| // |
| // 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 218 |
| |
| enum ShShaderSpec |
| { |
| SH_GLES2_SPEC, |
| SH_WEBGL_SPEC, |
| |
| SH_GLES3_SPEC, |
| SH_WEBGL2_SPEC, |
| |
| SH_GLES3_1_SPEC, |
| SH_WEBGL3_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 specialized GLSL to be fed to glslang for Vulkan SPIR. |
| SH_GLSL_VULKAN_OUTPUT = 0x8B4B, |
| |
| // Output specialized GLSL to be fed to glslang for Vulkan SPIR to be cross compiled to Metal |
| // later. |
| SH_GLSL_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; |
| |
| // This flag will keep invariant declaration for input in fragment shader for GLSL >=4.20 on AMD. |
| // From GLSL >= 4.20, it's optional to add invariant for fragment input, but GPU vendors have |
| // different implementations about this. Some drivers forbid invariant in fragment for GLSL>= 4.20, |
| // e.g. Linux Mesa, some drivers treat that as optional, e.g. NVIDIA, some drivers require invariant |
| // must match between vertex and fragment shader, e.g. AMD. The behavior on AMD is obviously wrong. |
| // Remove invariant for input in fragment shader to workaround the restriction on Intel Mesa. |
| // But don't remove on AMD Linux to avoid triggering the bug on AMD. |
| const ShCompileOptions SH_DONT_REMOVE_INVARIANT_FOR_FRAGMENT_INPUT = 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. |
| 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 makes the compiler not prune unused function early in the |
| // compilation process. Pruning coupled with SH_LIMIT_CALL_STACK_DEPTH |
| // helps avoid bad shaders causing stack overflows. |
| const ShCompileOptions SH_DONT_PRUNE_UNUSED_FUNCTIONS = UINT64_C(1) << 18; |
| |
| // This flag works around a bug in NVIDIA 331 series drivers related |
| // to pow(x, y) where y is a constant vector. |
| const ShCompileOptions SH_REMOVE_POW_WITH_CONSTANT_EXPONENT = UINT64_C(1) << 19; |
| |
| // 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) << 20; |
| |
| // 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) << 21; |
| |
| // 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) << 22; |
| |
| // 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) << 23; |
| |
| // 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) << 24; |
| |
| // 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) << 25; |
| |
| // 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) << 26; |
| |
| // 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) << 27; |
| |
| // 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) << 28; |
| |
| // 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) << 29; |
| |
| // 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) << 30; |
| |
| // 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) << 31; |
| |
| // 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) << 32; |
| |
| // 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) << 33; |
| |
| // 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) << 34; |
| |
| // 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) << 35; |
| |
| // 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) << 36; |
| |
| // 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) << 37; |
| |
| // 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) << 38; |
| |
| // 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) << 39; |
| |
| // Rewrite gl_DrawID as a uniform int |
| const ShCompileOptions SH_EMULATE_GL_DRAW_ID = UINT64_C(1) << 40; |
| |
| // 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) << 41; |
| |
| // 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) << 42; |
| |
| // Rewrite gl_BaseVertex and gl_BaseInstance as uniform int |
| const ShCompileOptions SH_EMULATE_GL_BASE_VERTEX_BASE_INSTANCE = UINT64_C(1) << 43; |
| |
| // 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) << 44; |
| |
| // If requested, validates the AST after every transformation. Useful for debugging. |
| const ShCompileOptions SH_VALIDATE_AST = UINT64_C(1) << 46; |
| |
| // Use old version of RewriteStructSamplers, which doesn't produce as many |
| // sampler arrays in parameters. This causes a few tests to pass on Android. |
| const ShCompileOptions SH_USE_OLD_REWRITE_STRUCT_SAMPLERS = UINT64_C(1) << 47; |
| |
| // 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) << 48; |
| |
| // 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) << 49; |
| |
| // 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 NV_shader_framebuffer_fetch; |
| int ARM_shader_framebuffer_fetch; |
| int OVR_multiview; |
| int OVR_multiview2; |
| int EXT_multisampled_render_to_texture; |
| int EXT_YUV_target; |
| int EXT_geometry_shader; |
| 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; |
| |
| // 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; |
| |
| // 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; |
| |
| // Subpixel bits used in rasterization. |
| int SubPixelBits; |
| }; |
| |
| // |
| // 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 |
| { |
| |
| // |
| // Driver must call this first, once, before doing any other compiler operations. |
| // If the function succeeds, the return value is true, else false. |
| // |
| ANGLE_EXPORT bool Initialize(); |
| // |
| // Driver should call this at shutdown. |
| // If the function succeeds, the return value is true, else false. |
| // |
| ANGLE_EXPORT bool Finalize(); |
| |
| // |
| // Initialize built-in resources with minimum expected values. |
| // Parameters: |
| // resources: The object to initialize. Will be comparable with memcmp. |
| // |
| ANGLE_EXPORT 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. |
| ANGLE_EXPORT 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. |
| ANGLE_EXPORT ShHandle ConstructCompiler(sh::GLenum type, |
| ShShaderSpec spec, |
| ShShaderOutput output, |
| const ShBuiltInResources *resources); |
| ANGLE_EXPORT 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(). |
| // |
| ANGLE_EXPORT bool Compile(const ShHandle handle, |
| const char *const shaderStrings[], |
| size_t numStrings, |
| ShCompileOptions compileOptions); |
| |
| // Clears the results from the previous compilation. |
| ANGLE_EXPORT void ClearResults(const ShHandle handle); |
| |
| // Return the version of the shader language. |
| ANGLE_EXPORT int GetShaderVersion(const ShHandle handle); |
| |
| // Return the currently set language output type. |
| ANGLE_EXPORT ShShaderOutput GetShaderOutputType(const ShHandle handle); |
| |
| // Returns null-terminated information log for a compiled shader. |
| // Parameters: |
| // handle: Specifies the compiler |
| ANGLE_EXPORT const std::string &GetInfoLog(const ShHandle handle); |
| |
| // Returns null-terminated object code for a compiled shader. |
| // Parameters: |
| // handle: Specifies the compiler |
| ANGLE_EXPORT 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 |
| ANGLE_EXPORT 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 |
| ANGLE_EXPORT const std::vector<sh::ShaderVariable> *GetUniforms(const ShHandle handle); |
| ANGLE_EXPORT const std::vector<sh::ShaderVariable> *GetVaryings(const ShHandle handle); |
| ANGLE_EXPORT const std::vector<sh::ShaderVariable> *GetInputVaryings(const ShHandle handle); |
| ANGLE_EXPORT const std::vector<sh::ShaderVariable> *GetOutputVaryings(const ShHandle handle); |
| ANGLE_EXPORT const std::vector<sh::ShaderVariable> *GetAttributes(const ShHandle handle); |
| ANGLE_EXPORT const std::vector<sh::ShaderVariable> *GetOutputVariables(const ShHandle handle); |
| ANGLE_EXPORT const std::vector<sh::InterfaceBlock> *GetInterfaceBlocks(const ShHandle handle); |
| ANGLE_EXPORT const std::vector<sh::InterfaceBlock> *GetUniformBlocks(const ShHandle handle); |
| ANGLE_EXPORT const std::vector<sh::InterfaceBlock> *GetShaderStorageBlocks(const ShHandle handle); |
| ANGLE_EXPORT 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. |
| ANGLE_EXPORT 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. |
| ANGLE_EXPORT 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 |
| ANGLE_EXPORT 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 |
| ANGLE_EXPORT 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. |
| ANGLE_EXPORT 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); |
| GLenum GetGeometryShaderInputPrimitiveType(const ShHandle handle); |
| GLenum GetGeometryShaderOutputPrimitiveType(const ShHandle handle); |
| int GetGeometryShaderInvocations(const ShHandle handle); |
| int GetGeometryShaderMaxVertices(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; |
| } |
| } // namespace sh |
| |
| #endif // GLSLANG_SHADERLANG_H_ |