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

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  • Author : Shahbaz Youssefi
    Date : 2021-07-30 16:51:45
    Hash : 1ce78397
    Message : Remove support for WEBGL_debug_shader_precision This extension was rejected, and the implementation was hacky. This clean up is part of an ongoing work to improve precision handling. Bug: angleproject:6059 Change-Id: If08581ec6f19cf1698ffa3dd6d248dc5e68a1d31 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3064303 Reviewed-by: Kenneth Russell <kbr@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>

  • include/GLSLANG/ShaderLang.h
  • //
    // Copyright 2002 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_
    
    #include <stddef.h>
    
    #include "KHR/khrplatform.h"
    
    #include <array>
    #include <map>
    #include <set>
    #include <string>
    #include <vector>
    
    //
    // This is the platform independent interface between an OGL driver
    // and the shading language compiler.
    //
    
    // 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 266
    
    enum ShShaderSpec
    {
        SH_GLES2_SPEC,
        SH_WEBGL_SPEC,
    
        SH_GLES3_SPEC,
        SH_WEBGL2_SPEC,
    
        SH_GLES3_1_SPEC,
        SH_WEBGL3_SPEC,
    
        SH_GLES3_2_SPEC,
    
        SH_GL_CORE_SPEC,
        SH_GL_COMPATIBILITY_SPEC,
    };
    
    enum ShShaderOutput
    {
        // 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,
    
        // 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
    
        // Output SPIR-V for the Vulkan backend.
        SH_SPIRV_VULKAN_OUTPUT = 0x8B4B,
    
        // Output SPIR-V to be cross compiled to Metal.
        SH_SPIRV_METAL_OUTPUT = 0x8B4C,
    
        // Output for MSL
        SH_MSL_METAL_OUTPUT = 0x8B4D,
    };
    
    // Compile options.
    // The Compile options type is defined in ShaderVars.h, to allow ANGLE to import the ShaderVars
    // header without needing the ShaderLang header. This avoids some conflicts with glslang.
    
    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;
    
    // If requested, validates the AST after every transformation.  Useful for debugging.
    const ShCompileOptions SH_VALIDATE_AST = UINT64_C(1) << 6;
    
    // Due to spec difference between GLSL 4.1 or lower and ESSL3, some platforms (for example, Mac OSX
    // core profile) require a variable's "invariant"/"centroid" qualifiers to match between vertex and
    // fragment shader. A simple solution to allow such shaders to link is to omit the two qualifiers.
    // AMD driver in Linux requires invariant qualifier to match between vertex and fragment shaders,
    // while ESSL3 disallows invariant qualifier in fragment shader and GLSL >= 4.2 doesn't require
    // invariant qualifier to match between shaders. Remove invariant qualifier from vertex shader to
    // workaround AMD driver bug.
    // Note that the two flags take effect on ESSL3 input shaders translated to GLSL 4.1 or lower and to
    // GLSL 4.2 or newer on Linux AMD.
    // TODO(zmo): This is not a good long-term solution. Simply dropping these qualifiers may break some
    // developers' content. A more complex workaround of dynamically generating, compiling, and
    // re-linking shaders that use these qualifiers should be implemented.
    const ShCompileOptions SH_REMOVE_INVARIANT_AND_CENTROID_FOR_ESSL3 = 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.
    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 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) << 18;
    
    // 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) << 19;
    
    // 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) << 20;
    
    // 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) << 21;
    
    // 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) << 22;
    
    // 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) << 23;
    
    // 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) << 24;
    
    // 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) << 25;
    
    // 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) << 26;
    
    // This flag works around a bug in unary minus operator on float numbers on Intel
    // Mac OSX 10.11 drivers. It works by translating -float into 0.0 - float.
    const ShCompileOptions SH_REWRITE_FLOAT_UNARY_MINUS_OPERATOR = UINT64_C(1) << 27;
    
    // This flag works around a bug in evaluating atan(y, x) on some NVIDIA OpenGL drivers.
    // It works by using an expression to emulate this function.
    const ShCompileOptions SH_EMULATE_ATAN2_FLOAT_FUNCTION = UINT64_C(1) << 28;
    
    // Set to initialize uninitialized local and global temporary variables. Should only be used with
    // GLSL output. In HLSL output variables are initialized regardless of if this flag is set.
    const ShCompileOptions SH_INITIALIZE_UNINITIALIZED_LOCALS = UINT64_C(1) << 29;
    
    // The flag modifies the shader in the following way:
    // Every occurrence of gl_InstanceID is replaced by the global temporary variable InstanceID.
    // Every occurrence of gl_ViewID_OVR is replaced by the varying variable ViewID_OVR.
    // At the beginning of the body of main() in a vertex shader the following initializers are added:
    // ViewID_OVR = uint(gl_InstanceID) % num_views;
    // InstanceID = gl_InstanceID / num_views;
    // ViewID_OVR is added as a varying variable to both the vertex and fragment shaders.
    const ShCompileOptions SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW = UINT64_C(1) << 30;
    
    // With the flag enabled the GLSL/ESSL vertex shader is modified to include code for viewport
    // selection in the following way:
    // - Code to enable the extension ARB_shader_viewport_layer_array/NV_viewport_array2 is included.
    // - Code to select the viewport index or layer is inserted at the beginning of main after
    // ViewID_OVR's initialization.
    // - A declaration of the uniform multiviewBaseViewLayerIndex.
    // Note: The SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW flag also has to be enabled to have the
    // temporary variable ViewID_OVR declared and initialized.
    const ShCompileOptions SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER = UINT64_C(1) << 31;
    
    // If the flag is enabled, gl_PointSize is clamped to the maximum point size specified in
    // ShBuiltInResources in vertex shaders.
    const ShCompileOptions SH_CLAMP_POINT_SIZE = UINT64_C(1) << 32;
    
    // Bit 33 is available.
    
    // Don't use loops to initialize uninitialized variables. Only has an effect if some kind of
    // variable initialization is turned on.
    const ShCompileOptions SH_DONT_USE_LOOPS_TO_INITIALIZE_VARIABLES = UINT64_C(1) << 34;
    
    // Don't use D3D constant register zero when allocating space for uniforms. This is targeted to work
    // around a bug in NVIDIA D3D driver version 388.59 where in very specific cases the driver would
    // not handle constant register zero correctly. Only has an effect on HLSL translation.
    const ShCompileOptions SH_SKIP_D3D_CONSTANT_REGISTER_ZERO = UINT64_C(1) << 35;
    
    // Clamp gl_FragDepth to the range [0.0, 1.0] in case it is statically used.
    const ShCompileOptions SH_CLAMP_FRAG_DEPTH = UINT64_C(1) << 36;
    
    // Rewrite expressions like "v.x = z = expression;". Works around a bug in NVIDIA OpenGL drivers
    // prior to version 397.31.
    const ShCompileOptions SH_REWRITE_REPEATED_ASSIGN_TO_SWIZZLED = UINT64_C(1) << 37;
    
    // Rewrite gl_DrawID as a uniform int
    const ShCompileOptions SH_EMULATE_GL_DRAW_ID = UINT64_C(1) << 38;
    
    // This flag initializes shared variables to 0.
    // It is to avoid ompute shaders being able to read undefined values that could be coming from
    // another webpage/application.
    const ShCompileOptions SH_INIT_SHARED_VARIABLES = UINT64_C(1) << 39;
    
    // Forces the value returned from an atomic operations to be always be resolved. This is targeted to
    // workaround a bug in NVIDIA D3D driver where the return value from
    // RWByteAddressBuffer.InterlockedAdd does not get resolved when used in the .yzw components of a
    // RWByteAddressBuffer.Store operation. Only has an effect on HLSL translation.
    // http://anglebug.com/3246
    const ShCompileOptions SH_FORCE_ATOMIC_VALUE_RESOLUTION = UINT64_C(1) << 40;
    
    // Rewrite gl_BaseVertex and gl_BaseInstance as uniform int
    const ShCompileOptions SH_EMULATE_GL_BASE_VERTEX_BASE_INSTANCE = UINT64_C(1) << 41;
    
    // Emulate seamful cube map sampling for OpenGL ES2.0.  Currently only applies to the Vulkan
    // backend, as is done after samplers are moved out of structs.  Can likely be made to work on
    // the other backends as well.
    const ShCompileOptions SH_EMULATE_SEAMFUL_CUBE_MAP_SAMPLING = UINT64_C(1) << 42;
    
    // This flag controls how to translate WEBGL_video_texture sampling function.
    const ShCompileOptions SH_TAKE_VIDEO_TEXTURE_AS_EXTERNAL_OES = UINT64_C(1) << 43;
    
    // This flag works around a inconsistent behavior in Mac AMD driver where gl_VertexID doesn't
    // include base vertex value. It replaces gl_VertexID with (gl_VertexID + angle_BaseVertex)
    // when angle_BaseVertex is available.
    const ShCompileOptions SH_ADD_BASE_VERTEX_TO_VERTEX_ID = UINT64_C(1) << 44;
    
    // This works around the dynamic lvalue indexing of swizzled vectors on various platforms.
    const ShCompileOptions SH_REMOVE_DYNAMIC_INDEXING_OF_SWIZZLED_VECTOR = UINT64_C(1) << 45;
    
    // This flag works around a slow fxc compile performance issue with dynamic uniform indexing.
    const ShCompileOptions SH_ALLOW_TRANSLATE_UNIFORM_BLOCK_TO_STRUCTUREDBUFFER = UINT64_C(1) << 46;
    
    // This flag indicates whether Bresenham line raster emulation code should be generated.  This
    // emulation is necessary if the backend uses a differnet algorithm to draw lines.  Currently only
    // implemented for the Vulkan backend.
    const ShCompileOptions SH_ADD_BRESENHAM_LINE_RASTER_EMULATION = UINT64_C(1) << 47;
    
    // This flag allows disabling ARB_texture_rectangle on a per-compile basis. This is necessary
    // for WebGL contexts becuase ARB_texture_rectangle may be necessary for the WebGL implementation
    // internally but shouldn't be exposed to WebGL user code.
    const ShCompileOptions SH_DISABLE_ARB_TEXTURE_RECTANGLE = UINT64_C(1) << 48;
    
    // This flag works around a driver bug by rewriting uses of row-major matrices
    // as column-major in ESSL 3.00 and greater shaders.
    const ShCompileOptions SH_REWRITE_ROW_MAJOR_MATRICES = UINT64_C(1) << 49;
    
    // Drop any explicit precision qualifiers from shader.
    const ShCompileOptions SH_IGNORE_PRECISION_QUALIFIERS = UINT64_C(1) << 50;
    
    // Allow compiler to do early fragment tests as an optimization.
    const ShCompileOptions SH_EARLY_FRAGMENT_TESTS_OPTIMIZATION = UINT64_C(1) << 51;
    
    // Allow compiler to insert Android pre-rotation code.
    const ShCompileOptions SH_ADD_PRE_ROTATION = UINT64_C(1) << 52;
    
    const ShCompileOptions SH_FORCE_SHADER_PRECISION_HIGHP_TO_MEDIUMP = UINT64_C(1) << 53;
    
    // Allow compiler to use specialization constant to do pre-rotation and y flip.
    const ShCompileOptions SH_USE_SPECIALIZATION_CONSTANT = UINT64_C(1) << 54;
    
    // Ask compiler to generate Vulkan transform feedback emulation support code.
    const ShCompileOptions SH_ADD_VULKAN_XFB_EMULATION_SUPPORT_CODE = UINT64_C(1) << 55;
    
    // Ask compiler to generate Vulkan transform feedback support code when using the
    // VK_EXT_transform_feedback extension.
    const ShCompileOptions SH_ADD_VULKAN_XFB_EXTENSION_SUPPORT_CODE = UINT64_C(1) << 56;
    
    // This flag initializes fragment shader's output variables to zero at the beginning of the fragment
    // shader's main(). It is intended as a workaround for drivers which get context lost if
    // gl_FragColor is not written.
    const ShCompileOptions SH_INIT_FRAGMENT_OUTPUT_VARIABLES = UINT64_C(1) << 57;
    
    // Transitory flag to select between producing SPIR-V directly vs using glslang.  Ignored in
    // non-assert-enabled builds to avoid increasing ANGLE's binary size while both generators coexist.
    const ShCompileOptions SH_GENERATE_SPIRV_DIRECTLY = UINT64_C(1) << 58;
    
    // The 64 bits hash function. The first parameter is the input string; the
    // second parameter is the string length.
    using ShHashFunction64 = khronos_uint64_t (*)(const char *, size_t);
    
    //
    // Implementation dependent built-in resources (constants and extensions).
    // The names for these resources has been obtained by stripping gl_/GL_.
    //
    struct ShBuiltInResources
    {
        // 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 EXT_shader_framebuffer_fetch;
        int EXT_shader_framebuffer_fetch_non_coherent;
        int NV_shader_framebuffer_fetch;
        int NV_shader_noperspective_interpolation;
        int ARM_shader_framebuffer_fetch;
        int OVR_multiview;
        int OVR_multiview2;
        int EXT_multisampled_render_to_texture;
        int EXT_multisampled_render_to_texture2;
        int EXT_YUV_target;
        int EXT_geometry_shader;
        int OES_geometry_shader;
        int OES_shader_io_blocks;
        int EXT_shader_io_blocks;
        int EXT_gpu_shader5;
        int EXT_shader_non_constant_global_initializers;
        int OES_texture_storage_multisample_2d_array;
        int OES_texture_3D;
        int ANGLE_texture_multisample;
        int ANGLE_multi_draw;
        int ANGLE_base_vertex_base_instance;
        int WEBGL_video_texture;
        int APPLE_clip_distance;
        int OES_texture_cube_map_array;
        int EXT_texture_cube_map_array;
        int EXT_shadow_samplers;
        int OES_shader_multisample_interpolation;
        int OES_shader_image_atomic;
        int EXT_tessellation_shader;
        int OES_texture_buffer;
        int EXT_texture_buffer;
        int OES_sample_variables;
        int EXT_clip_cull_distance;
        int EXT_primitive_bounding_box;
    
        // 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;
    
        // Value of GL_MAX_VIEWS_OVR.
        int MaxViewsOVR;
    
        // Name Hashing.
        // Set a 64 bit hash function to enable user-defined name hashing.
        // Default is NULL.
        ShHashFunction64 HashFunction;
    
        // 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
    
        // texture gather offset constraints.
        int MinProgramTextureGatherOffset;
        int MaxProgramTextureGatherOffset;
    
        // maximum number of available image units
        int MaxImageUnits;
    
        // OES_sample_variables constant
        // maximum number of available samples
        int MaxSamples;
    
        // 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 uniform locations
        int MaxUniformLocations;
    
        // 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;
    
        // maximum number of uniform block bindings
        int MaxUniformBufferBindings;
    
        // maximum number of shader storage buffer bindings
        int MaxShaderStorageBufferBindings;
    
        // maximum point size (higher limit from ALIASED_POINT_SIZE_RANGE)
        float MaxPointSize;
    
        // EXT_geometry_shader constants
        int MaxGeometryUniformComponents;
        int MaxGeometryUniformBlocks;
        int MaxGeometryInputComponents;
        int MaxGeometryOutputComponents;
        int MaxGeometryOutputVertices;
        int MaxGeometryTotalOutputComponents;
        int MaxGeometryTextureImageUnits;
        int MaxGeometryAtomicCounterBuffers;
        int MaxGeometryAtomicCounters;
        int MaxGeometryShaderStorageBlocks;
        int MaxGeometryShaderInvocations;
        int MaxGeometryImageUniforms;
    
        // EXT_tessellation_shader constants
        int MaxTessControlInputComponents;
        int MaxTessControlOutputComponents;
        int MaxTessControlTextureImageUnits;
        int MaxTessControlUniformComponents;
        int MaxTessControlTotalOutputComponents;
        int MaxTessControlImageUniforms;
        int MaxTessControlAtomicCounters;
        int MaxTessControlAtomicCounterBuffers;
    
        int MaxTessPatchComponents;
        int MaxPatchVertices;
        int MaxTessGenLevel;
    
        int MaxTessEvaluationInputComponents;
        int MaxTessEvaluationOutputComponents;
        int MaxTessEvaluationTextureImageUnits;
        int MaxTessEvaluationUniformComponents;
        int MaxTessEvaluationImageUniforms;
        int MaxTessEvaluationAtomicCounters;
        int MaxTessEvaluationAtomicCounterBuffers;
    
        // Subpixel bits used in rasterization.
        int SubPixelBits;
    
        // APPLE_clip_distance/EXT_clip_cull_distance constant
        int MaxClipDistances;
        int MaxCullDistances;
        int MaxCombinedClipAndCullDistances;
    
        // Direct-to-metal backend constants:
    
        // Binding index for driver uniforms:
        int DriverUniformsBindingIndex;
        // Binding index for default uniforms:
        int DefaultUniformsBindingIndex;
        // Binding index for UBO's argument buffer
        int UBOArgumentBufferBindingIndex;
    };
    
    //
    // 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.
    //
    using ShHandle = void *;
    
    namespace sh
    {
    using BinaryBlob = std::vector<uint32_t>;
    
    //
    // Driver must call this first, once, before doing any other compiler operations.
    // If the function succeeds, the return value is true, else false.
    //
    bool Initialize();
    //
    // Driver should call this at shutdown.
    // If the function succeeds, the return value is true, else false.
    //
    bool Finalize();
    
    //
    // Initialize built-in resources with minimum expected values.
    // Parameters:
    // resources: The object to initialize. Will be comparable with memcmp.
    //
    void InitBuiltInResources(ShBuiltInResources *resources);
    
    //
    // 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.
    const std::string &GetBuiltInResourcesString(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.
    ShHandle ConstructCompiler(sh::GLenum type,
                               ShShaderSpec spec,
                               ShShaderOutput output,
                               const ShBuiltInResources *resources);
    void Destruct(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 sh::GetInfoLog().
    // SH_OBJECT_CODE: Translates intermediate tree to glsl or hlsl shader, or SPIR-V binary.
    //                 Can be queried by calling sh::GetObjectCode().
    // SH_VARIABLES: Extracts attributes, uniforms, and varyings.
    //               Can be queried by calling ShGetVariableInfo().
    //
    bool Compile(const ShHandle handle,
                 const char *const shaderStrings[],
                 size_t numStrings,
                 ShCompileOptions compileOptions);
    
    // Clears the results from the previous compilation.
    void ClearResults(const ShHandle handle);
    
    // Return the version of the shader language.
    int GetShaderVersion(const ShHandle handle);
    
    // Return the currently set language output type.
    ShShaderOutput GetShaderOutputType(const ShHandle handle);
    
    // Returns null-terminated information log for a compiled shader.
    // Parameters:
    // handle: Specifies the compiler
    const std::string &GetInfoLog(const ShHandle handle);
    
    // Returns null-terminated object code for a compiled shader.  Only valid for output types that
    // generate human-readable code (GLSL, ESSL or HLSL).
    // Parameters:
    // handle: Specifies the compiler
    const std::string &GetObjectCode(const ShHandle handle);
    
    // Returns object binary blob for a compiled shader.  Only valid for output types that
    // generate binary blob (SPIR-V).
    // Parameters:
    // handle: Specifies the compiler
    const BinaryBlob &GetObjectBinaryBlob(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
    const std::map<std::string, std::string> *GetNameHashingMap(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
    const std::vector<sh::ShaderVariable> *GetUniforms(const ShHandle handle);
    const std::vector<sh::ShaderVariable> *GetVaryings(const ShHandle handle);
    const std::vector<sh::ShaderVariable> *GetInputVaryings(const ShHandle handle);
    const std::vector<sh::ShaderVariable> *GetOutputVaryings(const ShHandle handle);
    const std::vector<sh::ShaderVariable> *GetAttributes(const ShHandle handle);
    const std::vector<sh::ShaderVariable> *GetOutputVariables(const ShHandle handle);
    const std::vector<sh::InterfaceBlock> *GetInterfaceBlocks(const ShHandle handle);
    const std::vector<sh::InterfaceBlock> *GetUniformBlocks(const ShHandle handle);
    const std::vector<sh::InterfaceBlock> *GetShaderStorageBlocks(const ShHandle handle);
    sh::WorkGroupSize GetComputeShaderLocalGroupSize(const ShHandle handle);
    // Returns the number of views specified through the num_views layout qualifier. If num_views is
    // not set, the function returns -1.
    int GetVertexShaderNumViews(const ShHandle handle);
    // Returns true if compiler has injected instructions for early fragment tests as an optimization
    bool HasEarlyFragmentTestsOptimization(const ShHandle handle);
    
    // Returns specialization constant usage bits
    uint32_t GetShaderSpecConstUsageBits(const ShHandle handle);
    
    // Returns true if the passed in variables pack in maxVectors followingthe 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.
    bool CheckVariablesWithinPackingLimits(int maxVectors,
                                           const std::vector<sh::ShaderVariable> &variables);
    
    // Gives the compiler-assigned register for a shader storage block.
    // The method writes the value to the output variable "indexOut".
    // Returns true if it found a valid shader storage block, false otherwise.
    // Parameters:
    // handle: Specifies the compiler
    // shaderStorageBlockName: Specifies the shader storage block
    // indexOut: output variable that stores the assigned register
    bool GetShaderStorageBlockRegister(const ShHandle handle,
                                       const std::string &shaderStorageBlockName,
                                       unsigned int *indexOut);
    
    // Gives the compiler-assigned register for a uniform block.
    // The method writes the value to the output variable "indexOut".
    // Returns true if it found a valid uniform block, false otherwise.
    // Parameters:
    // handle: Specifies the compiler
    // uniformBlockName: Specifies the uniform block
    // indexOut: output variable that stores the assigned register
    bool GetUniformBlockRegister(const ShHandle handle,
                                 const std::string &uniformBlockName,
                                 unsigned int *indexOut);
    
    bool ShouldUniformBlockUseStructuredBuffer(const ShHandle handle,
                                               const std::string &uniformBlockName);
    const std::set<std::string> *GetSlowCompilingUniformBlockSet(const ShHandle handle);
    
    // Gives a map from uniform names to compiler-assigned registers in the default uniform block.
    // Note that the map contains also registers of samplers that have been extracted from structs.
    const std::map<std::string, unsigned int> *GetUniformRegisterMap(const ShHandle handle);
    
    // Sampler, image and atomic counters share registers(t type and u type),
    // GetReadonlyImage2DRegisterIndex and GetImage2DRegisterIndex return the first index into
    // a range of reserved registers for image2D/iimage2D/uimage2D variables.
    // Parameters: handle: Specifies the compiler
    unsigned int GetReadonlyImage2DRegisterIndex(const ShHandle handle);
    unsigned int GetImage2DRegisterIndex(const ShHandle handle);
    
    // The method records these used function names related with image2D/iimage2D/uimage2D, these
    // functions will be dynamically generated.
    // Parameters:
    // handle: Specifies the compiler
    const std::set<std::string> *GetUsedImage2DFunctionNames(const ShHandle handle);
    
    bool HasValidGeometryShaderInputPrimitiveType(const ShHandle handle);
    bool HasValidGeometryShaderOutputPrimitiveType(const ShHandle handle);
    bool HasValidGeometryShaderMaxVertices(const ShHandle handle);
    bool HasValidTessGenMode(const ShHandle handle);
    bool HasValidTessGenSpacing(const ShHandle handle);
    bool HasValidTessGenVertexOrder(const ShHandle handle);
    bool HasValidTessGenPointMode(const ShHandle handle);
    GLenum GetGeometryShaderInputPrimitiveType(const ShHandle handle);
    GLenum GetGeometryShaderOutputPrimitiveType(const ShHandle handle);
    int GetGeometryShaderInvocations(const ShHandle handle);
    int GetGeometryShaderMaxVertices(const ShHandle handle);
    unsigned int GetShaderSharedMemorySize(const ShHandle handle);
    int GetTessControlShaderVertices(const ShHandle handle);
    GLenum GetTessGenMode(const ShHandle handle);
    GLenum GetTessGenSpacing(const ShHandle handle);
    GLenum GetTessGenVertexOrder(const ShHandle handle);
    GLenum GetTessGenPointMode(const ShHandle handle);
    
    //
    // Helper function to identify specs that are based on the WebGL spec.
    //
    inline bool IsWebGLBasedSpec(ShShaderSpec spec)
    {
        return (spec == SH_WEBGL_SPEC || spec == SH_WEBGL2_SPEC || spec == SH_WEBGL3_SPEC);
    }
    
    //
    // Helper function to identify DesktopGL specs
    //
    inline bool IsDesktopGLSpec(ShShaderSpec spec)
    {
        return spec == SH_GL_CORE_SPEC || spec == SH_GL_COMPATIBILITY_SPEC;
    }
    
    // Can't prefix with just _ because then we might introduce a double underscore, which is not safe
    // in GLSL (ESSL 3.00.6 section 3.8: All identifiers containing a double underscore are reserved for
    // use by the underlying implementation). u is short for user-defined.
    extern const char kUserDefinedNamePrefix[];
    
    namespace vk
    {
    
    // Specialization constant ids
    enum class SpecializationConstantId : uint32_t
    {
        LineRasterEmulation = 0,
        SurfaceRotation     = 1,
        DrawableWidth       = 2,
        DrawableHeight      = 3,
    
        InvalidEnum = 4,
        EnumCount   = InvalidEnum,
    };
    
    enum class SurfaceRotation : uint32_t
    {
        Identity,
        Rotated90Degrees,
        Rotated180Degrees,
        Rotated270Degrees,
        FlippedIdentity,
        FlippedRotated90Degrees,
        FlippedRotated180Degrees,
        FlippedRotated270Degrees,
    
        InvalidEnum,
        EnumCount = InvalidEnum,
    };
    
    enum class SpecConstUsage : uint32_t
    {
        LineRasterEmulation = 0,
        YFlip               = 1,
        Rotation            = 2,
        DrawableSize        = 3,
    
        InvalidEnum = 4,
        EnumCount   = InvalidEnum,
    };
    
    // Interface block name containing the aggregate default uniforms
    extern const char kDefaultUniformsNameVS[];
    extern const char kDefaultUniformsNameTCS[];
    extern const char kDefaultUniformsNameTES[];
    extern const char kDefaultUniformsNameGS[];
    extern const char kDefaultUniformsNameFS[];
    extern const char kDefaultUniformsNameCS[];
    
    // Interface block and variable names containing driver uniforms
    extern const char kDriverUniformsBlockName[];
    extern const char kDriverUniformsVarName[];
    
    // Interface block array name used for atomic counter emulation
    extern const char kAtomicCountersBlockName[];
    
    // Line raster emulation varying
    extern const char kLineRasterEmulationPosition[];
    
    // Transform feedback emulation support
    extern const char kXfbEmulationGetOffsetsFunctionName[];
    extern const char kXfbEmulationCaptureFunctionName[];
    extern const char kXfbEmulationBufferBlockName[];
    extern const char kXfbEmulationBufferName[];
    extern const char kXfbEmulationBufferFieldName[];
    
    // Transform feedback extension support
    extern const char kXfbExtensionPositionOutName[];
    
    // EXT_shader_framebuffer_fetch and EXT_shader_framebuffer_fetch_non_coherent
    extern const char kInputAttachmentName[];
    
    }  // namespace vk
    
    namespace mtl
    {
    // Specialization constant to enable GL_SAMPLE_COVERAGE_VALUE emulation.
    extern const char kCoverageMaskEnabledConstName[];
    
    // Specialization constant to emulate rasterizer discard.
    extern const char kRasterizerDiscardEnabledConstName[];
    }  // namespace mtl
    
    // For backends that use glslang (the Vulkan shader compiler), i.e. Vulkan and Metal, call these to
    // initialize and finalize glslang itself.  This can be called independently from Initialize() and
    // Finalize().
    void InitializeGlslang();
    void FinalizeGlslang();
    
    }  // namespace sh
    
    #endif  // GLSLANG_SHADERLANG_H_