| // |
| // Copyright (C) 2002-2005 3Dlabs Inc. Ltd. |
| // Copyright (C) 2013-2016 LunarG, Inc. |
| // |
| // All rights reserved. |
| // |
| // Redistribution and use in source and binary forms, with or without |
| // modification, are permitted provided that the following conditions |
| // are met: |
| // |
| // Redistributions of source code must retain the above copyright |
| // notice, this list of conditions and the following disclaimer. |
| // |
| // Redistributions in binary form must reproduce the above |
| // copyright notice, this list of conditions and the following |
| // disclaimer in the documentation and/or other materials provided |
| // with the distribution. |
| // |
| // Neither the name of 3Dlabs Inc. Ltd. nor the names of its |
| // contributors may be used to endorse or promote products derived |
| // from this software without specific prior written permission. |
| // |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
| // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS |
| // FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE |
| // COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, |
| // INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, |
| // BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
| // LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT |
| // LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN |
| // ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE |
| // POSSIBILITY OF SUCH DAMAGE. |
| // |
| #ifndef _COMPILER_INTERFACE_INCLUDED_ |
| #define _COMPILER_INTERFACE_INCLUDED_ |
| |
| #include "../Include/ResourceLimits.h" |
| #include "../MachineIndependent/Versions.h" |
| |
| #include <cstring> |
| |
| #ifdef _WIN32 |
| #define C_DECL __cdecl |
| //#ifdef SH_EXPORTING |
| // #define SH_IMPORT_EXPORT __declspec(dllexport) |
| //#else |
| // #define SH_IMPORT_EXPORT __declspec(dllimport) |
| //#endif |
| #define SH_IMPORT_EXPORT |
| #else |
| #define SH_IMPORT_EXPORT |
| #ifndef __fastcall |
| #define __fastcall |
| #endif |
| #define C_DECL |
| #endif |
| |
| // |
| // This is the platform independent interface between an OGL driver |
| // and the shading language compiler/linker. |
| // |
| |
| #ifdef __cplusplus |
| extern "C" { |
| #endif |
| |
| // |
| // Driver must call this first, once, before doing any other |
| // compiler/linker operations. |
| // |
| // (Call once per process, not once per thread.) |
| // |
| SH_IMPORT_EXPORT int ShInitialize(); |
| |
| // |
| // Driver should call this at process shutdown. |
| // |
| SH_IMPORT_EXPORT int __fastcall ShFinalize(); |
| |
| // |
| // Types of languages the compiler can consume. |
| // |
| typedef enum { |
| EShLangVertex, |
| EShLangTessControl, |
| EShLangTessEvaluation, |
| EShLangGeometry, |
| EShLangFragment, |
| EShLangCompute, |
| EShLangCount, |
| } EShLanguage; // would be better as stage, but this is ancient now |
| |
| typedef enum { |
| EShLangVertexMask = (1 << EShLangVertex), |
| EShLangTessControlMask = (1 << EShLangTessControl), |
| EShLangTessEvaluationMask = (1 << EShLangTessEvaluation), |
| EShLangGeometryMask = (1 << EShLangGeometry), |
| EShLangFragmentMask = (1 << EShLangFragment), |
| EShLangComputeMask = (1 << EShLangCompute), |
| } EShLanguageMask; |
| |
| namespace glslang { |
| |
| class TType; |
| |
| typedef enum { |
| EShSourceNone, |
| EShSourceGlsl, |
| EShSourceHlsl, |
| } EShSource; // if EShLanguage were EShStage, this could be EShLanguage instead |
| |
| const char* StageName(EShLanguage); |
| |
| } // end namespace glslang |
| |
| // |
| // Types of output the linker will create. |
| // |
| typedef enum { |
| EShExVertexFragment, |
| EShExFragment |
| } EShExecutable; |
| |
| // |
| // Optimization level for the compiler. |
| // |
| typedef enum { |
| EShOptNoGeneration, |
| EShOptNone, |
| EShOptSimple, // Optimizations that can be done quickly |
| EShOptFull, // Optimizations that will take more time |
| } EShOptimizationLevel; |
| |
| // |
| // Message choices for what errors and warnings are given. |
| // |
| enum EShMessages { |
| EShMsgDefault = 0, // default is to give all required errors and extra warnings |
| EShMsgRelaxedErrors = (1 << 0), // be liberal in accepting input |
| EShMsgSuppressWarnings = (1 << 1), // suppress all warnings, except those required by the specification |
| EShMsgAST = (1 << 2), // print the AST intermediate representation |
| EShMsgSpvRules = (1 << 3), // issue messages for SPIR-V generation |
| EShMsgVulkanRules = (1 << 4), // issue messages for Vulkan-requirements of GLSL for SPIR-V |
| EShMsgOnlyPreprocessor = (1 << 5), // only print out errors produced by the preprocessor |
| EShMsgReadHlsl = (1 << 6), // use HLSL parsing rules and semantics |
| EShMsgCascadingErrors = (1 << 7), // get cascading errors; risks error-recovery issues, instead of an early exit |
| EShMsgKeepUncalled = (1 << 8), // for testing, don't eliminate uncalled functions |
| }; |
| |
| // |
| // Build a table for bindings. This can be used for locating |
| // attributes, uniforms, globals, etc., as needed. |
| // |
| typedef struct { |
| const char* name; |
| int binding; |
| } ShBinding; |
| |
| typedef struct { |
| int numBindings; |
| ShBinding* bindings; // array of bindings |
| } ShBindingTable; |
| |
| // |
| // ShHandle held by but opaque to the driver. It is allocated, |
| // managed, and de-allocated by the compiler/linker. It's contents |
| // are defined by and used by the compiler and linker. For example, |
| // symbol table information and object code passed from the compiler |
| // to the linker can be stored where ShHandle points. |
| // |
| // If handle creation fails, 0 will be returned. |
| // |
| typedef void* ShHandle; |
| |
| // |
| // Driver calls these to create and destroy compiler/linker |
| // objects. |
| // |
| SH_IMPORT_EXPORT ShHandle ShConstructCompiler(const EShLanguage, int debugOptions); // one per shader |
| SH_IMPORT_EXPORT ShHandle ShConstructLinker(const EShExecutable, int debugOptions); // one per shader pair |
| SH_IMPORT_EXPORT ShHandle ShConstructUniformMap(); // one per uniform namespace (currently entire program object) |
| SH_IMPORT_EXPORT void ShDestruct(ShHandle); |
| |
| // |
| // The return value of ShCompile is boolean, non-zero indicating |
| // success. |
| // |
| // The info-log should be written by ShCompile into |
| // ShHandle, so it can answer future queries. |
| // |
| SH_IMPORT_EXPORT int ShCompile( |
| const ShHandle, |
| const char* const shaderStrings[], |
| const int numStrings, |
| const int* lengths, |
| const EShOptimizationLevel, |
| const TBuiltInResource *resources, |
| int debugOptions, |
| int defaultVersion = 110, // use 100 for ES environment, overridden by #version in shader |
| bool forwardCompatible = false, // give errors for use of deprecated features |
| EShMessages messages = EShMsgDefault // warnings and errors |
| ); |
| |
| SH_IMPORT_EXPORT int ShLink( |
| const ShHandle, // linker object |
| const ShHandle h[], // compiler objects to link together |
| const int numHandles, |
| ShHandle uniformMap, // updated with new uniforms |
| short int** uniformsAccessed, // returned with indexes of uniforms accessed |
| int* numUniformsAccessed); |
| |
| SH_IMPORT_EXPORT int ShLinkExt( |
| const ShHandle, // linker object |
| const ShHandle h[], // compiler objects to link together |
| const int numHandles); |
| |
| // |
| // ShSetEncrpytionMethod is a place-holder for specifying |
| // how source code is encrypted. |
| // |
| SH_IMPORT_EXPORT void ShSetEncryptionMethod(ShHandle); |
| |
| // |
| // All the following return 0 if the information is not |
| // available in the object passed down, or the object is bad. |
| // |
| SH_IMPORT_EXPORT const char* ShGetInfoLog(const ShHandle); |
| SH_IMPORT_EXPORT const void* ShGetExecutable(const ShHandle); |
| SH_IMPORT_EXPORT int ShSetVirtualAttributeBindings(const ShHandle, const ShBindingTable*); // to detect user aliasing |
| SH_IMPORT_EXPORT int ShSetFixedAttributeBindings(const ShHandle, const ShBindingTable*); // to force any physical mappings |
| // |
| // Tell the linker to never assign a vertex attribute to this list of physical attributes |
| // |
| SH_IMPORT_EXPORT int ShExcludeAttributes(const ShHandle, int *attributes, int count); |
| |
| // |
| // Returns the location ID of the named uniform. |
| // Returns -1 if error. |
| // |
| SH_IMPORT_EXPORT int ShGetUniformLocation(const ShHandle uniformMap, const char* name); |
| |
| #ifdef __cplusplus |
| } // end extern "C" |
| #endif |
| |
| //////////////////////////////////////////////////////////////////////////////////////////// |
| // |
| // Deferred-Lowering C++ Interface |
| // ----------------------------------- |
| // |
| // Below is a new alternate C++ interface that might potentially replace the above |
| // opaque handle-based interface. |
| // |
| // The below is further designed to handle multiple compilation units per stage, where |
| // the intermediate results, including the parse tree, are preserved until link time, |
| // rather than the above interface which is designed to have each compilation unit |
| // lowered at compile time. In the above model, linking occurs on the lowered results, |
| // whereas in this model intra-stage linking can occur at the parse tree |
| // (treeRoot in TIntermediate) level, and then a full stage can be lowered. |
| // |
| |
| #include <list> |
| #include <string> |
| #include <utility> |
| |
| class TCompiler; |
| class TInfoSink; |
| |
| namespace glslang { |
| |
| const char* GetEsslVersionString(); |
| const char* GetGlslVersionString(); |
| int GetKhronosToolId(); |
| |
| class TIntermediate; |
| class TProgram; |
| class TPoolAllocator; |
| |
| // Call this exactly once per process before using anything else |
| bool InitializeProcess(); |
| |
| // Call once per process to tear down everything |
| void FinalizeProcess(); |
| |
| // Make one TShader per shader that you will link into a program. Then provide |
| // the shader through setStrings() or setStringsWithLengths(), then call parse(), |
| // then query the info logs. |
| // Optionally use setPreamble() to set a special shader string that will be |
| // processed before all others but won't affect the validity of #version. |
| // |
| // N.B.: Does not yet support having the same TShader instance being linked into |
| // multiple programs. |
| // |
| // N.B.: Destruct a linked program *before* destructing the shaders linked into it. |
| // |
| class TShader { |
| public: |
| explicit TShader(EShLanguage); |
| virtual ~TShader(); |
| void setStrings(const char* const* s, int n); |
| void setStringsWithLengths(const char* const* s, const int* l, int n); |
| void setStringsWithLengthsAndNames( |
| const char* const* s, const int* l, const char* const* names, int n); |
| void setPreamble(const char* s) { preamble = s; } |
| void setEntryPoint(const char* entryPoint); |
| void setSourceEntryPoint(const char* sourceEntryPointName); |
| void setShiftSamplerBinding(unsigned int base); |
| void setShiftTextureBinding(unsigned int base); |
| void setShiftImageBinding(unsigned int base); |
| void setShiftUboBinding(unsigned int base); |
| void setShiftSsboBinding(unsigned int base); |
| void setAutoMapBindings(bool map); |
| void setFlattenUniformArrays(bool flatten); |
| void setNoStorageFormat(bool useUnknownFormat); |
| |
| // Interface to #include handlers. |
| // |
| // To support #include, a client of Glslang does the following: |
| // 1. Call setStringsWithNames to set the source strings and associated |
| // names. For example, the names could be the names of the files |
| // containing the shader sources. |
| // 2. Call parse with an Includer. |
| // |
| // When the Glslang parser encounters an #include directive, it calls |
| // the Includer's include method with the requested include name |
| // together with the current string name. The returned IncludeResult |
| // contains the fully resolved name of the included source, together |
| // with the source text that should replace the #include directive |
| // in the source stream. After parsing that source, Glslang will |
| // release the IncludeResult object. |
| class Includer { |
| public: |
| // An IncludeResult contains the resolved name and content of a source |
| // inclusion. |
| struct IncludeResult { |
| IncludeResult(const std::string& headerName, const char* const headerData, const size_t headerLength, void* userData) : |
| headerName(headerName), headerData(headerData), headerLength(headerLength), userData(userData) { } |
| // For a successful inclusion, the fully resolved name of the requested |
| // include. For example, in a file system-based includer, full resolution |
| // should convert a relative path name into an absolute path name. |
| // For a failed inclusion, this is an empty string. |
| const std::string headerName; |
| // The content and byte length of the requested inclusion. The |
| // Includer producing this IncludeResult retains ownership of the |
| // storage. |
| // For a failed inclusion, the header |
| // field points to a string containing error details. |
| const char* const headerData; |
| const size_t headerLength; |
| // Include resolver's context. |
| void* userData; |
| protected: |
| IncludeResult& operator=(const IncludeResult&); |
| IncludeResult(); |
| }; |
| |
| // For both include methods below: |
| // |
| // Resolves an inclusion request by name, current source name, |
| // and include depth. |
| // On success, returns an IncludeResult containing the resolved name |
| // and content of the include. |
| // On failure, returns a nullptr, or an IncludeResult |
| // with an empty string for the headerName and error details in the |
| // header field. |
| // The Includer retains ownership of the contents |
| // of the returned IncludeResult value, and those contents must |
| // remain valid until the releaseInclude method is called on that |
| // IncludeResult object. |
| // |
| // Note "local" vs. "system" is not an "either/or": "local" is an |
| // extra thing to do over "system". Both might get called, as per |
| // the C++ specification. |
| |
| // For the "system" or <>-style includes; search the "system" paths. |
| virtual IncludeResult* includeSystem(const char* /*headerName*/, |
| const char* /*includerName*/, |
| size_t /*inclusionDepth*/) { return nullptr; } |
| |
| // For the "local"-only aspect of a "" include. Should not search in the |
| // "system" paths, because on returning a failure, the parser will |
| // call includeSystem() to look in the "system" locations. |
| virtual IncludeResult* includeLocal(const char* /*headerName*/, |
| const char* /*includerName*/, |
| size_t /*inclusionDepth*/) { return nullptr; } |
| |
| // Signals that the parser will no longer use the contents of the |
| // specified IncludeResult. |
| virtual void releaseInclude(IncludeResult*) = 0; |
| virtual ~Includer() {} |
| }; |
| |
| // Fail all Includer searches |
| class ForbidIncluder : public Includer { |
| public: |
| virtual void releaseInclude(IncludeResult*) override { } |
| }; |
| |
| bool parse(const TBuiltInResource* res, int defaultVersion, EProfile defaultProfile, bool forceDefaultVersionAndProfile, |
| bool forwardCompatible, EShMessages messages) |
| { |
| TShader::ForbidIncluder includer; |
| return parse(res, defaultVersion, defaultProfile, forceDefaultVersionAndProfile, forwardCompatible, messages, includer); |
| } |
| |
| bool parse(const TBuiltInResource*, int defaultVersion, EProfile defaultProfile, bool forceDefaultVersionAndProfile, |
| bool forwardCompatible, EShMessages, Includer&); |
| |
| // Equivalent to parse() without a default profile and without forcing defaults. |
| // Provided for backwards compatibility. |
| bool parse(const TBuiltInResource*, int defaultVersion, bool forwardCompatible, EShMessages); |
| bool preprocess(const TBuiltInResource* builtInResources, |
| int defaultVersion, EProfile defaultProfile, bool forceDefaultVersionAndProfile, |
| bool forwardCompatible, EShMessages message, std::string* outputString, |
| Includer& includer); |
| |
| const char* getInfoLog(); |
| const char* getInfoDebugLog(); |
| |
| EShLanguage getStage() const { return stage; } |
| |
| protected: |
| TPoolAllocator* pool; |
| EShLanguage stage; |
| TCompiler* compiler; |
| TIntermediate* intermediate; |
| TInfoSink* infoSink; |
| // strings and lengths follow the standard for glShaderSource: |
| // strings is an array of numStrings pointers to string data. |
| // lengths can be null, but if not it is an array of numStrings |
| // integers containing the length of the associated strings. |
| // if lengths is null or lengths[n] < 0 the associated strings[n] is |
| // assumed to be null-terminated. |
| // stringNames is the optional names for all the strings. If stringNames |
| // is null, then none of the strings has name. If a certain element in |
| // stringNames is null, then the corresponding string does not have name. |
| const char* const* strings; |
| const int* lengths; |
| const char* const* stringNames; |
| const char* preamble; |
| int numStrings; |
| |
| // a function in the source string can be renamed FROM this TO the name given in setEntryPoint. |
| std::string sourceEntryPointName; |
| |
| friend class TProgram; |
| |
| private: |
| TShader& operator=(TShader&); |
| }; |
| |
| class TReflection; |
| class TIoMapper; |
| |
| // Allows to customize the binding layout after linking. |
| // All used uniform variables will invoke at least validateBinding. |
| // If validateBinding returned true then the other resolveBinding |
| // and resolveSet are invoked to resolve the binding and descriptor |
| // set index respectively. |
| // Invocations happen in a particular order: |
| // 1) var with binding and set already defined |
| // 2) var with binding but no set defined |
| // 3) var with set but no binding defined |
| // 4) var with no binding and no set defined |
| // |
| // NOTE: that still limit checks are applied to bindings and sets |
| // and may result in an error. |
| class TIoMapResolver |
| { |
| public: |
| virtual ~TIoMapResolver() {} |
| |
| // Should return true if the resulting/current binding would be ok. |
| // Basic idea is to do aliasing binding checks with this. |
| virtual bool validateBinding(EShLanguage stage, const char* name, const TType& type, bool is_live) = 0; |
| // Should return a value >= 0 if the current binding should be overridden. |
| // Return -1 if the current binding (including no binding) should be kept. |
| virtual int resolveBinding(EShLanguage stage, const char* name, const TType& type, bool is_live) = 0; |
| // Should return a value >= 0 if the current set should be overriden. |
| // Return -1 if the current set (including no set) should be kept. |
| virtual int resolveSet(EShLanguage stage, const char* name, const TType& type, bool is_live) = 0; |
| }; |
| |
| // Make one TProgram per set of shaders that will get linked together. Add all |
| // the shaders that are to be linked together. After calling shader.parse() |
| // for all shaders, call link(). |
| // |
| // N.B.: Destruct a linked program *before* destructing the shaders linked into it. |
| // |
| class TProgram { |
| public: |
| TProgram(); |
| virtual ~TProgram(); |
| void addShader(TShader* shader) { stages[shader->stage].push_back(shader); } |
| |
| // Link Validation interface |
| bool link(EShMessages); |
| const char* getInfoLog(); |
| const char* getInfoDebugLog(); |
| |
| TIntermediate* getIntermediate(EShLanguage stage) const { return intermediate[stage]; } |
| |
| // Reflection Interface |
| bool buildReflection(); // call first, to do liveness analysis, index mapping, etc.; returns false on failure |
| int getNumLiveUniformVariables() const; // can be used for glGetProgramiv(GL_ACTIVE_UNIFORMS) |
| int getNumLiveUniformBlocks() const; // can be used for glGetProgramiv(GL_ACTIVE_UNIFORM_BLOCKS) |
| const char* getUniformName(int index) const; // can be used for "name" part of glGetActiveUniform() |
| const char* getUniformBlockName(int blockIndex) const; // can be used for glGetActiveUniformBlockName() |
| int getUniformBlockSize(int blockIndex) const; // can be used for glGetActiveUniformBlockiv(UNIFORM_BLOCK_DATA_SIZE) |
| int getUniformIndex(const char* name) const; // can be used for glGetUniformIndices() |
| int getUniformBlockIndex(int index) const; // can be used for glGetActiveUniformsiv(GL_UNIFORM_BLOCK_INDEX) |
| int getUniformType(int index) const; // can be used for glGetActiveUniformsiv(GL_UNIFORM_TYPE) |
| int getUniformBufferOffset(int index) const; // can be used for glGetActiveUniformsiv(GL_UNIFORM_OFFSET) |
| int getUniformArraySize(int index) const; // can be used for glGetActiveUniformsiv(GL_UNIFORM_SIZE) |
| int getNumLiveAttributes() const; // can be used for glGetProgramiv(GL_ACTIVE_ATTRIBUTES) |
| unsigned getLocalSize(int dim) const; // return dim'th local size |
| const char *getAttributeName(int index) const; // can be used for glGetActiveAttrib() |
| int getAttributeType(int index) const; // can be used for glGetActiveAttrib() |
| const TType* getUniformTType(int index) const; // returns a TType* |
| const TType* getUniformBlockTType(int index) const; // returns a TType* |
| const TType* getAttributeTType(int index) const; // returns a TType* |
| |
| void dumpReflection(); |
| |
| // I/O mapping: apply base offsets and map live unbound variables |
| // If resolver is not provided it uses the previous approach |
| // and respects auto assignment and offsets. |
| bool mapIO(TIoMapResolver* resolver = NULL); |
| |
| protected: |
| bool linkStage(EShLanguage, EShMessages); |
| |
| TPoolAllocator* pool; |
| std::list<TShader*> stages[EShLangCount]; |
| TIntermediate* intermediate[EShLangCount]; |
| bool newedIntermediate[EShLangCount]; // track which intermediate were "new" versus reusing a singleton unit in a stage |
| TInfoSink* infoSink; |
| TReflection* reflection; |
| TIoMapper* ioMapper; |
| bool linked; |
| |
| private: |
| TProgram(TProgram&); |
| TProgram& operator=(TProgram&); |
| }; |
| |
| } // end namespace glslang |
| |
| #endif // _COMPILER_INTERFACE_INCLUDED_ |