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+//
+// Copyright 2002 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 308
+
+enum ShShaderSpec
+{
+ SH_GLES2_SPEC,
+ SH_WEBGL_SPEC,
+
+ SH_GLES3_SPEC,
+ SH_WEBGL2_SPEC,
+
+ SH_GLES3_1_SPEC,
+ SH_WEBGL3_SPEC,
+
+ SH_GLES3_2_SPEC,
+
+ SH_GL_CORE_SPEC,
+ SH_GL_COMPATIBILITY_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 SPIR-V for the Vulkan backend.
+ SH_SPIRV_VULKAN_OUTPUT = 0x8B4B,
+
+ // Output SPIR-V to be cross compiled to Metal.
+ SH_SPIRV_METAL_OUTPUT = 0x8B4C,
+
+ // Output for MSL
+ SH_MSL_METAL_OUTPUT = 0x8B4D,
+};
+
+// For ANGLE_shader_pixel_local_storage.
+// Instructs the compiler which pixel local storage configuration to generate code for.
+enum class ShPixelLocalStorageType
+{
+ NotSupported,
+ ImageStoreR32PackedFormats,
+ ImageStoreNativeFormats,
+ FramebufferFetch
+};
+
+// For ANGLE_shader_pixel_local_storage_coherent.
+// Instructs the compiler which fragment synchronization method to use, if any.
+enum class ShFragmentSynchronizationType
+{
+ NotSupported, // Fragments cannot be ordered or synchronized.
+
+ Automatic, // Fragments are automatically raster-ordered and synchronized.
+
+ FragmentShaderInterlock_NV_GL,
+ FragmentShaderOrdering_INTEL_GL,
+ FragmentShaderInterlock_ARB_GL, // Also compiles to SPV_EXT_fragment_shader_interlock.
+
+ RasterizerOrderViews_D3D,
+
+ RasterOrderGroups_Metal,
+
+ InvalidEnum,
+ EnumCount = InvalidEnum,
+};
+
+// Compile options.
+struct ShCompileOptionsMetal
+{
+ // Direct-to-metal backend constants:
+
+ // Binding index for driver uniforms:
+ int driverUniformsBindingIndex;
+ // Binding index for default uniforms:
+ int defaultUniformsBindingIndex;
+ // Binding index for UBO's argument buffer
+ int UBOArgumentBufferBindingIndex;
+};
+
+struct ShCompileOptionsPLS
+{
+ ShPixelLocalStorageType type = ShPixelLocalStorageType::NotSupported;
+ // For ANGLE_shader_pixel_local_storage_coherent.
+ ShFragmentSynchronizationType fragmentSynchronizationType =
+ ShFragmentSynchronizationType::NotSupported;
+};
+
+struct ShCompileOptions
+{
+ ShCompileOptions();
+ ShCompileOptions(const ShCompileOptions &other);
+ ShCompileOptions &operator=(const ShCompileOptions &other);
+
+ // Translates intermediate tree to glsl, hlsl, msl, or SPIR-V binary. Can be queried by
+ // calling sh::GetObjectCode().
+ uint64_t objectCode : 1;
+
+ // Extracts attributes, uniforms, and varyings. Can be queried by calling ShGetVariableInfo().
+ uint64_t variables : 1;
+
+ // Tracks the source path for shaders. Can be queried with getSourcePath().
+ uint64_t sourcePath : 1;
+
+ // Whether the internal representation of the AST should be output.
+ uint64_t intermediateTree : 1;
+
+ // If requested, validates the AST after every transformation. Useful for debugging.
+ uint64_t validateAST : 1;
+
+ // 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.
+ uint64_t validateLoopIndexing : 1;
+
+ // Emits #line directives in HLSL.
+ uint64_t lineDirectives : 1;
+
+ // 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.
+ uint64_t removeInvariantAndCentroidForESSL3 : 1;
+
+ // This flag works around bug in Intel Mac drivers related to abs(i) where i is an integer.
+ uint64_t emulateAbsIntFunction : 1;
+
+ // 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.
+ uint64_t enforcePackingRestrictions : 1;
+
+ // 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.
+ uint64_t clampIndirectArrayBounds : 1;
+
+ // This flag limits the complexity of an expression.
+ uint64_t limitExpressionComplexity : 1;
+
+ // This flag limits the depth of the call stack.
+ uint64_t limitCallStackDepth : 1;
+
+ // 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.
+ uint64_t initGLPosition : 1;
+
+ // This flag initializes gl_PointSize to 0.0f at the beginning of the vertex shader's
+ // main(), and has no effect in the fragment shader. It is intended to assist in working around
+ // bugs on some drivers when this is left written and then POINTS are drawn.
+ uint64_t initGLPointSize : 1;
+
+ // 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.
+ uint64_t unfoldShortCircuit : 1;
+
+ // This flag initializes output variables to 0 at the beginning of main(). It is to avoid
+ // undefined behaviors.
+ uint64_t initOutputVariables : 1;
+
+ // This flag scalarizes vec/ivec/bvec/mat constructor args. It is intended as a workaround for
+ // Linux/Mac driver bugs.
+ uint64_t scalarizeVecAndMatConstructorArgs : 1;
+
+ // 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.
+ uint64_t regenerateStructNames : 1;
+
+ // This flag works around bugs in Mac drivers related to do-while by transforming them into an
+ // other construct.
+ uint64_t rewriteDoWhileLoops : 1;
+
+ // 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.
+ uint64_t expandSelectHLSLIntegerPowExpressions : 1;
+
+ // Flatten "#pragma STDGL invariant(all)" into the declarations of varying variables and
+ // built-in GLSL variables. This compiler option is enabled automatically when needed.
+ uint64_t flattenPragmaSTDGLInvariantAll : 1;
+
+ // 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.
+ uint64_t HLSLGetDimensionsIgnoresBaseLevel : 1;
+
+ // This flag works around an issue in translating GLSL function texelFetchOffset on INTEL
+ // drivers. It works by translating texelFetchOffset into texelFetch.
+ uint64_t rewriteTexelFetchOffsetToTexelFetch : 1;
+
+ // 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".
+ uint64_t addAndTrueToLoopCondition : 1;
+
+ // 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.
+ uint64_t rewriteIntegerUnaryMinusOperator : 1;
+
+ // 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.
+ uint64_t emulateIsnanFloatFunction : 1;
+
+ // 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.
+ uint64_t useUnusedStandardSharedBlocks : 1;
+
+ // 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.
+ uint64_t rewriteFloatUnaryMinusOperator : 1;
+
+ // 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.
+ uint64_t emulateAtan2FloatFunction : 1;
+
+ // 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.
+ uint64_t initializeUninitializedLocals : 1;
+
+ // 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.
+ uint64_t initializeBuiltinsForInstancedMultiview : 1;
+
+ // 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 initializeBuiltinsForInstancedMultiview flag also has to be enabled to have the
+ // temporary variable ViewID_OVR declared and initialized.
+ uint64_t selectViewInNvGLSLVertexShader : 1;
+
+ // If the flag is enabled, gl_PointSize is clamped to the maximum point size specified in
+ // ShBuiltInResources in vertex shaders.
+ uint64_t clampPointSize : 1;
+
+ // This flag indicates whether advanced blend equation should be emulated. Currently only
+ // implemented for the Vulkan backend.
+ uint64_t addAdvancedBlendEquationsEmulation : 1;
+
+ // Don't use loops to initialize uninitialized variables. Only has an effect if some kind of
+ // variable initialization is turned on.
+ uint64_t dontUseLoopsToInitializeVariables : 1;
+
+ // 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.
+ uint64_t skipD3DConstantRegisterZero : 1;
+
+ // Clamp gl_FragDepth to the range [0.0, 1.0] in case it is statically used.
+ uint64_t clampFragDepth : 1;
+
+ // Rewrite expressions like "v.x = z = expression;". Works around a bug in NVIDIA OpenGL drivers
+ // prior to version 397.31.
+ uint64_t rewriteRepeatedAssignToSwizzled : 1;
+
+ // Rewrite gl_DrawID as a uniform int
+ uint64_t emulateGLDrawID : 1;
+
+ // 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.
+ uint64_t initSharedVariables : 1;
+
+ // 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
+ uint64_t forceAtomicValueResolution : 1;
+
+ // Rewrite gl_BaseVertex and gl_BaseInstance as uniform int
+ uint64_t emulateGLBaseVertexBaseInstance : 1;
+
+ // Emulate seamful cube map sampling for OpenGL ES2.0. Currently only applies to the Vulkan
+ // backend, as is done after samplers are moved out of structs. Can likely be made to work on
+ // the other backends as well.
+ uint64_t emulateSeamfulCubeMapSampling : 1;
+
+ // This flag controls how to translate WEBGL_video_texture sampling function.
+ uint64_t takeVideoTextureAsExternalOES : 1;
+
+ // This flag works around a inconsistent behavior in Mac AMD driver where gl_VertexID doesn't
+ // include base vertex value. It replaces gl_VertexID with (gl_VertexID + angle_BaseVertex) when
+ // angle_BaseVertex is available.
+ uint64_t addBaseVertexToVertexID : 1;
+
+ // This works around the dynamic lvalue indexing of swizzled vectors on various platforms.
+ uint64_t removeDynamicIndexingOfSwizzledVector : 1;
+
+ // This flag works around a slow fxc compile performance issue with dynamic uniform indexing.
+ uint64_t allowTranslateUniformBlockToStructuredBuffer : 1;
+
+ // This flag allows us to add a decoration for layout(yuv) in shaders.
+ uint64_t addVulkanYUVLayoutQualifier : 1;
+
+ // This flag allows disabling ARB_texture_rectangle on a per-compile basis. This is necessary
+ // for WebGL contexts becuase ARB_texture_rectangle may be necessary for the WebGL
+ // implementation internally but shouldn't be exposed to WebGL user code.
+ uint64_t disableARBTextureRectangle : 1;
+
+ // This flag works around a driver bug by rewriting uses of row-major matrices as column-major
+ // in ESSL 3.00 and greater shaders.
+ uint64_t rewriteRowMajorMatrices : 1;
+
+ // Drop any explicit precision qualifiers from shader.
+ uint64_t ignorePrecisionQualifiers : 1;
+
+ // Ask compiler to generate code for depth correction to conform to the Vulkan clip space. If
+ // VK_EXT_depth_clip_control is supported, this code is not generated, saving a uniform look up.
+ uint64_t addVulkanDepthCorrection : 1;
+
+ uint64_t forceShaderPrecisionHighpToMediump : 1;
+
+ // Allow compiler to use specialization constant to do pre-rotation and y flip.
+ uint64_t useSpecializationConstant : 1;
+
+ // Ask compiler to generate Vulkan transform feedback emulation support code.
+ uint64_t addVulkanXfbEmulationSupportCode : 1;
+
+ // Ask compiler to generate Vulkan transform feedback support code when using the
+ // VK_EXT_transform_feedback extension.
+ uint64_t addVulkanXfbExtensionSupportCode : 1;
+
+ // This flag initializes fragment shader's output variables to zero at the beginning of the
+ // fragment shader's main(). It is intended as a workaround for drivers which get context lost
+ // if gl_FragColor is not written.
+ uint64_t initFragmentOutputVariables : 1;
+
+ // Transitory flag to select between producing SPIR-V directly vs using glslang. Ignored in
+ // non-assert-enabled builds to avoid increasing ANGLE's binary size.
+ uint64_t generateSpirvThroughGlslang : 1;
+
+ // Insert explicit casts for float/double/unsigned/signed int on macOS 10.15 with Intel driver
+ uint64_t addExplicitBoolCasts : 1;
+
+ // Add round() after applying dither. This works around a Qualcomm quirk where values can get
+ // ceil()ed instead.
+ uint64_t roundOutputAfterDithering : 1;
+
+ // Even when the dividend and divisor have the same value some platforms do not return 1.0f.
+ // Need to emit different division code for such platforms.
+ uint64_t precisionSafeDivision : 1;
+
+ // anglebug.com/7527: packUnorm4x8 fails on Pixel 4 if it is not passed a highp vec4.
+ // TODO(anglebug.com/7527): This workaround is currently only applied for pixel local storage.
+ // We may want to apply it generally.
+ uint64_t passHighpToPackUnormSnormBuiltins : 1;
+
+ ShCompileOptionsMetal metal;
+ ShCompileOptionsPLS pls;
+};
+
+// 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
+{
+ ShBuiltInResources();
+ ShBuiltInResources(const ShBuiltInResources &other);
+ ShBuiltInResources &operator=(const ShBuiltInResources &other);
+
+ // 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 EXT_shader_framebuffer_fetch;
+ int EXT_shader_framebuffer_fetch_non_coherent;
+ int NV_shader_framebuffer_fetch;
+ int NV_shader_noperspective_interpolation;
+ int ARM_shader_framebuffer_fetch;
+ int OVR_multiview;
+ int OVR_multiview2;
+ int EXT_multisampled_render_to_texture;
+ int EXT_multisampled_render_to_texture2;
+ int EXT_YUV_target;
+ int EXT_geometry_shader;
+ int OES_geometry_shader;
+ int OES_shader_io_blocks;
+ int EXT_shader_io_blocks;
+ int EXT_gpu_shader5;
+ int EXT_shader_non_constant_global_initializers;
+ int OES_texture_storage_multisample_2d_array;
+ int OES_texture_3D;
+ int ANGLE_shader_pixel_local_storage;
+ int ANGLE_texture_multisample;
+ int ANGLE_multi_draw;
+ // TODO(angleproject:3402) remove after chromium side removal to pass compilation
+ int ANGLE_base_vertex_base_instance;
+ int WEBGL_video_texture;
+ int APPLE_clip_distance;
+ int OES_texture_cube_map_array;
+ int EXT_texture_cube_map_array;
+ int EXT_shadow_samplers;
+ int OES_shader_multisample_interpolation;
+ int OES_shader_image_atomic;
+ int EXT_tessellation_shader;
+ int OES_texture_buffer;
+ int EXT_texture_buffer;
+ int OES_sample_variables;
+ int EXT_clip_cull_distance;
+ int EXT_primitive_bounding_box;
+ int OES_primitive_bounding_box;
+ int ANGLE_base_vertex_base_instance_shader_builtin;
+ int ANDROID_extension_pack_es31a;
+ int KHR_blend_equation_advanced;
+
+ // 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;
+
+ // The maximum complexity an expression can be when limitExpressionComplexity 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 limitExpressionComplexity 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;
+
+ // OES_sample_variables constant
+ // maximum number of available samples
+ int MaxSamples;
+
+ // 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;
+
+ // EXT_tessellation_shader constants
+ int MaxTessControlInputComponents;
+ int MaxTessControlOutputComponents;
+ int MaxTessControlTextureImageUnits;
+ int MaxTessControlUniformComponents;
+ int MaxTessControlTotalOutputComponents;
+ int MaxTessControlImageUniforms;
+ int MaxTessControlAtomicCounters;
+ int MaxTessControlAtomicCounterBuffers;
+
+ int MaxTessPatchComponents;
+ int MaxPatchVertices;
+ int MaxTessGenLevel;
+
+ int MaxTessEvaluationInputComponents;
+ int MaxTessEvaluationOutputComponents;
+ int MaxTessEvaluationTextureImageUnits;
+ int MaxTessEvaluationUniformComponents;
+ int MaxTessEvaluationImageUniforms;
+ int MaxTessEvaluationAtomicCounters;
+ int MaxTessEvaluationAtomicCounterBuffers;
+
+ // Subpixel bits used in rasterization.
+ int SubPixelBits;
+
+ // APPLE_clip_distance/EXT_clip_cull_distance constant
+ int MaxClipDistances;
+ int MaxCullDistances;
+ int MaxCombinedClipAndCullDistances;
+
+ // ANGLE_shader_pixel_local_storage.
+ int MaxPixelLocalStoragePlanes;
+ int MaxColorAttachmentsWithActivePixelLocalStorage;
+ int MaxCombinedDrawBuffersAndPixelLocalStoragePlanes;
+};
+
+//
+// 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
+{
+using BinaryBlob = std::vector<uint32_t>;
+
+//
+// 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 a copy of the current ShBuiltInResources stored in the compiler.
+// Parameters:
+// handle: Specifies the handle of the compiler to be used.
+ShBuiltInResources GetBuiltInResources(const ShHandle handle);
+
+//
+// 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 of compile options defined above.
+bool Compile(const ShHandle handle,
+ const char *const shaderStrings[],
+ size_t numStrings,
+ const 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. Only valid for output types that
+// generate human-readable code (GLSL, ESSL or HLSL).
+// Parameters:
+// handle: Specifies the compiler
+const std::string &GetObjectCode(const ShHandle handle);
+
+// Returns object binary blob for a compiled shader. Only valid for output types that
+// generate binary blob (SPIR-V).
+// Parameters:
+// handle: Specifies the compiler
+const BinaryBlob &GetObjectBinaryBlob(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::ShaderVariable> *GetUniforms(const ShHandle handle);
+const std::vector<sh::ShaderVariable> *GetVaryings(const ShHandle handle);
+const std::vector<sh::ShaderVariable> *GetInputVaryings(const ShHandle handle);
+const std::vector<sh::ShaderVariable> *GetOutputVaryings(const ShHandle handle);
+const std::vector<sh::ShaderVariable> *GetAttributes(const ShHandle handle);
+const std::vector<sh::ShaderVariable> *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 shader has specified the |sample| qualifier, implying that per-sample shading
+// should be enabled
+bool EnablesPerSampleShading(const ShHandle handle);
+
+// Returns specialization constant usage bits
+uint32_t GetShaderSpecConstUsageBits(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 enforcePackingRestrictions 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);
+
+bool ShouldUniformBlockUseStructuredBuffer(const ShHandle handle,
+ const std::string &uniformBlockName);
+const std::set<std::string> *GetSlowCompilingUniformBlockSet(const ShHandle handle);
+
+// 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 HasDiscardInFragmentShader(const ShHandle handle);
+bool HasValidGeometryShaderInputPrimitiveType(const ShHandle handle);
+bool HasValidGeometryShaderOutputPrimitiveType(const ShHandle handle);
+bool HasValidGeometryShaderMaxVertices(const ShHandle handle);
+bool HasValidTessGenMode(const ShHandle handle);
+bool HasValidTessGenSpacing(const ShHandle handle);
+bool HasValidTessGenVertexOrder(const ShHandle handle);
+bool HasValidTessGenPointMode(const ShHandle handle);
+GLenum GetGeometryShaderInputPrimitiveType(const ShHandle handle);
+GLenum GetGeometryShaderOutputPrimitiveType(const ShHandle handle);
+int GetGeometryShaderInvocations(const ShHandle handle);
+int GetGeometryShaderMaxVertices(const ShHandle handle);
+unsigned int GetShaderSharedMemorySize(const ShHandle handle);
+int GetTessControlShaderVertices(const ShHandle handle);
+GLenum GetTessGenMode(const ShHandle handle);
+GLenum GetTessGenSpacing(const ShHandle handle);
+GLenum GetTessGenVertexOrder(const ShHandle handle);
+GLenum GetTessGenPointMode(const ShHandle handle);
+
+// Returns the blend equation list supported in the fragment shader. This is a bitset of
+// gl::BlendEquationType, and can only include bits from KHR_blend_equation_advanced.
+uint32_t GetAdvancedBlendEquations(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_GL_CORE_SPEC || spec == SH_GL_COMPATIBILITY_SPEC;
+}
+
+// Can't prefix with just _ because then we might introduce a double underscore, which is not safe
+// in GLSL (ESSL 3.00.6 section 3.8: All identifiers containing a double underscore are reserved for
+// use by the underlying implementation). u is short for user-defined.
+extern const char kUserDefinedNamePrefix[];
+
+namespace vk
+{
+
+// Specialization constant ids
+enum class SpecializationConstantId : uint32_t
+{
+ SurfaceRotation = 0,
+ Dither = 1,
+
+ InvalidEnum = 2,
+ EnumCount = InvalidEnum,
+};
+
+enum class SpecConstUsage : uint32_t
+{
+ Rotation = 0,
+ Dither = 1,
+
+ InvalidEnum = 2,
+ EnumCount = InvalidEnum,
+};
+
+enum ColorAttachmentDitherControl
+{
+ // See comments in ContextVk::updateDither and EmulateDithering.cpp
+ kDitherControlNoDither = 0,
+ kDitherControlDither4444 = 1,
+ kDitherControlDither5551 = 2,
+ kDitherControlDither565 = 3,
+};
+
+// Interface block name containing the aggregate default uniforms
+extern const char kDefaultUniformsNameVS[];
+extern const char kDefaultUniformsNameTCS[];
+extern const char kDefaultUniformsNameTES[];
+extern const char kDefaultUniformsNameGS[];
+extern const char kDefaultUniformsNameFS[];
+extern const char kDefaultUniformsNameCS[];
+
+// Interface block and variable names containing driver uniforms
+extern const char kDriverUniformsBlockName[];
+extern const char kDriverUniformsVarName[];
+
+// Packing information for driver uniform's misc field:
+// - 1 bit for whether surface rotation results in swapped axes
+// - 5 bits for advanced blend equation
+// - 6 bits for sample count
+// - 8 bits for enabled clip planes
+// - 1 bit for whether depth should be transformed to Vulkan clip space
+// - 11 bits unused
+constexpr uint32_t kDriverUniformsMiscSwapXYMask = 0x1;
+constexpr uint32_t kDriverUniformsMiscAdvancedBlendEquationOffset = 1;
+constexpr uint32_t kDriverUniformsMiscAdvancedBlendEquationMask = 0x1F;
+constexpr uint32_t kDriverUniformsMiscSampleCountOffset = 6;
+constexpr uint32_t kDriverUniformsMiscSampleCountMask = 0x3F;
+constexpr uint32_t kDriverUniformsMiscEnabledClipPlanesOffset = 12;
+constexpr uint32_t kDriverUniformsMiscEnabledClipPlanesMask = 0xFF;
+constexpr uint32_t kDriverUniformsMiscTransformDepthOffset = 20;
+constexpr uint32_t kDriverUniformsMiscTransformDepthMask = 0x1;
+
+// Interface block array name used for atomic counter emulation
+extern const char kAtomicCountersBlockName[];
+
+// Transform feedback emulation support
+extern const char kXfbEmulationGetOffsetsFunctionName[];
+extern const char kXfbEmulationCaptureFunctionName[];
+extern const char kXfbEmulationBufferBlockName[];
+extern const char kXfbEmulationBufferName[];
+extern const char kXfbEmulationBufferFieldName[];
+
+// Transform feedback extension support
+extern const char kXfbExtensionPositionOutName[];
+
+// Pre-rotation support
+extern const char kTransformPositionFunctionName[];
+
+// EXT_shader_framebuffer_fetch and EXT_shader_framebuffer_fetch_non_coherent
+extern const char kInputAttachmentName[];
+
+} // namespace vk
+
+namespace mtl
+{
+// Specialization constant to enable GL_SAMPLE_COVERAGE_VALUE emulation.
+extern const char kCoverageMaskEnabledConstName[];
+
+// Specialization constant to emulate rasterizer discard.
+extern const char kRasterizerDiscardEnabledConstName[];
+
+// Specialization constant to enable depth write in fragment shaders.
+extern const char kDepthWriteEnabledConstName[];
+} // namespace mtl
+
+// For backends that use glslang (the Vulkan shader compiler), i.e. Vulkan and Metal, call these to
+// initialize and finalize glslang itself. This can be called independently from Initialize() and
+// Finalize().
+void InitializeGlslang();
+void FinalizeGlslang();
+
+} // namespace sh
+
+#endif // GLSLANG_SHADERLANG_H_