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- //
- // 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 155
- typedef enum {
- SH_GLES2_SPEC,
- SH_WEBGL_SPEC,
- SH_GLES3_SPEC,
- SH_WEBGL2_SPEC,
- SH_GLES3_1_SPEC,
- SH_WEBGL3_SPEC,
- // The CSS Shaders spec is a subset of the WebGL spec.
- //
- // In both CSS vertex and fragment shaders, ANGLE:
- // (1) Reserves the "css_" prefix.
- // (2) Renames the main function to css_main.
- // (3) Disables the gl_MaxDrawBuffers built-in.
- //
- // In CSS fragment shaders, ANGLE:
- // (1) Disables the gl_FragColor built-in.
- // (2) Disables the gl_FragData built-in.
- // (3) Enables the css_MixColor built-in.
- // (4) Enables the css_ColorMatrix built-in.
- //
- // After passing a CSS shader through ANGLE, the browser is expected to append
- // a new main function to it.
- // This new main function will call the css_main function.
- // It may also perform additional operations like varying assignment, texture
- // access, and gl_FragColor assignment in order to implement the CSS Shaders
- // blend modes.
- //
- SH_CSS_SHADERS_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,
- } 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_
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