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zmo@google.com20f31b02011-10-03 21:45:23 +00001Name
2
3 ANGLE_translated_shader_source
4
5Name Strings
6
7 GL_ANGLE_translated_shader_source
8
9Contributors
10
11 Daniel Koch, TransGaming Inc.
12 Gregg Tavares, Google Inc.
13 Kenneth Russell, Google Inc.
14 Zhenyao Mo, Google Inc.
15
16Contact
17
18 Zhenyao Mo, Google Inc. (zmo 'at' google 'dot' com)
19
20Status
21
22 Implemented in ANGLE ES2
23
24Version
25
daniel@transgaming.comade79b82011-10-05 18:43:27 +000026 Last Modified Date: October 5, 2011
27 Author Revision: 2
zmo@google.com20f31b02011-10-03 21:45:23 +000028
29Number
30
daniel@transgaming.com7d6c6ba2013-02-01 22:09:54 +000031 OpenGL ES Extension #113
zmo@google.com20f31b02011-10-03 21:45:23 +000032
33Dependencies
34
35 OpenGL ES 2.0 is required.
36
37 The extension is written against the OpenGL ES 2.0 specification.
38
39Overview
40
41 WebGL uses the GLSL ES 2.0 spec on all platforms, and translates these
42 shaders to the host platform's native language (HLSL, GLSL, and even GLSL
43 ES). For debugging purposes, it is useful to be able to examine the shader
44 after translation.
45
46 This extension addes a new function to query the translated shader source,
47 and adds a new enum for GetShaderiv's <pname> parameter to query the
48 translated shader source length.
49
50IP Status
51
52 No known IP claims.
53
54New Types
55
56 None
57
58New Procedures and Functions
59
60 void GetTranslatedShaderSourceANGLE(uint shader, sizei bufsize,
61 sizei* length, char* source);
62
63New Tokens
64
65 Accepted by the <pname> parameter of GetShaderiv:
66
daniel@transgaming.comade79b82011-10-05 18:43:27 +000067 TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE 0x93A0
zmo@google.com20f31b02011-10-03 21:45:23 +000068
69Additions to Chapter 6 of the OpenGL ES 2.0 Specification (State and State
70Requests)
71
72 Append in the end of the fourth paragraph of section 6.1.8 (Shader and
73 Program Queries):
74
75 " If <pname> is TRANSLATED_SHADER_LENGTH_ANGLE, the length of the translated
76 source string, including a null terminator, is returned. If no source has
77 been defined, CompileShader has not been called, or the translation has
78 failed for <shader>, zero is returned."
79
80 Append after the last paragraph of section 6.1.8 (Shader and Program
81 Queries):
82
83 "The command
84
85 void GetTranslatedShaderSourceANGLE( uint shader, sizei bufSize,
86 sizei *length, char *source );
87
88 returns in <source> the string making up the translated source code for
89 the shader object <shader>. The string <source> will be null terminated.
90 The actual number of characters written into <source>, excluding the null
91 terminator, is returned in <length>. If <length> is NULL, no length is
92 returned. The maximum number of characters that may be written into
93 <source>, including the null terminator, is speciļ¬ed by <bufSize>. The
94 string <source> is the translated string of a concatenation of the strings
95 passed to the GL using ShaderSource. The length of this translated string
96 is given by TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE, which can be queried
97 with GetShaderiv.
98
99 If no source has been defined, CompileShader has not been called, or the
100 translation has failed for <shader>, zero is returned for <length>, and
101 an empty string is returned for <source>.
102
103 If the value of SHADER_COMPILER is not TRUE, then the error INVALID_-
104 OPERATION is generated."
105
106Issues
107
daniel@transgaming.comade79b82011-10-05 18:43:27 +0000108 1) What enum value should be used for TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE?
109
110 RESOLVED: The first draft used a temporary enum value. This been replaced
111 with a enum allocated from the ANGLE range of GL enums.
zmo@google.com20f31b02011-10-03 21:45:23 +0000112
113Revision History
114
daniel@transgaming.comade79b82011-10-05 18:43:27 +0000115 Revision 1, 2011/09/29, zmo
zmo@google.com20f31b02011-10-03 21:45:23 +0000116 - first draft
daniel@transgaming.comade79b82011-10-05 18:43:27 +0000117 Revision 2, 2011/10/05, dgkoch
118 - assigned enum