// // 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 #include #include #include // 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 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 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 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_