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kc3-lang/angle/include/GLSLANG/ShaderLang.h

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  • Author : Qin Jiajia
    Date : 2016-10-08 11:20:17
    Hash : 7835b525
    Message : Reland "Add workaround for unused std140 and shared uniform blocks on MacOS" On some Mac drivers with shader version 4.1, they will treat unused std140 and shared uniform blocks' members as inactive. However, WebGL2.0 based on OpenGL ES3.0.4 requires all members of a named uniform block declared with a shared or std140 layout qualifier to be considered active. The uniform block itself is also considered active. This workaround is to reference all members of unused std140 and shared uniform blocks at the beginning of the vertex/fragment shader's main(). BUG=chromium:618464 TEST=UniformBufferTest.ActiveUniformBlockNumber Change-Id: I18da4e2b61b0170068bf5ea38ce54667b0737780 Reviewed-on: https://chromium-review.googlesource.com/395648 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>

  • include/GLSLANG/ShaderLang.h
  • //
    // 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 163
    
    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 uint64_t ShCompileOptions;
    
    const ShCompileOptions SH_VALIDATE                           = 0;
    const ShCompileOptions SH_VALIDATE_LOOP_INDEXING             = UINT64_C(1) << 0;
    const ShCompileOptions SH_INTERMEDIATE_TREE                  = UINT64_C(1) << 1;
    const ShCompileOptions SH_OBJECT_CODE                        = UINT64_C(1) << 2;
    const ShCompileOptions SH_VARIABLES                          = UINT64_C(1) << 3;
    const ShCompileOptions SH_LINE_DIRECTIVES                    = UINT64_C(1) << 4;
    const ShCompileOptions SH_SOURCE_PATH                        = UINT64_C(1) << 5;
    const ShCompileOptions SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX = UINT64_C(1) << 6;
    // 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.
    const ShCompileOptions SH_UNROLL_FOR_LOOP_WITH_SAMPLER_ARRAY_INDEX = UINT64_C(1) << 7;
    
    // This flag works around bug in Intel Mac drivers related to abs(i) where
    // i is an integer.
    const ShCompileOptions SH_EMULATE_ABS_INT_FUNCTION = UINT64_C(1) << 8;
    
    // 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.
    const ShCompileOptions SH_ENFORCE_PACKING_RESTRICTIONS = UINT64_C(1) << 9;
    
    // 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.
    const ShCompileOptions SH_CLAMP_INDIRECT_ARRAY_BOUNDS = UINT64_C(1) << 10;
    
    // This flag limits the complexity of an expression.
    const ShCompileOptions SH_LIMIT_EXPRESSION_COMPLEXITY = UINT64_C(1) << 11;
    
    // This flag limits the depth of the call stack.
    const ShCompileOptions SH_LIMIT_CALL_STACK_DEPTH = UINT64_C(1) << 12;
    
    // 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.
    const ShCompileOptions SH_INIT_GL_POSITION = UINT64_C(1) << 13;
    
    // 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.
    const ShCompileOptions SH_UNFOLD_SHORT_CIRCUIT = UINT64_C(1) << 14;
    
    // This flag initializes output variables to 0 at the beginning of main().
    // It is to avoid undefined behaviors.
    const ShCompileOptions SH_INIT_OUTPUT_VARIABLES = UINT64_C(1) << 15;
    
    // This flag scalarizes vec/ivec/bvec/mat constructor args.
    // It is intended as a workaround for Linux/Mac driver bugs.
    const ShCompileOptions SH_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS = UINT64_C(1) << 16;
    
    // 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.
    const ShCompileOptions SH_REGENERATE_STRUCT_NAMES = UINT64_C(1) << 17;
    
    // 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.
    const ShCompileOptions SH_DONT_PRUNE_UNUSED_FUNCTIONS = UINT64_C(1) << 18;
    
    // This flag works around a bug in NVIDIA 331 series drivers related
    // to pow(x, y) where y is a constant vector.
    const ShCompileOptions SH_REMOVE_POW_WITH_CONSTANT_EXPONENT = UINT64_C(1) << 19;
    
    // This flag works around bugs in Mac drivers related to do-while by
    // transforming them into an other construct.
    const ShCompileOptions SH_REWRITE_DO_WHILE_LOOPS = UINT64_C(1) << 20;
    
    // 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.
    const ShCompileOptions SH_EXPAND_SELECT_HLSL_INTEGER_POW_EXPRESSIONS = UINT64_C(1) << 21;
    
    // Flatten "#pragma STDGL invariant(all)" into the declarations of
    // varying variables and built-in GLSL variables. This compiler
    // option is enabled automatically when needed.
    const ShCompileOptions SH_FLATTEN_PRAGMA_STDGL_INVARIANT_ALL = UINT64_C(1) << 22;
    
    // 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.
    const ShCompileOptions SH_HLSL_GET_DIMENSIONS_IGNORES_BASE_LEVEL = UINT64_C(1) << 23;
    
    // This flag works around an issue in translating GLSL function texelFetchOffset on
    // INTEL drivers. It works by translating texelFetchOffset into texelFetch.
    const ShCompileOptions SH_REWRITE_TEXELFETCHOFFSET_TO_TEXELFETCH = UINT64_C(1) << 24;
    
    // This flag works around condition bug of for and while loops in Intel Mac OSX drivers.
    // Condition calculation is not correct. Rewrite it from "CONDITION" to "CONDITION && true".
    const ShCompileOptions SH_ADD_AND_TRUE_TO_LOOP_CONDITION = UINT64_C(1) << 25;
    
    // This flag works around a bug in evaluating unary minus operator on integer on some INTEL
    // drivers. It works by translating -(int) into ~(int) + 1.
    const ShCompileOptions SH_REWRITE_INTEGER_UNARY_MINUS_OPERATOR = UINT64_C(1) << 26;
    
    // This flag works around a bug in evaluating isnan() on some INTEL D3D and Mac OSX drivers.
    // It works by using an expression to emulate this function.
    const ShCompileOptions SH_EMULATE_ISNAN_FLOAT_FUNCTION = UINT64_C(1) << 27;
    
    // This flag will use all uniforms of unused std140 and shared uniform blocks at the
    // beginning of the vertex/fragment shader's main(). It is intended as a workaround for Mac
    // drivers with shader version 4.10. In those drivers, they will treat unused
    // std140 and shared uniform blocks' members as inactive. However, WebGL2.0 based on
    // OpenGL ES3.0.4 requires all members of a named uniform block declared with a shared or std140
    // layout qualifier to be considered active. The uniform block itself is also considered active.
    const ShCompileOptions SH_USE_UNUSED_STANDARD_SHARED_BLOCKS = UINT64_C(1) << 28;
    
    // 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,
                                   ShCompileOptions 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_