| 1 | // |
| 2 | // Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved. |
| 3 | // Use of this source code is governed by a BSD-style license that can be |
| 4 | // found in the LICENSE file. |
| 5 | // |
| 6 | #ifndef GLSLANG_SHADERLANG_H_ |
| 7 | #define GLSLANG_SHADERLANG_H_ |
| 8 | |
| 9 | #include <stddef.h> |
| 10 | |
| 11 | #if defined(__APPLE__) |
| 12 | #include "khrplatform.h" |
| 13 | #else |
| 14 | #include "../KHR/khrplatform.h" |
| 15 | #endif |
| 16 | |
| 17 | #include <array> |
| 18 | #include <map> |
| 19 | #include <set> |
| 20 | #include <string> |
| 21 | #include <vector> |
| 22 | |
| 23 | // |
| 24 | // This is the platform independent interface between an OGL driver |
| 25 | // and the shading language compiler. |
| 26 | // |
| 27 | |
| 28 | // Note: make sure to increment ANGLE_SH_VERSION when changing ShaderVars.h |
| 29 | #include "ShaderVars.h" |
| 30 | |
| 31 | // Version number for shader translation API. |
| 32 | // It is incremented every time the API changes. |
| 33 | #define ANGLE_SH_VERSION 206 |
| 34 | |
| 35 | enum ShShaderSpec |
| 36 | { |
| 37 | SH_GLES2_SPEC, |
| 38 | SH_WEBGL_SPEC, |
| 39 | |
| 40 | SH_GLES3_SPEC, |
| 41 | SH_WEBGL2_SPEC, |
| 42 | |
| 43 | SH_GLES3_1_SPEC, |
| 44 | SH_WEBGL3_SPEC, |
| 45 | }; |
| 46 | |
| 47 | enum ShShaderOutput |
| 48 | { |
| 49 | // ESSL output only supported in some configurations. |
| 50 | SH_ESSL_OUTPUT = 0x8B45, |
| 51 | |
| 52 | // GLSL output only supported in some configurations. |
| 53 | SH_GLSL_COMPATIBILITY_OUTPUT = 0x8B46, |
| 54 | // Note: GL introduced core profiles in 1.5. |
| 55 | SH_GLSL_130_OUTPUT = 0x8B47, |
| 56 | SH_GLSL_140_OUTPUT = 0x8B80, |
| 57 | SH_GLSL_150_CORE_OUTPUT = 0x8B81, |
| 58 | SH_GLSL_330_CORE_OUTPUT = 0x8B82, |
| 59 | SH_GLSL_400_CORE_OUTPUT = 0x8B83, |
| 60 | SH_GLSL_410_CORE_OUTPUT = 0x8B84, |
| 61 | SH_GLSL_420_CORE_OUTPUT = 0x8B85, |
| 62 | SH_GLSL_430_CORE_OUTPUT = 0x8B86, |
| 63 | SH_GLSL_440_CORE_OUTPUT = 0x8B87, |
| 64 | SH_GLSL_450_CORE_OUTPUT = 0x8B88, |
| 65 | |
| 66 | // Prefer using these to specify HLSL output type: |
| 67 | SH_HLSL_3_0_OUTPUT = 0x8B48, // D3D 9 |
| 68 | SH_HLSL_4_1_OUTPUT = 0x8B49, // D3D 11 |
| 69 | SH_HLSL_4_0_FL9_3_OUTPUT = 0x8B4A, // D3D 11 feature level 9_3 |
| 70 | |
| 71 | // Output specialized GLSL to be fed to glslang for Vulkan SPIR. |
| 72 | SH_GLSL_VULKAN_OUTPUT = 0x8B4B, |
| 73 | }; |
| 74 | |
| 75 | // Compile options. |
| 76 | // The Compile options type is defined in ShaderVars.h, to allow ANGLE to import the ShaderVars |
| 77 | // header without needing the ShaderLang header. This avoids some conflicts with glslang. |
| 78 | |
| 79 | const ShCompileOptions SH_VALIDATE = 0; |
| 80 | const ShCompileOptions SH_VALIDATE_LOOP_INDEXING = UINT64_C(1) << 0; |
| 81 | const ShCompileOptions SH_INTERMEDIATE_TREE = UINT64_C(1) << 1; |
| 82 | const ShCompileOptions SH_OBJECT_CODE = UINT64_C(1) << 2; |
| 83 | const ShCompileOptions SH_VARIABLES = UINT64_C(1) << 3; |
| 84 | const ShCompileOptions SH_LINE_DIRECTIVES = UINT64_C(1) << 4; |
| 85 | const ShCompileOptions SH_SOURCE_PATH = UINT64_C(1) << 5; |
| 86 | |
| 87 | // This flag will keep invariant declaration for input in fragment shader for GLSL >=4.20 on AMD. |
| 88 | // From GLSL >= 4.20, it's optional to add invariant for fragment input, but GPU vendors have |
| 89 | // different implementations about this. Some drivers forbid invariant in fragment for GLSL>= 4.20, |
| 90 | // e.g. Linux Mesa, some drivers treat that as optional, e.g. NVIDIA, some drivers require invariant |
| 91 | // must match between vertex and fragment shader, e.g. AMD. The behavior on AMD is obviously wrong. |
| 92 | // Remove invariant for input in fragment shader to workaround the restriction on Intel Mesa. |
| 93 | // But don't remove on AMD Linux to avoid triggering the bug on AMD. |
| 94 | const ShCompileOptions SH_DONT_REMOVE_INVARIANT_FOR_FRAGMENT_INPUT = UINT64_C(1) << 6; |
| 95 | |
| 96 | // Due to spec difference between GLSL 4.1 or lower and ESSL3, some platforms (for example, Mac OSX |
| 97 | // core profile) require a variable's "invariant"/"centroid" qualifiers to match between vertex and |
| 98 | // fragment shader. A simple solution to allow such shaders to link is to omit the two qualifiers. |
| 99 | // AMD driver in Linux requires invariant qualifier to match between vertex and fragment shaders, |
| 100 | // while ESSL3 disallows invariant qualifier in fragment shader and GLSL >= 4.2 doesn't require |
| 101 | // invariant qualifier to match between shaders. Remove invariant qualifier from vertex shader to |
| 102 | // workaround AMD driver bug. |
| 103 | // Note that the two flags take effect on ESSL3 input shaders translated to GLSL 4.1 or lower and to |
| 104 | // GLSL 4.2 or newer on Linux AMD. |
| 105 | // TODO(zmo): This is not a good long-term solution. Simply dropping these qualifiers may break some |
| 106 | // developers' content. A more complex workaround of dynamically generating, compiling, and |
| 107 | // re-linking shaders that use these qualifiers should be implemented. |
| 108 | const ShCompileOptions SH_REMOVE_INVARIANT_AND_CENTROID_FOR_ESSL3 = UINT64_C(1) << 7; |
| 109 | |
| 110 | // This flag works around bug in Intel Mac drivers related to abs(i) where |
| 111 | // i is an integer. |
| 112 | const ShCompileOptions SH_EMULATE_ABS_INT_FUNCTION = UINT64_C(1) << 8; |
| 113 | |
| 114 | // Enforce the GLSL 1.017 Appendix A section 7 packing restrictions. |
| 115 | // This flag only enforces (and can only enforce) the packing |
| 116 | // restrictions for uniform variables in both vertex and fragment |
| 117 | // shaders. ShCheckVariablesWithinPackingLimits() lets embedders |
| 118 | // enforce the packing restrictions for varying variables during |
| 119 | // program link time. |
| 120 | const ShCompileOptions SH_ENFORCE_PACKING_RESTRICTIONS = UINT64_C(1) << 9; |
| 121 | |
| 122 | // This flag ensures all indirect (expression-based) array indexing |
| 123 | // is clamped to the bounds of the array. This ensures, for example, |
| 124 | // that you cannot read off the end of a uniform, whether an array |
| 125 | // vec234, or mat234 type. The ShArrayIndexClampingStrategy enum, |
| 126 | // specified in the ShBuiltInResources when constructing the |
| 127 | // compiler, selects the strategy for the clamping implementation. |
| 128 | const ShCompileOptions SH_CLAMP_INDIRECT_ARRAY_BOUNDS = UINT64_C(1) << 10; |
| 129 | |
| 130 | // This flag limits the complexity of an expression. |
| 131 | const ShCompileOptions SH_LIMIT_EXPRESSION_COMPLEXITY = UINT64_C(1) << 11; |
| 132 | |
| 133 | // This flag limits the depth of the call stack. |
| 134 | const ShCompileOptions SH_LIMIT_CALL_STACK_DEPTH = UINT64_C(1) << 12; |
| 135 | |
| 136 | // This flag initializes gl_Position to vec4(0,0,0,0) at the |
| 137 | // beginning of the vertex shader's main(), and has no effect in the |
| 138 | // fragment shader. It is intended as a workaround for drivers which |
| 139 | // incorrectly fail to link programs if gl_Position is not written. |
| 140 | const ShCompileOptions SH_INIT_GL_POSITION = UINT64_C(1) << 13; |
| 141 | |
| 142 | // This flag replaces |
| 143 | // "a && b" with "a ? b : false", |
| 144 | // "a || b" with "a ? true : b". |
| 145 | // This is to work around a MacOSX driver bug that |b| is executed |
| 146 | // independent of |a|'s value. |
| 147 | const ShCompileOptions SH_UNFOLD_SHORT_CIRCUIT = UINT64_C(1) << 14; |
| 148 | |
| 149 | // This flag initializes output variables to 0 at the beginning of main(). |
| 150 | // It is to avoid undefined behaviors. |
| 151 | const ShCompileOptions SH_INIT_OUTPUT_VARIABLES = UINT64_C(1) << 15; |
| 152 | |
| 153 | // This flag scalarizes vec/ivec/bvec/mat constructor args. |
| 154 | // It is intended as a workaround for Linux/Mac driver bugs. |
| 155 | const ShCompileOptions SH_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS = UINT64_C(1) << 16; |
| 156 | |
| 157 | // This flag overwrites a struct name with a unique prefix. |
| 158 | // It is intended as a workaround for drivers that do not handle |
| 159 | // struct scopes correctly, including all Mac drivers and Linux AMD. |
| 160 | const ShCompileOptions SH_REGENERATE_STRUCT_NAMES = UINT64_C(1) << 17; |
| 161 | |
| 162 | // This flag makes the compiler not prune unused function early in the |
| 163 | // compilation process. Pruning coupled with SH_LIMIT_CALL_STACK_DEPTH |
| 164 | // helps avoid bad shaders causing stack overflows. |
| 165 | const ShCompileOptions SH_DONT_PRUNE_UNUSED_FUNCTIONS = UINT64_C(1) << 18; |
| 166 | |
| 167 | // This flag works around a bug in NVIDIA 331 series drivers related |
| 168 | // to pow(x, y) where y is a constant vector. |
| 169 | const ShCompileOptions SH_REMOVE_POW_WITH_CONSTANT_EXPONENT = UINT64_C(1) << 19; |
| 170 | |
| 171 | // This flag works around bugs in Mac drivers related to do-while by |
| 172 | // transforming them into an other construct. |
| 173 | const ShCompileOptions SH_REWRITE_DO_WHILE_LOOPS = UINT64_C(1) << 20; |
| 174 | |
| 175 | // This flag works around a bug in the HLSL compiler optimizer that folds certain |
| 176 | // constant pow expressions incorrectly. Only applies to the HLSL back-end. It works |
| 177 | // by expanding the integer pow expressions into a series of multiplies. |
| 178 | const ShCompileOptions SH_EXPAND_SELECT_HLSL_INTEGER_POW_EXPRESSIONS = UINT64_C(1) << 21; |
| 179 | |
| 180 | // Flatten "#pragma STDGL invariant(all)" into the declarations of |
| 181 | // varying variables and built-in GLSL variables. This compiler |
| 182 | // option is enabled automatically when needed. |
| 183 | const ShCompileOptions SH_FLATTEN_PRAGMA_STDGL_INVARIANT_ALL = UINT64_C(1) << 22; |
| 184 | |
| 185 | // Some drivers do not take into account the base level of the texture in the results of the |
| 186 | // HLSL GetDimensions builtin. This flag instructs the compiler to manually add the base level |
| 187 | // offsetting. |
| 188 | const ShCompileOptions SH_HLSL_GET_DIMENSIONS_IGNORES_BASE_LEVEL = UINT64_C(1) << 23; |
| 189 | |
| 190 | // This flag works around an issue in translating GLSL function texelFetchOffset on |
| 191 | // INTEL drivers. It works by translating texelFetchOffset into texelFetch. |
| 192 | const ShCompileOptions SH_REWRITE_TEXELFETCHOFFSET_TO_TEXELFETCH = UINT64_C(1) << 24; |
| 193 | |
| 194 | // This flag works around condition bug of for and while loops in Intel Mac OSX drivers. |
| 195 | // Condition calculation is not correct. Rewrite it from "CONDITION" to "CONDITION && true". |
| 196 | const ShCompileOptions SH_ADD_AND_TRUE_TO_LOOP_CONDITION = UINT64_C(1) << 25; |
| 197 | |
| 198 | // This flag works around a bug in evaluating unary minus operator on integer on some INTEL |
| 199 | // drivers. It works by translating -(int) into ~(int) + 1. |
| 200 | const ShCompileOptions SH_REWRITE_INTEGER_UNARY_MINUS_OPERATOR = UINT64_C(1) << 26; |
| 201 | |
| 202 | // This flag works around a bug in evaluating isnan() on some INTEL D3D and Mac OSX drivers. |
| 203 | // It works by using an expression to emulate this function. |
| 204 | const ShCompileOptions SH_EMULATE_ISNAN_FLOAT_FUNCTION = UINT64_C(1) << 27; |
| 205 | |
| 206 | // This flag will use all uniforms of unused std140 and shared uniform blocks at the |
| 207 | // beginning of the vertex/fragment shader's main(). It is intended as a workaround for Mac |
| 208 | // drivers with shader version 4.10. In those drivers, they will treat unused |
| 209 | // std140 and shared uniform blocks' members as inactive. However, WebGL2.0 based on |
| 210 | // OpenGL ES3.0.4 requires all members of a named uniform block declared with a shared or std140 |
| 211 | // layout qualifier to be considered active. The uniform block itself is also considered active. |
| 212 | const ShCompileOptions SH_USE_UNUSED_STANDARD_SHARED_BLOCKS = UINT64_C(1) << 28; |
| 213 | |
| 214 | // This flag works around a bug in unary minus operator on float numbers on Intel |
| 215 | // Mac OSX 10.11 drivers. It works by translating -float into 0.0 - float. |
| 216 | const ShCompileOptions SH_REWRITE_FLOAT_UNARY_MINUS_OPERATOR = UINT64_C(1) << 29; |
| 217 | |
| 218 | // This flag works around a bug in evaluating atan(y, x) on some NVIDIA OpenGL drivers. |
| 219 | // It works by using an expression to emulate this function. |
| 220 | const ShCompileOptions SH_EMULATE_ATAN2_FLOAT_FUNCTION = UINT64_C(1) << 30; |
| 221 | |
| 222 | // Set to initialize uninitialized local and global temporary variables. Should only be used with |
| 223 | // GLSL output. In HLSL output variables are initialized regardless of if this flag is set. |
| 224 | const ShCompileOptions SH_INITIALIZE_UNINITIALIZED_LOCALS = UINT64_C(1) << 31; |
| 225 | |
| 226 | // The flag modifies the shader in the following way: |
| 227 | // Every occurrence of gl_InstanceID is replaced by the global temporary variable InstanceID. |
| 228 | // Every occurrence of gl_ViewID_OVR is replaced by the varying variable ViewID_OVR. |
| 229 | // At the beginning of the body of main() in a vertex shader the following initializers are added: |
| 230 | // ViewID_OVR = uint(gl_InstanceID) % num_views; |
| 231 | // InstanceID = gl_InstanceID / num_views; |
| 232 | // ViewID_OVR is added as a varying variable to both the vertex and fragment shaders. |
| 233 | const ShCompileOptions SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW = UINT64_C(1) << 32; |
| 234 | |
| 235 | // With the flag enabled the GLSL/ESSL vertex shader is modified to include code for viewport |
| 236 | // selection in the following way: |
| 237 | // - Code to enable the extension NV_viewport_array2 is included. |
| 238 | // - Code to select the viewport index or layer is inserted at the beginning of main after |
| 239 | // ViewID_OVR's initialization. |
| 240 | // - A declaration of the uniform multiviewBaseViewLayerIndex. |
| 241 | // Note: The SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW flag also has to be enabled to have the |
| 242 | // temporary variable ViewID_OVR declared and initialized. |
| 243 | const ShCompileOptions SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER = UINT64_C(1) << 33; |
| 244 | |
| 245 | // If the flag is enabled, gl_PointSize is clamped to the maximum point size specified in |
| 246 | // ShBuiltInResources in vertex shaders. |
| 247 | const ShCompileOptions SH_CLAMP_POINT_SIZE = UINT64_C(1) << 34; |
| 248 | |
| 249 | // Turn some arithmetic operations that operate on a float vector-scalar pair into vector-vector |
| 250 | // operations. This is done recursively. Some scalar binary operations inside vector constructors |
| 251 | // are also turned into vector operations. |
| 252 | // |
| 253 | // This is targeted to work around a bug in NVIDIA OpenGL drivers that was reproducible on NVIDIA |
| 254 | // driver version 387.92. It works around the most common occurrences of the bug. |
| 255 | const ShCompileOptions SH_REWRITE_VECTOR_SCALAR_ARITHMETIC = UINT64_C(1) << 35; |
| 256 | |
| 257 | // Don't use loops to initialize uninitialized variables. Only has an effect if some kind of |
| 258 | // variable initialization is turned on. |
| 259 | const ShCompileOptions SH_DONT_USE_LOOPS_TO_INITIALIZE_VARIABLES = UINT64_C(1) << 36; |
| 260 | |
| 261 | // Don't use D3D constant register zero when allocating space for uniforms. This is targeted to work |
| 262 | // around a bug in NVIDIA D3D driver version 388.59 where in very specific cases the driver would |
| 263 | // not handle constant register zero correctly. Only has an effect on HLSL translation. |
| 264 | const ShCompileOptions SH_SKIP_D3D_CONSTANT_REGISTER_ZERO = UINT64_C(1) << 37; |
| 265 | |
| 266 | // Clamp gl_FragDepth to the range [0.0, 1.0] in case it is statically used. |
| 267 | const ShCompileOptions SH_CLAMP_FRAG_DEPTH = UINT64_C(1) << 38; |
| 268 | |
| 269 | // Rewrite expressions like "v.x = z = expression;". Works around a bug in NVIDIA OpenGL drivers |
| 270 | // prior to version 397.31. |
| 271 | const ShCompileOptions SH_REWRITE_REPEATED_ASSIGN_TO_SWIZZLED = UINT64_C(1) << 39; |
| 272 | |
| 273 | // Rewrite gl_DrawID as a uniform int |
| 274 | const ShCompileOptions SH_EMULATE_GL_DRAW_ID = UINT64_C(1) << 40; |
| 275 | |
| 276 | // This flag initializes shared variables to 0. |
| 277 | // It is to avoid ompute shaders being able to read undefined values that could be coming from |
| 278 | // another webpage/application. |
| 279 | const ShCompileOptions SH_INIT_SHARED_VARIABLES = UINT64_C(1) << 41; |
| 280 | |
| 281 | // Forces the value returned from an atomic operations to be always be resolved. This is targeted to |
| 282 | // workaround a bug in NVIDIA D3D driver where the return value from |
| 283 | // RWByteAddressBuffer.InterlockedAdd does not get resolved when used in the .yzw components of a |
| 284 | // RWByteAddressBuffer.Store operation. Only has an effect on HLSL translation. |
| 285 | // http://anglebug.com/3246 |
| 286 | const ShCompileOptions SH_FORCE_ATOMIC_VALUE_RESOLUTION = UINT64_C(1) << 42; |
| 287 | |
| 288 | // Defines alternate strategies for implementing array index clamping. |
| 289 | enum ShArrayIndexClampingStrategy |
| 290 | { |
| 291 | // Use the clamp intrinsic for array index clamping. |
| 292 | SH_CLAMP_WITH_CLAMP_INTRINSIC = 1, |
| 293 | |
| 294 | // Use a user-defined function for array index clamping. |
| 295 | SH_CLAMP_WITH_USER_DEFINED_INT_CLAMP_FUNCTION |
| 296 | }; |
| 297 | |
| 298 | // The 64 bits hash function. The first parameter is the input string; the |
| 299 | // second parameter is the string length. |
| 300 | using ShHashFunction64 = khronos_uint64_t (*)(const char *, size_t); |
| 301 | |
| 302 | // |
| 303 | // Implementation dependent built-in resources (constants and extensions). |
| 304 | // The names for these resources has been obtained by stripping gl_/GL_. |
| 305 | // |
| 306 | struct ShBuiltInResources |
| 307 | { |
| 308 | // Constants. |
| 309 | int MaxVertexAttribs; |
| 310 | int MaxVertexUniformVectors; |
| 311 | int MaxVaryingVectors; |
| 312 | int MaxVertexTextureImageUnits; |
| 313 | int MaxCombinedTextureImageUnits; |
| 314 | int MaxTextureImageUnits; |
| 315 | int MaxFragmentUniformVectors; |
| 316 | int MaxDrawBuffers; |
| 317 | |
| 318 | // Extensions. |
| 319 | // Set to 1 to enable the extension, else 0. |
| 320 | int OES_standard_derivatives; |
| 321 | int OES_EGL_image_external; |
| 322 | int OES_EGL_image_external_essl3; |
| 323 | int NV_EGL_stream_consumer_external; |
| 324 | int ARB_texture_rectangle; |
| 325 | int EXT_blend_func_extended; |
| 326 | int EXT_draw_buffers; |
| 327 | int EXT_frag_depth; |
| 328 | int EXT_shader_texture_lod; |
| 329 | int WEBGL_debug_shader_precision; |
| 330 | int EXT_shader_framebuffer_fetch; |
| 331 | int NV_shader_framebuffer_fetch; |
| 332 | int ARM_shader_framebuffer_fetch; |
| 333 | int OVR_multiview2; |
| 334 | int EXT_YUV_target; |
| 335 | int EXT_geometry_shader; |
| 336 | int OES_texture_storage_multisample_2d_array; |
| 337 | int ANGLE_texture_multisample; |
| 338 | int ANGLE_multi_draw; |
| 339 | |
| 340 | // Set to 1 to enable replacing GL_EXT_draw_buffers #extension directives |
| 341 | // with GL_NV_draw_buffers in ESSL output. This flag can be used to emulate |
| 342 | // EXT_draw_buffers by using it in combination with GLES3.0 glDrawBuffers |
| 343 | // function. This applies to Tegra K1 devices. |
| 344 | int NV_draw_buffers; |
| 345 | |
| 346 | // Set to 1 if highp precision is supported in the ESSL 1.00 version of the |
| 347 | // fragment language. Does not affect versions of the language where highp |
| 348 | // support is mandatory. |
| 349 | // Default is 0. |
| 350 | int FragmentPrecisionHigh; |
| 351 | |
| 352 | // GLSL ES 3.0 constants. |
| 353 | int MaxVertexOutputVectors; |
| 354 | int MaxFragmentInputVectors; |
| 355 | int MinProgramTexelOffset; |
| 356 | int MaxProgramTexelOffset; |
| 357 | |
| 358 | // Extension constants. |
| 359 | |
| 360 | // Value of GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT for OpenGL ES output context. |
| 361 | // Value of GL_MAX_DUAL_SOURCE_DRAW_BUFFERS for OpenGL output context. |
| 362 | // GLES SL version 100 gl_MaxDualSourceDrawBuffersEXT value for EXT_blend_func_extended. |
| 363 | int MaxDualSourceDrawBuffers; |
| 364 | |
| 365 | // Value of GL_MAX_VIEWS_OVR. |
| 366 | int MaxViewsOVR; |
| 367 | |
| 368 | // Name Hashing. |
| 369 | // Set a 64 bit hash function to enable user-defined name hashing. |
| 370 | // Default is NULL. |
| 371 | ShHashFunction64 HashFunction; |
| 372 | |
| 373 | // Selects a strategy to use when implementing array index clamping. |
| 374 | // Default is SH_CLAMP_WITH_CLAMP_INTRINSIC. |
| 375 | ShArrayIndexClampingStrategy ArrayIndexClampingStrategy; |
| 376 | |
| 377 | // The maximum complexity an expression can be when SH_LIMIT_EXPRESSION_COMPLEXITY is turned on. |
| 378 | int MaxExpressionComplexity; |
| 379 | |
| 380 | // The maximum depth a call stack can be. |
| 381 | int MaxCallStackDepth; |
| 382 | |
| 383 | // The maximum number of parameters a function can have when SH_LIMIT_EXPRESSION_COMPLEXITY is |
| 384 | // turned on. |
| 385 | int MaxFunctionParameters; |
| 386 | |
| 387 | // GLES 3.1 constants |
| 388 | |
| 389 | // texture gather offset constraints. |
| 390 | int MinProgramTextureGatherOffset; |
| 391 | int MaxProgramTextureGatherOffset; |
| 392 | |
| 393 | // maximum number of available image units |
| 394 | int MaxImageUnits; |
| 395 | |
| 396 | // maximum number of image uniforms in a vertex shader |
| 397 | int MaxVertexImageUniforms; |
| 398 | |
| 399 | // maximum number of image uniforms in a fragment shader |
| 400 | int MaxFragmentImageUniforms; |
| 401 | |
| 402 | // maximum number of image uniforms in a compute shader |
| 403 | int MaxComputeImageUniforms; |
| 404 | |
| 405 | // maximum total number of image uniforms in a program |
| 406 | int MaxCombinedImageUniforms; |
| 407 | |
| 408 | // maximum number of uniform locations |
| 409 | int MaxUniformLocations; |
| 410 | |
| 411 | // maximum number of ssbos and images in a shader |
| 412 | int MaxCombinedShaderOutputResources; |
| 413 | |
| 414 | // maximum number of groups in each dimension |
| 415 | std::array<int, 3> MaxComputeWorkGroupCount; |
| 416 | // maximum number of threads per work group in each dimension |
| 417 | std::array<int, 3> MaxComputeWorkGroupSize; |
| 418 | |
| 419 | // maximum number of total uniform components |
| 420 | int MaxComputeUniformComponents; |
| 421 | |
| 422 | // maximum number of texture image units in a compute shader |
| 423 | int MaxComputeTextureImageUnits; |
| 424 | |
| 425 | // maximum number of atomic counters in a compute shader |
| 426 | int MaxComputeAtomicCounters; |
| 427 | |
| 428 | // maximum number of atomic counter buffers in a compute shader |
| 429 | int MaxComputeAtomicCounterBuffers; |
| 430 | |
| 431 | // maximum number of atomic counters in a vertex shader |
| 432 | int MaxVertexAtomicCounters; |
| 433 | |
| 434 | // maximum number of atomic counters in a fragment shader |
| 435 | int MaxFragmentAtomicCounters; |
| 436 | |
| 437 | // maximum number of atomic counters in a program |
| 438 | int MaxCombinedAtomicCounters; |
| 439 | |
| 440 | // maximum binding for an atomic counter |
| 441 | int MaxAtomicCounterBindings; |
| 442 | |
| 443 | // maximum number of atomic counter buffers in a vertex shader |
| 444 | int MaxVertexAtomicCounterBuffers; |
| 445 | |
| 446 | // maximum number of atomic counter buffers in a fragment shader |
| 447 | int MaxFragmentAtomicCounterBuffers; |
| 448 | |
| 449 | // maximum number of atomic counter buffers in a program |
| 450 | int MaxCombinedAtomicCounterBuffers; |
| 451 | |
| 452 | // maximum number of buffer object storage in machine units |
| 453 | int MaxAtomicCounterBufferSize; |
| 454 | |
| 455 | // maximum number of uniform block bindings |
| 456 | int MaxUniformBufferBindings; |
| 457 | |
| 458 | // maximum number of shader storage buffer bindings |
| 459 | int MaxShaderStorageBufferBindings; |
| 460 | |
| 461 | // maximum point size (higher limit from ALIASED_POINT_SIZE_RANGE) |
| 462 | float MaxPointSize; |
| 463 | |
| 464 | // EXT_geometry_shader constants |
| 465 | int MaxGeometryUniformComponents; |
| 466 | int MaxGeometryUniformBlocks; |
| 467 | int MaxGeometryInputComponents; |
| 468 | int MaxGeometryOutputComponents; |
| 469 | int MaxGeometryOutputVertices; |
| 470 | int MaxGeometryTotalOutputComponents; |
| 471 | int MaxGeometryTextureImageUnits; |
| 472 | int MaxGeometryAtomicCounterBuffers; |
| 473 | int MaxGeometryAtomicCounters; |
| 474 | int MaxGeometryShaderStorageBlocks; |
| 475 | int MaxGeometryShaderInvocations; |
| 476 | int MaxGeometryImageUniforms; |
| 477 | }; |
| 478 | |
| 479 | // |
| 480 | // ShHandle held by but opaque to the driver. It is allocated, |
| 481 | // managed, and de-allocated by the compiler. Its contents |
| 482 | // are defined by and used by the compiler. |
| 483 | // |
| 484 | // If handle creation fails, 0 will be returned. |
| 485 | // |
| 486 | using ShHandle = void *; |
| 487 | |
| 488 | namespace sh |
| 489 | { |
| 490 | |
| 491 | // |
| 492 | // Driver must call this first, once, before doing any other compiler operations. |
| 493 | // If the function succeeds, the return value is true, else false. |
| 494 | // |
| 495 | bool Initialize(); |
| 496 | // |
| 497 | // Driver should call this at shutdown. |
| 498 | // If the function succeeds, the return value is true, else false. |
| 499 | // |
| 500 | bool Finalize(); |
| 501 | |
| 502 | // |
| 503 | // Initialize built-in resources with minimum expected values. |
| 504 | // Parameters: |
| 505 | // resources: The object to initialize. Will be comparable with memcmp. |
| 506 | // |
| 507 | void InitBuiltInResources(ShBuiltInResources *resources); |
| 508 | |
| 509 | // |
| 510 | // Returns the a concatenated list of the items in ShBuiltInResources as a null-terminated string. |
| 511 | // This function must be updated whenever ShBuiltInResources is changed. |
| 512 | // Parameters: |
| 513 | // handle: Specifies the handle of the compiler to be used. |
| 514 | const std::string &GetBuiltInResourcesString(const ShHandle handle); |
| 515 | |
| 516 | // |
| 517 | // Driver calls these to create and destroy compiler objects. |
| 518 | // |
| 519 | // Returns the handle of constructed compiler, null if the requested compiler is not supported. |
| 520 | // Parameters: |
| 521 | // type: Specifies the type of shader - GL_FRAGMENT_SHADER or GL_VERTEX_SHADER. |
| 522 | // spec: Specifies the language spec the compiler must conform to - SH_GLES2_SPEC or SH_WEBGL_SPEC. |
| 523 | // output: Specifies the output code type - for example SH_ESSL_OUTPUT, SH_GLSL_OUTPUT, |
| 524 | // SH_HLSL_3_0_OUTPUT or SH_HLSL_4_1_OUTPUT. Note: Each output type may only |
| 525 | // be supported in some configurations. |
| 526 | // resources: Specifies the built-in resources. |
| 527 | ShHandle ConstructCompiler(sh::GLenum type, |
| 528 | ShShaderSpec spec, |
| 529 | ShShaderOutput output, |
| 530 | const ShBuiltInResources *resources); |
| 531 | void Destruct(ShHandle handle); |
| 532 | |
| 533 | // |
| 534 | // Compiles the given shader source. |
| 535 | // If the function succeeds, the return value is true, else false. |
| 536 | // Parameters: |
| 537 | // handle: Specifies the handle of compiler to be used. |
| 538 | // shaderStrings: Specifies an array of pointers to null-terminated strings containing the shader |
| 539 | // source code. |
| 540 | // numStrings: Specifies the number of elements in shaderStrings array. |
| 541 | // compileOptions: A mask containing the following parameters: |
| 542 | // SH_VALIDATE: Validates shader to ensure that it conforms to the spec |
| 543 | // specified during compiler construction. |
| 544 | // SH_VALIDATE_LOOP_INDEXING: Validates loop and indexing in the shader to |
| 545 | // ensure that they do not exceed the minimum |
| 546 | // functionality mandated in GLSL 1.0 spec, |
| 547 | // Appendix A, Section 4 and 5. |
| 548 | // There is no need to specify this parameter when |
| 549 | // compiling for WebGL - it is implied. |
| 550 | // SH_INTERMEDIATE_TREE: Writes intermediate tree to info log. |
| 551 | // Can be queried by calling sh::GetInfoLog(). |
| 552 | // SH_OBJECT_CODE: Translates intermediate tree to glsl or hlsl shader. |
| 553 | // Can be queried by calling sh::GetObjectCode(). |
| 554 | // SH_VARIABLES: Extracts attributes, uniforms, and varyings. |
| 555 | // Can be queried by calling ShGetVariableInfo(). |
| 556 | // |
| 557 | bool Compile(const ShHandle handle, |
| 558 | const char *const shaderStrings[], |
| 559 | size_t numStrings, |
| 560 | ShCompileOptions compileOptions); |
| 561 | |
| 562 | // Clears the results from the previous compilation. |
| 563 | void ClearResults(const ShHandle handle); |
| 564 | |
| 565 | // Return the version of the shader language. |
| 566 | int GetShaderVersion(const ShHandle handle); |
| 567 | |
| 568 | // Return the currently set language output type. |
| 569 | ShShaderOutput GetShaderOutputType(const ShHandle handle); |
| 570 | |
| 571 | // Returns null-terminated information log for a compiled shader. |
| 572 | // Parameters: |
| 573 | // handle: Specifies the compiler |
| 574 | const std::string &GetInfoLog(const ShHandle handle); |
| 575 | |
| 576 | // Returns null-terminated object code for a compiled shader. |
| 577 | // Parameters: |
| 578 | // handle: Specifies the compiler |
| 579 | const std::string &GetObjectCode(const ShHandle handle); |
| 580 | |
| 581 | // Returns a (original_name, hash) map containing all the user defined names in the shader, |
| 582 | // including variable names, function names, struct names, and struct field names. |
| 583 | // Parameters: |
| 584 | // handle: Specifies the compiler |
| 585 | const std::map<std::string, std::string> *GetNameHashingMap(const ShHandle handle); |
| 586 | |
| 587 | // Shader variable inspection. |
| 588 | // Returns a pointer to a list of variables of the designated type. |
| 589 | // (See ShaderVars.h for type definitions, included above) |
| 590 | // Returns NULL on failure. |
| 591 | // Parameters: |
| 592 | // handle: Specifies the compiler |
| 593 | const std::vector<sh::Uniform> *GetUniforms(const ShHandle handle); |
| 594 | const std::vector<sh::Varying> *GetVaryings(const ShHandle handle); |
| 595 | const std::vector<sh::Varying> *GetInputVaryings(const ShHandle handle); |
| 596 | const std::vector<sh::Varying> *GetOutputVaryings(const ShHandle handle); |
| 597 | const std::vector<sh::Attribute> *GetAttributes(const ShHandle handle); |
| 598 | const std::vector<sh::OutputVariable> *GetOutputVariables(const ShHandle handle); |
| 599 | const std::vector<sh::InterfaceBlock> *GetInterfaceBlocks(const ShHandle handle); |
| 600 | const std::vector<sh::InterfaceBlock> *GetUniformBlocks(const ShHandle handle); |
| 601 | const std::vector<sh::InterfaceBlock> *GetShaderStorageBlocks(const ShHandle handle); |
| 602 | sh::WorkGroupSize GetComputeShaderLocalGroupSize(const ShHandle handle); |
| 603 | // Returns the number of views specified through the num_views layout qualifier. If num_views is |
| 604 | // not set, the function returns -1. |
| 605 | int GetVertexShaderNumViews(const ShHandle handle); |
| 606 | |
| 607 | // Returns true if the passed in variables pack in maxVectors followingthe packing rules from the |
| 608 | // GLSL 1.017 spec, Appendix A, section 7. |
| 609 | // Returns false otherwise. Also look at the SH_ENFORCE_PACKING_RESTRICTIONS |
| 610 | // flag above. |
| 611 | // Parameters: |
| 612 | // maxVectors: the available rows of registers. |
| 613 | // variables: an array of variables. |
| 614 | bool CheckVariablesWithinPackingLimits(int maxVectors, |
| 615 | const std::vector<sh::ShaderVariable> &variables); |
| 616 | |
| 617 | // Gives the compiler-assigned register for a shader storage block. |
| 618 | // The method writes the value to the output variable "indexOut". |
| 619 | // Returns true if it found a valid shader storage block, false otherwise. |
| 620 | // Parameters: |
| 621 | // handle: Specifies the compiler |
| 622 | // shaderStorageBlockName: Specifies the shader storage block |
| 623 | // indexOut: output variable that stores the assigned register |
| 624 | bool GetShaderStorageBlockRegister(const ShHandle handle, |
| 625 | const std::string &shaderStorageBlockName, |
| 626 | unsigned int *indexOut); |
| 627 | |
| 628 | // Gives the compiler-assigned register for a uniform block. |
| 629 | // The method writes the value to the output variable "indexOut". |
| 630 | // Returns true if it found a valid uniform block, false otherwise. |
| 631 | // Parameters: |
| 632 | // handle: Specifies the compiler |
| 633 | // uniformBlockName: Specifies the uniform block |
| 634 | // indexOut: output variable that stores the assigned register |
| 635 | bool GetUniformBlockRegister(const ShHandle handle, |
| 636 | const std::string &uniformBlockName, |
| 637 | unsigned int *indexOut); |
| 638 | |
| 639 | // Gives a map from uniform names to compiler-assigned registers in the default uniform block. |
| 640 | // Note that the map contains also registers of samplers that have been extracted from structs. |
| 641 | const std::map<std::string, unsigned int> *GetUniformRegisterMap(const ShHandle handle); |
| 642 | |
| 643 | // Sampler, image and atomic counters share registers(t type and u type), |
| 644 | // GetReadonlyImage2DRegisterIndex and GetImage2DRegisterIndex return the first index into |
| 645 | // a range of reserved registers for image2D/iimage2D/uimage2D variables. |
| 646 | // Parameters: handle: Specifies the compiler |
| 647 | unsigned int GetReadonlyImage2DRegisterIndex(const ShHandle handle); |
| 648 | unsigned int GetImage2DRegisterIndex(const ShHandle handle); |
| 649 | |
| 650 | // The method records these used function names related with image2D/iimage2D/uimage2D, these |
| 651 | // functions will be dynamically generated. |
| 652 | // Parameters: |
| 653 | // handle: Specifies the compiler |
| 654 | const std::set<std::string> *GetUsedImage2DFunctionNames(const ShHandle handle); |
| 655 | |
| 656 | bool HasValidGeometryShaderInputPrimitiveType(const ShHandle handle); |
| 657 | bool HasValidGeometryShaderOutputPrimitiveType(const ShHandle handle); |
| 658 | bool HasValidGeometryShaderMaxVertices(const ShHandle handle); |
| 659 | GLenum GetGeometryShaderInputPrimitiveType(const ShHandle handle); |
| 660 | GLenum GetGeometryShaderOutputPrimitiveType(const ShHandle handle); |
| 661 | int GetGeometryShaderInvocations(const ShHandle handle); |
| 662 | int GetGeometryShaderMaxVertices(const ShHandle handle); |
| 663 | |
| 664 | // |
| 665 | // Helper function to identify specs that are based on the WebGL spec. |
| 666 | // |
| 667 | inline bool IsWebGLBasedSpec(ShShaderSpec spec) |
| 668 | { |
| 669 | return (spec == SH_WEBGL_SPEC || spec == SH_WEBGL2_SPEC || spec == SH_WEBGL3_SPEC); |
| 670 | } |
| 671 | } // namespace sh |
| 672 | |
| 673 | #endif // GLSLANG_SHADERLANG_H_ |
| 674 | |