зеркало из https://github.com/mozilla/gecko-dev.git
592 строки
25 KiB
C++
592 строки
25 KiB
C++
//
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// Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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//
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#ifndef GLSLANG_SHADERLANG_H_
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#define GLSLANG_SHADERLANG_H_
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#include <stddef.h>
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#include "KHR/khrplatform.h"
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#include <array>
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#include <map>
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#include <string>
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#include <vector>
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//
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// This is the platform independent interface between an OGL driver
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// and the shading language compiler.
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//
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// Note: make sure to increment ANGLE_SH_VERSION when changing ShaderVars.h
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#include "ShaderVars.h"
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// Version number for shader translation API.
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// It is incremented every time the API changes.
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#define ANGLE_SH_VERSION 182
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enum ShShaderSpec
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{
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SH_GLES2_SPEC,
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SH_WEBGL_SPEC,
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SH_GLES3_SPEC,
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SH_WEBGL2_SPEC,
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SH_GLES3_1_SPEC,
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SH_WEBGL3_SPEC,
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};
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enum ShShaderOutput
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{
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// ESSL output only supported in some configurations.
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SH_ESSL_OUTPUT = 0x8B45,
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// GLSL output only supported in some configurations.
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SH_GLSL_COMPATIBILITY_OUTPUT = 0x8B46,
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// Note: GL introduced core profiles in 1.5.
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SH_GLSL_130_OUTPUT = 0x8B47,
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SH_GLSL_140_OUTPUT = 0x8B80,
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SH_GLSL_150_CORE_OUTPUT = 0x8B81,
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SH_GLSL_330_CORE_OUTPUT = 0x8B82,
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SH_GLSL_400_CORE_OUTPUT = 0x8B83,
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SH_GLSL_410_CORE_OUTPUT = 0x8B84,
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SH_GLSL_420_CORE_OUTPUT = 0x8B85,
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SH_GLSL_430_CORE_OUTPUT = 0x8B86,
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SH_GLSL_440_CORE_OUTPUT = 0x8B87,
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SH_GLSL_450_CORE_OUTPUT = 0x8B88,
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// Prefer using these to specify HLSL output type:
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SH_HLSL_3_0_OUTPUT = 0x8B48, // D3D 9
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SH_HLSL_4_1_OUTPUT = 0x8B49, // D3D 11
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SH_HLSL_4_0_FL9_3_OUTPUT = 0x8B4A, // D3D 11 feature level 9_3
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// Output specialized GLSL to be fed to glslang for Vulkan SPIR.
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SH_GLSL_VULKAN_OUTPUT = 0x8B4B,
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};
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// Compile options.
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// The Compile options type is defined in ShaderVars.h, to allow ANGLE to import the ShaderVars
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// header without needing the ShaderLang header. This avoids some conflicts with glslang.
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const ShCompileOptions SH_VALIDATE = 0;
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const ShCompileOptions SH_VALIDATE_LOOP_INDEXING = UINT64_C(1) << 0;
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const ShCompileOptions SH_INTERMEDIATE_TREE = UINT64_C(1) << 1;
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const ShCompileOptions SH_OBJECT_CODE = UINT64_C(1) << 2;
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const ShCompileOptions SH_VARIABLES = UINT64_C(1) << 3;
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const ShCompileOptions SH_LINE_DIRECTIVES = UINT64_C(1) << 4;
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const ShCompileOptions SH_SOURCE_PATH = UINT64_C(1) << 5;
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// This flag will keep invariant declaration for input in fragment shader for GLSL >=4.20 on AMD.
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// From GLSL >= 4.20, it's optional to add invariant for fragment input, but GPU vendors have
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// different implementations about this. Some drivers forbid invariant in fragment for GLSL>= 4.20,
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// e.g. Linux Mesa, some drivers treat that as optional, e.g. NVIDIA, some drivers require invariant
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// must match between vertex and fragment shader, e.g. AMD. The behavior on AMD is obviously wrong.
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// Remove invariant for input in fragment shader to workaround the restriction on Intel Mesa.
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// But don't remove on AMD Linux to avoid triggering the bug on AMD.
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const ShCompileOptions SH_DONT_REMOVE_INVARIANT_FOR_FRAGMENT_INPUT = UINT64_C(1) << 6;
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// Due to spec difference between GLSL 4.1 or lower and ESSL3, some platforms (for example, Mac OSX
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// core profile) require a variable's "invariant"/"centroid" qualifiers to match between vertex and
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// fragment shader. A simple solution to allow such shaders to link is to omit the two qualifiers.
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// AMD driver in Linux requires invariant qualifier to match between vertex and fragment shaders,
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// while ESSL3 disallows invariant qualifier in fragment shader and GLSL >= 4.2 doesn't require
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// invariant qualifier to match between shaders. Remove invariant qualifier from vertex shader to
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// workaround AMD driver bug.
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// Note that the two flags take effect on ESSL3 input shaders translated to GLSL 4.1 or lower and to
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// GLSL 4.2 or newer on Linux AMD.
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// TODO(zmo): This is not a good long-term solution. Simply dropping these qualifiers may break some
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// developers' content. A more complex workaround of dynamically generating, compiling, and
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// re-linking shaders that use these qualifiers should be implemented.
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const ShCompileOptions SH_REMOVE_INVARIANT_AND_CENTROID_FOR_ESSL3 = UINT64_C(1) << 7;
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// This flag works around bug in Intel Mac drivers related to abs(i) where
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// i is an integer.
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const ShCompileOptions SH_EMULATE_ABS_INT_FUNCTION = UINT64_C(1) << 8;
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// Enforce the GLSL 1.017 Appendix A section 7 packing restrictions.
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// This flag only enforces (and can only enforce) the packing
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// restrictions for uniform variables in both vertex and fragment
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// shaders. ShCheckVariablesWithinPackingLimits() lets embedders
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// enforce the packing restrictions for varying variables during
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// program link time.
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const ShCompileOptions SH_ENFORCE_PACKING_RESTRICTIONS = UINT64_C(1) << 9;
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// This flag ensures all indirect (expression-based) array indexing
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// is clamped to the bounds of the array. This ensures, for example,
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// that you cannot read off the end of a uniform, whether an array
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// vec234, or mat234 type. The ShArrayIndexClampingStrategy enum,
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// specified in the ShBuiltInResources when constructing the
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// compiler, selects the strategy for the clamping implementation.
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const ShCompileOptions SH_CLAMP_INDIRECT_ARRAY_BOUNDS = UINT64_C(1) << 10;
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// This flag limits the complexity of an expression.
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const ShCompileOptions SH_LIMIT_EXPRESSION_COMPLEXITY = UINT64_C(1) << 11;
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// This flag limits the depth of the call stack.
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const ShCompileOptions SH_LIMIT_CALL_STACK_DEPTH = UINT64_C(1) << 12;
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// This flag initializes gl_Position to vec4(0,0,0,0) at the
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// beginning of the vertex shader's main(), and has no effect in the
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// fragment shader. It is intended as a workaround for drivers which
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// incorrectly fail to link programs if gl_Position is not written.
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const ShCompileOptions SH_INIT_GL_POSITION = UINT64_C(1) << 13;
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// This flag replaces
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// "a && b" with "a ? b : false",
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// "a || b" with "a ? true : b".
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// This is to work around a MacOSX driver bug that |b| is executed
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// independent of |a|'s value.
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const ShCompileOptions SH_UNFOLD_SHORT_CIRCUIT = UINT64_C(1) << 14;
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// This flag initializes output variables to 0 at the beginning of main().
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// It is to avoid undefined behaviors.
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const ShCompileOptions SH_INIT_OUTPUT_VARIABLES = UINT64_C(1) << 15;
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// This flag scalarizes vec/ivec/bvec/mat constructor args.
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// It is intended as a workaround for Linux/Mac driver bugs.
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const ShCompileOptions SH_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS = UINT64_C(1) << 16;
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// This flag overwrites a struct name with a unique prefix.
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// It is intended as a workaround for drivers that do not handle
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// struct scopes correctly, including all Mac drivers and Linux AMD.
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const ShCompileOptions SH_REGENERATE_STRUCT_NAMES = UINT64_C(1) << 17;
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// This flag makes the compiler not prune unused function early in the
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// compilation process. Pruning coupled with SH_LIMIT_CALL_STACK_DEPTH
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// helps avoid bad shaders causing stack overflows.
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const ShCompileOptions SH_DONT_PRUNE_UNUSED_FUNCTIONS = UINT64_C(1) << 18;
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// This flag works around a bug in NVIDIA 331 series drivers related
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// to pow(x, y) where y is a constant vector.
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const ShCompileOptions SH_REMOVE_POW_WITH_CONSTANT_EXPONENT = UINT64_C(1) << 19;
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// This flag works around bugs in Mac drivers related to do-while by
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// transforming them into an other construct.
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const ShCompileOptions SH_REWRITE_DO_WHILE_LOOPS = UINT64_C(1) << 20;
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// This flag works around a bug in the HLSL compiler optimizer that folds certain
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// constant pow expressions incorrectly. Only applies to the HLSL back-end. It works
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// by expanding the integer pow expressions into a series of multiplies.
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const ShCompileOptions SH_EXPAND_SELECT_HLSL_INTEGER_POW_EXPRESSIONS = UINT64_C(1) << 21;
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// Flatten "#pragma STDGL invariant(all)" into the declarations of
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// varying variables and built-in GLSL variables. This compiler
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// option is enabled automatically when needed.
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const ShCompileOptions SH_FLATTEN_PRAGMA_STDGL_INVARIANT_ALL = UINT64_C(1) << 22;
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// Some drivers do not take into account the base level of the texture in the results of the
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// HLSL GetDimensions builtin. This flag instructs the compiler to manually add the base level
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// offsetting.
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const ShCompileOptions SH_HLSL_GET_DIMENSIONS_IGNORES_BASE_LEVEL = UINT64_C(1) << 23;
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// This flag works around an issue in translating GLSL function texelFetchOffset on
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// INTEL drivers. It works by translating texelFetchOffset into texelFetch.
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const ShCompileOptions SH_REWRITE_TEXELFETCHOFFSET_TO_TEXELFETCH = UINT64_C(1) << 24;
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// This flag works around condition bug of for and while loops in Intel Mac OSX drivers.
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// Condition calculation is not correct. Rewrite it from "CONDITION" to "CONDITION && true".
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const ShCompileOptions SH_ADD_AND_TRUE_TO_LOOP_CONDITION = UINT64_C(1) << 25;
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// This flag works around a bug in evaluating unary minus operator on integer on some INTEL
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// drivers. It works by translating -(int) into ~(int) + 1.
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const ShCompileOptions SH_REWRITE_INTEGER_UNARY_MINUS_OPERATOR = UINT64_C(1) << 26;
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// This flag works around a bug in evaluating isnan() on some INTEL D3D and Mac OSX drivers.
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// It works by using an expression to emulate this function.
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const ShCompileOptions SH_EMULATE_ISNAN_FLOAT_FUNCTION = UINT64_C(1) << 27;
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// This flag will use all uniforms of unused std140 and shared uniform blocks at the
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// beginning of the vertex/fragment shader's main(). It is intended as a workaround for Mac
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// drivers with shader version 4.10. In those drivers, they will treat unused
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// std140 and shared uniform blocks' members as inactive. However, WebGL2.0 based on
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// OpenGL ES3.0.4 requires all members of a named uniform block declared with a shared or std140
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// layout qualifier to be considered active. The uniform block itself is also considered active.
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const ShCompileOptions SH_USE_UNUSED_STANDARD_SHARED_BLOCKS = UINT64_C(1) << 28;
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// This flag works around a bug in unary minus operator on float numbers on Intel
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// Mac OSX 10.11 drivers. It works by translating -float into 0.0 - float.
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const ShCompileOptions SH_REWRITE_FLOAT_UNARY_MINUS_OPERATOR = UINT64_C(1) << 29;
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// This flag works around a bug in evaluating atan(y, x) on some NVIDIA OpenGL drivers.
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// It works by using an expression to emulate this function.
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const ShCompileOptions SH_EMULATE_ATAN2_FLOAT_FUNCTION = UINT64_C(1) << 30;
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// Set to 1 to translate gl_ViewID_OVR to an uniform so that the extension can be emulated.
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// "uniform highp uint ViewID_OVR".
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const ShCompileOptions SH_TRANSLATE_VIEWID_OVR_TO_UNIFORM = UINT64_C(1) << 31;
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// Set to initialize uninitialized local variables. Should only be used with GLSL output. In HLSL
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// output variables are initialized regardless of if this flag is set.
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const ShCompileOptions SH_INITIALIZE_UNINITIALIZED_LOCALS = UINT64_C(1) << 32;
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// The flag modifies the shader in the following way:
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// Every occurrence of gl_InstanceID is replaced by the global temporary variable InstanceID.
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// Every occurrence of gl_ViewID_OVR is replaced by the varying variable ViewID_OVR.
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// At the beginning of the body of main() in a vertex shader the following initializers are added:
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// ViewID_OVR = uint(gl_InstanceID) % num_views;
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// InstanceID = gl_InstanceID / num_views;
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// ViewID_OVR is added as a varying variable to both the vertex and fragment shaders.
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const ShCompileOptions SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW = UINT64_C(1) << 33;
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// With the flag enabled the GLSL/ESSL vertex shader is modified to include code for viewport
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// selection in the following way:
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// - Code to enable the extension NV_viewport_array2 is included.
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// - Code to select the viewport index or layer is inserted at the beginning of main after
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// ViewID_OVR's initialization.
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// - A declaration of the uniform multiviewBaseViewLayerIndex.
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// Note: The SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW flag also has to be enabled to have the
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// temporary variable ViewID_OVR declared and initialized.
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const ShCompileOptions SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER = UINT64_C(1) << 34;
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// If the flag is enabled, gl_PointSize is clamped to the maximum point size specified in
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// ShBuiltInResources in vertex shaders.
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const ShCompileOptions SH_CLAMP_POINT_SIZE = UINT64_C(1) << 35;
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// Defines alternate strategies for implementing array index clamping.
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enum ShArrayIndexClampingStrategy
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{
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// Use the clamp intrinsic for array index clamping.
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SH_CLAMP_WITH_CLAMP_INTRINSIC = 1,
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// Use a user-defined function for array index clamping.
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SH_CLAMP_WITH_USER_DEFINED_INT_CLAMP_FUNCTION
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};
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// The 64 bits hash function. The first parameter is the input string; the
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// second parameter is the string length.
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using ShHashFunction64 = khronos_uint64_t (*)(const char *, size_t);
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//
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// Implementation dependent built-in resources (constants and extensions).
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// The names for these resources has been obtained by stripping gl_/GL_.
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//
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struct ShBuiltInResources
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{
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// Constants.
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int MaxVertexAttribs;
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int MaxVertexUniformVectors;
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int MaxVaryingVectors;
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int MaxVertexTextureImageUnits;
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int MaxCombinedTextureImageUnits;
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int MaxTextureImageUnits;
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int MaxFragmentUniformVectors;
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int MaxDrawBuffers;
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// Extensions.
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// Set to 1 to enable the extension, else 0.
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int OES_standard_derivatives;
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int OES_EGL_image_external;
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int OES_EGL_image_external_essl3;
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int NV_EGL_stream_consumer_external;
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int ARB_texture_rectangle;
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int EXT_blend_func_extended;
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int EXT_draw_buffers;
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int EXT_frag_depth;
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int EXT_shader_texture_lod;
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int WEBGL_debug_shader_precision;
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int EXT_shader_framebuffer_fetch;
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int NV_shader_framebuffer_fetch;
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int ARM_shader_framebuffer_fetch;
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int OVR_multiview;
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int EXT_YUV_target;
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int OES_geometry_shader;
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// Set to 1 to enable replacing GL_EXT_draw_buffers #extension directives
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// with GL_NV_draw_buffers in ESSL output. This flag can be used to emulate
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// EXT_draw_buffers by using it in combination with GLES3.0 glDrawBuffers
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// function. This applies to Tegra K1 devices.
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int NV_draw_buffers;
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// Set to 1 if highp precision is supported in the ESSL 1.00 version of the
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// fragment language. Does not affect versions of the language where highp
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// support is mandatory.
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// Default is 0.
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int FragmentPrecisionHigh;
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// GLSL ES 3.0 constants.
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int MaxVertexOutputVectors;
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int MaxFragmentInputVectors;
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int MinProgramTexelOffset;
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int MaxProgramTexelOffset;
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// Extension constants.
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// Value of GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT for OpenGL ES output context.
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// Value of GL_MAX_DUAL_SOURCE_DRAW_BUFFERS for OpenGL output context.
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// GLES SL version 100 gl_MaxDualSourceDrawBuffersEXT value for EXT_blend_func_extended.
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int MaxDualSourceDrawBuffers;
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// Value of GL_MAX_VIEWS_OVR.
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int MaxViewsOVR;
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// Name Hashing.
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// Set a 64 bit hash function to enable user-defined name hashing.
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// Default is NULL.
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ShHashFunction64 HashFunction;
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// Selects a strategy to use when implementing array index clamping.
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// Default is SH_CLAMP_WITH_CLAMP_INTRINSIC.
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ShArrayIndexClampingStrategy ArrayIndexClampingStrategy;
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// The maximum complexity an expression can be when SH_LIMIT_EXPRESSION_COMPLEXITY is turned on.
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int MaxExpressionComplexity;
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// The maximum depth a call stack can be.
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int MaxCallStackDepth;
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// The maximum number of parameters a function can have when SH_LIMIT_EXPRESSION_COMPLEXITY is
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// turned on.
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int MaxFunctionParameters;
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// GLES 3.1 constants
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// texture gather offset constraints.
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int MinProgramTextureGatherOffset;
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int MaxProgramTextureGatherOffset;
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// maximum number of available image units
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int MaxImageUnits;
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// maximum number of image uniforms in a vertex shader
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int MaxVertexImageUniforms;
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// maximum number of image uniforms in a fragment shader
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int MaxFragmentImageUniforms;
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// maximum number of image uniforms in a compute shader
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int MaxComputeImageUniforms;
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// maximum total number of image uniforms in a program
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int MaxCombinedImageUniforms;
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// maximum number of uniform locations
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int MaxUniformLocations;
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// maximum number of ssbos and images in a shader
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int MaxCombinedShaderOutputResources;
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// maximum number of groups in each dimension
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std::array<int, 3> MaxComputeWorkGroupCount;
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// maximum number of threads per work group in each dimension
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std::array<int, 3> MaxComputeWorkGroupSize;
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// maximum number of total uniform components
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int MaxComputeUniformComponents;
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// maximum number of texture image units in a compute shader
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int MaxComputeTextureImageUnits;
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// maximum number of atomic counters in a compute shader
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int MaxComputeAtomicCounters;
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// maximum number of atomic counter buffers in a compute shader
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int MaxComputeAtomicCounterBuffers;
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// maximum number of atomic counters in a vertex shader
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int MaxVertexAtomicCounters;
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// maximum number of atomic counters in a fragment shader
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int MaxFragmentAtomicCounters;
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// maximum number of atomic counters in a program
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int MaxCombinedAtomicCounters;
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// maximum binding for an atomic counter
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int MaxAtomicCounterBindings;
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// maximum number of atomic counter buffers in a vertex shader
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int MaxVertexAtomicCounterBuffers;
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// maximum number of atomic counter buffers in a fragment shader
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int MaxFragmentAtomicCounterBuffers;
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// maximum number of atomic counter buffers in a program
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int MaxCombinedAtomicCounterBuffers;
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// maximum number of buffer object storage in machine units
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int MaxAtomicCounterBufferSize;
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// maximum number of uniform block bindings
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int MaxUniformBufferBindings;
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// maximum number of shader storage buffer bindings
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int MaxShaderStorageBufferBindings;
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// maximum point size (higher limit from ALIASED_POINT_SIZE_RANGE)
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float MaxPointSize;
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// OES_geometry_shader constants
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int MaxGeometryUniformComponents;
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int MaxGeometryUniformBlocks;
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int MaxGeometryInputComponents;
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int MaxGeometryOutputComponents;
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int MaxGeometryOutputVertices;
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int MaxGeometryTotalOutputComponents;
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int MaxGeometryTextureImageUnits;
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int MaxGeometryAtomicCounterBuffers;
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int MaxGeometryAtomicCounters;
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int MaxGeometryShaderStorageBlocks;
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int MaxGeometryShaderInvocations;
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int MaxGeometryImageUniforms;
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|
};
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|
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|
//
|
|
// ShHandle held by but opaque to the driver. It is allocated,
|
|
// managed, and de-allocated by the compiler. Its contents
|
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// are defined by and used by the compiler.
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//
|
|
// If handle creation fails, 0 will be returned.
|
|
//
|
|
using ShHandle = void *;
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|
|
|
namespace sh
|
|
{
|
|
|
|
//
|
|
// Driver must call this first, once, before doing any other compiler operations.
|
|
// If the function succeeds, the return value is true, else false.
|
|
//
|
|
bool Initialize();
|
|
//
|
|
// Driver should call this at shutdown.
|
|
// If the function succeeds, the return value is true, else false.
|
|
//
|
|
bool Finalize();
|
|
|
|
//
|
|
// Initialize built-in resources with minimum expected values.
|
|
// Parameters:
|
|
// resources: The object to initialize. Will be comparable with memcmp.
|
|
//
|
|
void InitBuiltInResources(ShBuiltInResources *resources);
|
|
|
|
//
|
|
// Returns the a concatenated list of the items in ShBuiltInResources as a null-terminated string.
|
|
// This function must be updated whenever ShBuiltInResources is changed.
|
|
// Parameters:
|
|
// handle: Specifies the handle of the compiler to be used.
|
|
const std::string &GetBuiltInResourcesString(const ShHandle handle);
|
|
|
|
//
|
|
// Driver calls these to create and destroy compiler objects.
|
|
//
|
|
// Returns the handle of constructed compiler, null if the requested compiler is not supported.
|
|
// Parameters:
|
|
// type: Specifies the type of shader - GL_FRAGMENT_SHADER or GL_VERTEX_SHADER.
|
|
// spec: Specifies the language spec the compiler must conform to - SH_GLES2_SPEC or SH_WEBGL_SPEC.
|
|
// output: Specifies the output code type - for example SH_ESSL_OUTPUT, SH_GLSL_OUTPUT,
|
|
// SH_HLSL_3_0_OUTPUT or SH_HLSL_4_1_OUTPUT. Note: Each output type may only
|
|
// be supported in some configurations.
|
|
// resources: Specifies the built-in resources.
|
|
ShHandle ConstructCompiler(sh::GLenum type,
|
|
ShShaderSpec spec,
|
|
ShShaderOutput output,
|
|
const ShBuiltInResources *resources);
|
|
void Destruct(ShHandle handle);
|
|
|
|
//
|
|
// Compiles the given shader source.
|
|
// If the function succeeds, the return value is true, else false.
|
|
// Parameters:
|
|
// handle: Specifies the handle of compiler to be used.
|
|
// shaderStrings: Specifies an array of pointers to null-terminated strings containing the shader
|
|
// source code.
|
|
// numStrings: Specifies the number of elements in shaderStrings array.
|
|
// compileOptions: A mask containing the following parameters:
|
|
// SH_VALIDATE: Validates shader to ensure that it conforms to the spec
|
|
// specified during compiler construction.
|
|
// SH_VALIDATE_LOOP_INDEXING: Validates loop and indexing in the shader to
|
|
// ensure that they do not exceed the minimum
|
|
// functionality mandated in GLSL 1.0 spec,
|
|
// Appendix A, Section 4 and 5.
|
|
// There is no need to specify this parameter when
|
|
// compiling for WebGL - it is implied.
|
|
// SH_INTERMEDIATE_TREE: Writes intermediate tree to info log.
|
|
// Can be queried by calling sh::GetInfoLog().
|
|
// SH_OBJECT_CODE: Translates intermediate tree to glsl or hlsl shader.
|
|
// Can be queried by calling sh::GetObjectCode().
|
|
// SH_VARIABLES: Extracts attributes, uniforms, and varyings.
|
|
// Can be queried by calling ShGetVariableInfo().
|
|
//
|
|
bool Compile(const ShHandle handle,
|
|
const char *const shaderStrings[],
|
|
size_t numStrings,
|
|
ShCompileOptions compileOptions);
|
|
|
|
// Clears the results from the previous compilation.
|
|
void ClearResults(const ShHandle handle);
|
|
|
|
// Return the version of the shader language.
|
|
int GetShaderVersion(const ShHandle handle);
|
|
|
|
// Return the currently set language output type.
|
|
ShShaderOutput GetShaderOutputType(const ShHandle handle);
|
|
|
|
// Returns null-terminated information log for a compiled shader.
|
|
// Parameters:
|
|
// handle: Specifies the compiler
|
|
const std::string &GetInfoLog(const ShHandle handle);
|
|
|
|
// Returns null-terminated object code for a compiled shader.
|
|
// Parameters:
|
|
// handle: Specifies the compiler
|
|
const std::string &GetObjectCode(const ShHandle handle);
|
|
|
|
// Returns a (original_name, hash) map containing all the user defined names in the shader,
|
|
// including variable names, function names, struct names, and struct field names.
|
|
// Parameters:
|
|
// handle: Specifies the compiler
|
|
const std::map<std::string, std::string> *GetNameHashingMap(const ShHandle handle);
|
|
|
|
// Shader variable inspection.
|
|
// Returns a pointer to a list of variables of the designated type.
|
|
// (See ShaderVars.h for type definitions, included above)
|
|
// Returns NULL on failure.
|
|
// Parameters:
|
|
// handle: Specifies the compiler
|
|
const std::vector<sh::Uniform> *GetUniforms(const ShHandle handle);
|
|
const std::vector<sh::Varying> *GetVaryings(const ShHandle handle);
|
|
const std::vector<sh::Varying> *GetInputVaryings(const ShHandle handle);
|
|
const std::vector<sh::Varying> *GetOutputVaryings(const ShHandle handle);
|
|
const std::vector<sh::Attribute> *GetAttributes(const ShHandle handle);
|
|
const std::vector<sh::OutputVariable> *GetOutputVariables(const ShHandle handle);
|
|
const std::vector<sh::InterfaceBlock> *GetInterfaceBlocks(const ShHandle handle);
|
|
const std::vector<sh::InterfaceBlock> *GetUniformBlocks(const ShHandle handle);
|
|
const std::vector<sh::InterfaceBlock> *GetShaderStorageBlocks(const ShHandle handle);
|
|
sh::WorkGroupSize GetComputeShaderLocalGroupSize(const ShHandle handle);
|
|
// Returns the number of views specified through the num_views layout qualifier. If num_views is
|
|
// not set, the function returns -1.
|
|
int GetVertexShaderNumViews(const ShHandle handle);
|
|
|
|
// Returns true if the passed in variables pack in maxVectors followingthe packing rules from the
|
|
// GLSL 1.017 spec, Appendix A, section 7.
|
|
// Returns false otherwise. Also look at the SH_ENFORCE_PACKING_RESTRICTIONS
|
|
// flag above.
|
|
// Parameters:
|
|
// maxVectors: the available rows of registers.
|
|
// variables: an array of variables.
|
|
bool CheckVariablesWithinPackingLimits(int maxVectors,
|
|
const std::vector<sh::ShaderVariable> &variables);
|
|
|
|
// Gives the compiler-assigned register for a uniform block.
|
|
// The method writes the value to the output variable "indexOut".
|
|
// Returns true if it found a valid uniform block, false otherwise.
|
|
// Parameters:
|
|
// handle: Specifies the compiler
|
|
// uniformBlockName: Specifies the uniform block
|
|
// indexOut: output variable that stores the assigned register
|
|
bool GetUniformBlockRegister(const ShHandle handle,
|
|
const std::string &uniformBlockName,
|
|
unsigned int *indexOut);
|
|
|
|
// Gives a map from uniform names to compiler-assigned registers in the default uniform block.
|
|
// Note that the map contains also registers of samplers that have been extracted from structs.
|
|
const std::map<std::string, unsigned int> *GetUniformRegisterMap(const ShHandle handle);
|
|
|
|
} // namespace sh
|
|
|
|
#endif // GLSLANG_SHADERLANG_H_
|