| // |
| // Copyright (c) 2002-2013 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_ |
| |
| #if defined(COMPONENT_BUILD) && !defined(ANGLE_TRANSLATOR_STATIC) |
| #if defined(_WIN32) || defined(_WIN64) |
| |
| #if defined(ANGLE_TRANSLATOR_IMPLEMENTATION) |
| #define COMPILER_EXPORT __declspec(dllexport) |
| #else |
| #define COMPILER_EXPORT __declspec(dllimport) |
| #endif // defined(ANGLE_TRANSLATOR_IMPLEMENTATION) |
| |
| #else // defined(_WIN32) || defined(_WIN64) |
| #define COMPILER_EXPORT __attribute__((visibility("default"))) |
| #endif |
| |
| #else // defined(COMPONENT_BUILD) && !defined(ANGLE_TRANSLATOR_STATIC) |
| #define COMPILER_EXPORT |
| #endif |
| |
| #include <stddef.h> |
| |
| #include "KHR/khrplatform.h" |
| |
| #include <array> |
| #include <map> |
| #include <string> |
| #include <vector> |
| |
| // |
| // This is the platform independent interface between an OGL driver |
| // and the shading language compiler. |
| // |
| |
| namespace sh |
| { |
| // GLenum alias |
| typedef unsigned int GLenum; |
| } |
| |
| // Must be included after GLenum proxy typedef |
| // 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 157 |
| |
| typedef enum { |
| SH_GLES2_SPEC, |
| SH_WEBGL_SPEC, |
| |
| SH_GLES3_SPEC, |
| SH_WEBGL2_SPEC, |
| |
| SH_GLES3_1_SPEC, |
| SH_WEBGL3_SPEC, |
| |
| } ShShaderSpec; |
| |
| typedef enum |
| { |
| // 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, |
| |
| // HLSL output only supported in some configurations. |
| // Deprecated: |
| SH_HLSL_OUTPUT = 0x8B48, |
| SH_HLSL9_OUTPUT = 0x8B48, |
| SH_HLSL11_OUTPUT = 0x8B49, |
| |
| // 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 |
| } ShShaderOutput; |
| |
| // Compile options. |
| typedef enum { |
| SH_VALIDATE = 0, |
| SH_VALIDATE_LOOP_INDEXING = 0x0001, |
| SH_INTERMEDIATE_TREE = 0x0002, |
| SH_OBJECT_CODE = 0x0004, |
| SH_VARIABLES = 0x0008, |
| SH_LINE_DIRECTIVES = 0x0010, |
| SH_SOURCE_PATH = 0x0020, |
| SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX = 0x0040, |
| // If a sampler array index happens to be a loop index, |
| // 1) if its type is integer, unroll the loop. |
| // 2) if its type is float, fail the shader compile. |
| // This is to work around a mac driver bug. |
| SH_UNROLL_FOR_LOOP_WITH_SAMPLER_ARRAY_INDEX = 0x0080, |
| |
| // This is needed only as a workaround for certain OpenGL driver bugs. |
| SH_EMULATE_BUILT_IN_FUNCTIONS = 0x0100, |
| |
| // This is an experimental flag to enforce restrictions that aim to prevent |
| // timing attacks. |
| // It generates compilation errors for shaders that could expose sensitive |
| // texture information via the timing channel. |
| // To use this flag, you must compile the shader under the WebGL spec |
| // (using the SH_WEBGL_SPEC flag). |
| SH_TIMING_RESTRICTIONS = 0x0200, |
| |
| // This flag prints the dependency graph that is used to enforce timing |
| // restrictions on fragment shaders. |
| // This flag only has an effect if all of the following are true: |
| // - The shader spec is SH_WEBGL_SPEC. |
| // - The compile options contain the SH_TIMING_RESTRICTIONS flag. |
| // - The shader type is GL_FRAGMENT_SHADER. |
| SH_DEPENDENCY_GRAPH = 0x0400, |
| |
| // 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. |
| SH_ENFORCE_PACKING_RESTRICTIONS = 0x0800, |
| |
| // 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. |
| SH_CLAMP_INDIRECT_ARRAY_BOUNDS = 0x1000, |
| |
| // This flag limits the complexity of an expression. |
| SH_LIMIT_EXPRESSION_COMPLEXITY = 0x2000, |
| |
| // This flag limits the depth of the call stack. |
| SH_LIMIT_CALL_STACK_DEPTH = 0x4000, |
| |
| // 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. |
| SH_INIT_GL_POSITION = 0x8000, |
| |
| // 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. |
| SH_UNFOLD_SHORT_CIRCUIT = 0x10000, |
| |
| // This flag initializes output variables to 0 at the beginning of main(). |
| // It is to avoid undefined behaviors. |
| SH_INIT_OUTPUT_VARIABLES = 0x20000, |
| // TODO(zmo): obsolete, remove after ANGLE roll into Chromium. |
| SH_INIT_VARYINGS_WITHOUT_STATIC_USE = 0x20000, |
| |
| // This flag scalarizes vec/ivec/bvec/mat constructor args. |
| // It is intended as a workaround for Linux/Mac driver bugs. |
| SH_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS = 0x40000, |
| |
| // 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. |
| SH_REGENERATE_STRUCT_NAMES = 0x80000, |
| |
| // 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. |
| SH_DONT_PRUNE_UNUSED_FUNCTIONS = 0x100000, |
| |
| // This flag works around a bug in NVIDIA 331 series drivers related |
| // to pow(x, y) where y is a constant vector. |
| SH_REMOVE_POW_WITH_CONSTANT_EXPONENT = 0x200000, |
| |
| // This flag works around bugs in Mac drivers related to do-while by |
| // transforming them into an other construct. |
| SH_REWRITE_DO_WHILE_LOOPS = 0x400000, |
| |
| // 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. |
| SH_EXPAND_SELECT_HLSL_INTEGER_POW_EXPRESSIONS = 0x800000, |
| |
| // Flatten "#pragma STDGL invariant(all)" into the declarations of |
| // varying variables and built-in GLSL variables. This compiler |
| // option is enabled automatically when needed. |
| SH_FLATTEN_PRAGMA_STDGL_INVARIANT_ALL = 0x1000000, |
| |
| // 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. |
| SH_HLSL_GET_DIMENSIONS_IGNORES_BASE_LEVEL = 0x2000000, |
| |
| // This flag works around an issue in translating GLSL function texelFetchOffset on |
| // INTEL drivers. It works by translating texelFetchOffset into texelFetch. |
| SH_REWRITE_TEXELFETCHOFFSET_TO_TEXELFETCH = 0x4000000, |
| |
| // This flag works around bug in Intel Mac drivers related to abs(i) where |
| // i is an integer. |
| SH_EMULATE_ABS_INT_FUNCTION = 0x8000000, |
| } ShCompileOptions; |
| |
| // Defines alternate strategies for implementing array index clamping. |
| typedef enum { |
| // 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 |
| } ShArrayIndexClampingStrategy; |
| |
| // |
| // Driver must call this first, once, before doing any other |
| // compiler operations. |
| // If the function succeeds, the return value is true, else false. |
| // |
| COMPILER_EXPORT bool ShInitialize(); |
| // |
| // Driver should call this at shutdown. |
| // If the function succeeds, the return value is true, else false. |
| // |
| COMPILER_EXPORT bool ShFinalize(); |
| |
| // The 64 bits hash function. The first parameter is the input string; the |
| // second parameter is the string length. |
| typedef khronos_uint64_t (*ShHashFunction64)(const char*, size_t); |
| |
| // |
| // Implementation dependent built-in resources (constants and extensions). |
| // The names for these resources has been obtained by stripping gl_/GL_. |
| // |
| typedef struct |
| { |
| // 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; |
| |
| // 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; |
| |
| // 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 |
| |
| // 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 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; |
| |
| } ShBuiltInResources; |
| |
| // |
| // Initialize built-in resources with minimum expected values. |
| // Parameters: |
| // resources: The object to initialize. Will be comparable with memcmp. |
| // |
| COMPILER_EXPORT void ShInitBuiltInResources(ShBuiltInResources *resources); |
| |
| // |
| // 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. |
| // |
| typedef void *ShHandle; |
| |
| // |
| // 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. |
| COMPILER_EXPORT const std::string &ShGetBuiltInResourcesString(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. |
| COMPILER_EXPORT ShHandle ShConstructCompiler( |
| sh::GLenum type, |
| ShShaderSpec spec, |
| ShShaderOutput output, |
| const ShBuiltInResources *resources); |
| COMPILER_EXPORT void ShDestruct(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 ShGetInfoLog(). |
| // SH_OBJECT_CODE: Translates intermediate tree to glsl or hlsl shader. |
| // Can be queried by calling ShGetObjectCode(). |
| // SH_VARIABLES: Extracts attributes, uniforms, and varyings. |
| // Can be queried by calling ShGetVariableInfo(). |
| // |
| COMPILER_EXPORT bool ShCompile( |
| const ShHandle handle, |
| const char * const shaderStrings[], |
| size_t numStrings, |
| int compileOptions); |
| |
| // Clears the results from the previous compilation. |
| COMPILER_EXPORT void ShClearResults(const ShHandle handle); |
| |
| // Return the version of the shader language. |
| COMPILER_EXPORT int ShGetShaderVersion(const ShHandle handle); |
| |
| // Return the currently set language output type. |
| COMPILER_EXPORT ShShaderOutput ShGetShaderOutputType( |
| const ShHandle handle); |
| |
| // Returns null-terminated information log for a compiled shader. |
| // Parameters: |
| // handle: Specifies the compiler |
| COMPILER_EXPORT const std::string &ShGetInfoLog(const ShHandle handle); |
| |
| // Returns null-terminated object code for a compiled shader. |
| // Parameters: |
| // handle: Specifies the compiler |
| COMPILER_EXPORT const std::string &ShGetObjectCode(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 |
| COMPILER_EXPORT const std::map<std::string, std::string> *ShGetNameHashingMap( |
| 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 |
| COMPILER_EXPORT const std::vector<sh::Uniform> *ShGetUniforms(const ShHandle handle); |
| COMPILER_EXPORT const std::vector<sh::Varying> *ShGetVaryings(const ShHandle handle); |
| COMPILER_EXPORT const std::vector<sh::Attribute> *ShGetAttributes(const ShHandle handle); |
| COMPILER_EXPORT const std::vector<sh::OutputVariable> *ShGetOutputVariables(const ShHandle handle); |
| COMPILER_EXPORT const std::vector<sh::InterfaceBlock> *ShGetInterfaceBlocks(const ShHandle handle); |
| COMPILER_EXPORT sh::WorkGroupSize ShGetComputeShaderLocalGroupSize(const ShHandle handle); |
| |
| typedef struct |
| { |
| sh::GLenum type; |
| int size; |
| } ShVariableInfo; |
| |
| // Returns true if the passed in variables pack in maxVectors following |
| // the 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. |
| COMPILER_EXPORT bool ShCheckVariablesWithinPackingLimits( |
| int maxVectors, |
| const std::vector<sh::ShaderVariable> &variables); |
| |
| // Gives the compiler-assigned register for an interface block. |
| // The method writes the value to the output variable "indexOut". |
| // Returns true if it found a valid interface block, false otherwise. |
| // Parameters: |
| // handle: Specifies the compiler |
| // interfaceBlockName: Specifies the interface block |
| // indexOut: output variable that stores the assigned register |
| COMPILER_EXPORT bool ShGetInterfaceBlockRegister(const ShHandle handle, |
| const std::string &interfaceBlockName, |
| unsigned int *indexOut); |
| |
| // Gives a map from uniform names to compiler-assigned registers in the default |
| // interface block. Note that the map contains also registers of samplers that |
| // have been extracted from structs. |
| COMPILER_EXPORT const std::map<std::string, unsigned int> *ShGetUniformRegisterMap( |
| const ShHandle handle); |
| |
| #endif // GLSLANG_SHADERLANG_H_ |