{ + InterfaceBlock(); + ~InterfaceBlock(); + InterfaceBlock(const InterfaceBlock &other); + InterfaceBlock &operator=(const InterfaceBlock &other); + + // Fields from blocks with non-empty instance names are prefixed with the block name. + std::string fieldPrefix() const; + std::string fieldMappedPrefix() const; + + // Decide whether two interface blocks are the same at shader link time. + bool isSameInterfaceBlockAtLinkTime(const InterfaceBlock &other) const; + + bool isBuiltIn() const; + + bool isArray() const { return arraySize > 0; } + unsigned int elementCount() const { return std::max(1u, arraySize); } + + std::string name; + std::string mappedName; + std::string instanceName; + unsigned int arraySize; + BlockLayoutType layout; + + // Deprecated. Matrix packing should only be queried from individual fields of the block. + // TODO(oetuaho): Remove this once it is no longer used in Chromium. + bool isRowMajorLayout; + + int binding; + bool staticUse; + bool active; + BlockType blockType; + std::vector<InterfaceBlockField> fields; +}; + +struct WorkGroupSize +{ + // Must have a trivial default constructor since it is used in YYSTYPE. + inline WorkGroupSize() = default; + inline explicit constexpr WorkGroupSize(int initialSize); + + void fill(int fillValue); + void setLocalSize(int localSizeX, int localSizeY, int localSizeZ); + + int &operator[](size_t index); + int operator[](size_t index) const; + size_t size() const; + + // Checks whether two work group size declarations match. + // Two work group size declarations are the same if the explicitly specified elements are the + // same or if one of them is specified as one and the other one is not specified + bool isWorkGroupSizeMatching(const WorkGroupSize &right) const; + + // Checks whether any of the values are set. + bool isAnyValueSet() const; + + // Checks whether all of the values are set. + bool isDeclared() const; + + // Checks whether either all of the values are set, or none of them are. + bool isLocalSizeValid() const; + + int localSizeQualifiers[3]; +}; + +inline constexpr WorkGroupSize::WorkGroupSize(int initialSize) + : localSizeQualifiers{initialSize, initialSize, initialSize} +{} + +} // namespace sh + +#endif // GLSLANG_SHADERVARS_H_ |