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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 257
+
+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,
+};
+
+// 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;
+
+// If requested, validates the AST after every transformation. Useful for debugging.
+const ShCompileOptions SH_VALIDATE_AST = 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.
+// TODO(http://anglebug.com/4361): fix for compute shaders.
+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 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) << 18;
+
+// 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) << 19;
+
+// 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) << 20;
+
+// 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) << 21;
+
+// 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) << 22;
+
+// 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) << 23;
+
+// 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) << 24;
+
+// 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) << 25;
+
+// 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) << 26;
+
+// 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) << 27;
+
+// 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) << 28;
+
+// 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) << 29;
+
+// 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) << 30;
+
+// 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) << 31;
+
+// 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) << 32;
+
+// 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) << 33;
+
+// 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) << 34;
+
+// 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) << 35;
+
+// 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) << 36;
+
+// 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) << 37;
+
+// Rewrite gl_DrawID as a uniform int
+const ShCompileOptions SH_EMULATE_GL_DRAW_ID = UINT64_C(1) << 38;
+
+// 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) << 39;
+
+// 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) << 40;
+
+// Rewrite gl_BaseVertex and gl_BaseInstance as uniform int
+const ShCompileOptions SH_EMULATE_GL_BASE_VERTEX_BASE_INSTANCE = UINT64_C(1) << 41;
+
+// 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.
+const ShCompileOptions SH_EMULATE_SEAMFUL_CUBE_MAP_SAMPLING = UINT64_C(1) << 42;
+
+// This flag controls how to translate WEBGL_video_texture sampling function.
+const ShCompileOptions SH_TAKE_VIDEO_TEXTURE_AS_EXTERNAL_OES = UINT64_C(1) << 43;
+
+// 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.
+const ShCompileOptions SH_ADD_BASE_VERTEX_TO_VERTEX_ID = UINT64_C(1) << 44;
+
+// This works around the dynamic lvalue indexing of swizzled vectors on various platforms.
+const ShCompileOptions SH_REMOVE_DYNAMIC_INDEXING_OF_SWIZZLED_VECTOR = UINT64_C(1) << 45;
+
+// This flag works around a slow fxc compile performance issue with dynamic uniform indexing.
+const ShCompileOptions SH_ALLOW_TRANSLATE_UNIFORM_BLOCK_TO_STRUCTUREDBUFFER = UINT64_C(1) << 46;
+
+// This flag indicates whether Bresenham line raster emulation code should be generated. This
+// emulation is necessary if the backend uses a differnet algorithm to draw lines. Currently only
+// implemented for the Vulkan backend.
+const ShCompileOptions SH_ADD_BRESENHAM_LINE_RASTER_EMULATION = UINT64_C(1) << 47;
+
+// 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.
+const ShCompileOptions SH_DISABLE_ARB_TEXTURE_RECTANGLE = UINT64_C(1) << 48;
+
+// This flag works around a driver bug by rewriting uses of row-major matrices
+// as column-major in ESSL 3.00 and greater shaders.
+const ShCompileOptions SH_REWRITE_ROW_MAJOR_MATRICES = UINT64_C(1) << 49;
+
+// Drop any explicit precision qualifiers from shader.
+const ShCompileOptions SH_IGNORE_PRECISION_QUALIFIERS = UINT64_C(1) << 50;
+
+// Allow compiler to do early fragment tests as an optimization.
+const ShCompileOptions SH_EARLY_FRAGMENT_TESTS_OPTIMIZATION = UINT64_C(1) << 51;
+
+// Allow compiler to insert Android pre-rotation code.
+const ShCompileOptions SH_ADD_PRE_ROTATION = UINT64_C(1) << 52;
+
+const ShCompileOptions SH_FORCE_SHADER_PRECISION_HIGHP_TO_MEDIUMP = UINT64_C(1) << 53;
+
+// Allow compiler to use specialization constant to do pre-rotation and y flip.
+const ShCompileOptions SH_USE_SPECIALIZATION_CONSTANT = UINT64_C(1) << 54;
+
+// Ask compiler to generate Vulkan transform feedback emulation support code.
+const ShCompileOptions SH_ADD_VULKAN_XFB_EMULATION_SUPPORT_CODE = UINT64_C(1) << 55;
+
+// Ask compiler to generate Vulkan transform feedback support code when using the
+// VK_EXT_transform_feedback extension.
+const ShCompileOptions SH_ADD_VULKAN_XFB_EXTENSION_SUPPORT_CODE = UINT64_C(1) << 56;
+
+// 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.
+const ShCompileOptions SH_INIT_FRAGMENT_OUTPUT_VARIABLES = UINT64_C(1) << 57;
+
+// 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 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_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_texture_multisample;
+ int ANGLE_multi_draw;
+ 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;
+
+ // 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;
+
+ // 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;
+};
+
+//
+// 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 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, or SPIR-V binary.
+// 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. 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 compiler has injected instructions for early fragment tests as an optimization
+bool HasEarlyFragmentTestsOptimization(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 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);
+
+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 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);
+
+//
+// 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
+{
+ LineRasterEmulation = 0,
+ SurfaceRotation = 1,
+ DrawableWidth = 2,
+ DrawableHeight = 3,
+
+ InvalidEnum = 4,
+ EnumCount = InvalidEnum,
+};
+
+enum class SurfaceRotation : uint32_t
+{
+ Identity,
+ Rotated90Degrees,
+ Rotated180Degrees,
+ Rotated270Degrees,
+ FlippedIdentity,
+ FlippedRotated90Degrees,
+ FlippedRotated180Degrees,
+ FlippedRotated270Degrees,
+
+ InvalidEnum,
+ EnumCount = InvalidEnum,
+};
+
+enum class SpecConstUsage : uint32_t
+{
+ LineRasterEmulation = 0,
+ YFlip = 1,
+ Rotation = 2,
+ DrawableSize = 3,
+
+ InvalidEnum = 4,
+ EnumCount = InvalidEnum,
+};
+
+// 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[];
+
+// Interface block array name used for atomic counter emulation
+extern const char kAtomicCountersBlockName[];
+
+// Line raster emulation varying
+extern const char kLineRasterEmulationPosition[];
+
+// 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[];
+
+// 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[];
+} // 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_