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kc3-lang/angle/include/GLSLANG

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  • Author : apatrick@chromium.org
    Date : 2012-01-17 21:45:38
    Hash : 6575602e
    Message : Finished off the GLSL compiler's support for parsing shaders using OES_EGL_image_external. The GLSL to HLSL translator work is not done yet so the extension is disabled in Shader.cpp. Review URL: https://codereview.appspot.com/5530081 git-svn-id: https://angleproject.googlecode.com/svn/trunk@946 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • ShaderLang.h
  • //
    // Copyright (c) 2002-2010 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 _COMPILER_INTERFACE_INCLUDED_
    #define _COMPILER_INTERFACE_INCLUDED_
    
    #if defined(COMPONENT_BUILD)
    #if defined(_WIN32) || defined(_WIN64)
    
    #if defined(COMPILER_IMPLEMENTATION)
    #define COMPILER_EXPORT __declspec(dllexport)
    #else
    #define COMPILER_EXPORT __declspec(dllimport)
    #endif  // defined(COMPILER_IMPLEMENTATION)
    
    #else  // defined(WIN32)
    #define COMPILER_EXPORT __attribute__((visibility("default")))
    #endif
    
    #else  // defined(COMPONENT_BUILD)
    #define COMPILER_EXPORT
    #endif
    
    //
    // This is the platform independent interface between an OGL driver
    // and the shading language compiler.
    //
    
    #ifdef __cplusplus
    extern "C" {
    #endif
    
    // Version number for shader translation API.
    // It is incremented everytime the API changes.
    #define SH_VERSION 105
    
    //
    // The names of the following enums have been derived by replacing GL prefix
    // with SH. For example, SH_INFO_LOG_LENGTH is equivalent to GL_INFO_LOG_LENGTH.
    // The enum values are also equal to the values of their GL counterpart. This
    // is done to make it easier for applications to use the shader library.
    //
    typedef enum {
      SH_FRAGMENT_SHADER = 0x8B30,
      SH_VERTEX_SHADER   = 0x8B31
    } ShShaderType;
    
    typedef enum {
      SH_GLES2_SPEC = 0x8B40,
      SH_WEBGL_SPEC = 0x8B41
    } ShShaderSpec;
    
    typedef enum {
      SH_ESSL_OUTPUT = 0x8B45,
      SH_GLSL_OUTPUT = 0x8B46,
      SH_HLSL_OUTPUT = 0x8B47
    } ShShaderOutput;
    
    typedef enum {
      SH_NONE           = 0,
      SH_INT            = 0x1404,
      SH_FLOAT          = 0x1406,
      SH_FLOAT_VEC2     = 0x8B50,
      SH_FLOAT_VEC3     = 0x8B51,
      SH_FLOAT_VEC4     = 0x8B52,
      SH_INT_VEC2       = 0x8B53,
      SH_INT_VEC3       = 0x8B54,
      SH_INT_VEC4       = 0x8B55,
      SH_BOOL           = 0x8B56,
      SH_BOOL_VEC2      = 0x8B57,
      SH_BOOL_VEC3      = 0x8B58,
      SH_BOOL_VEC4      = 0x8B59,
      SH_FLOAT_MAT2     = 0x8B5A,
      SH_FLOAT_MAT3     = 0x8B5B,
      SH_FLOAT_MAT4     = 0x8B5C,
      SH_SAMPLER_2D     = 0x8B5E,
      SH_SAMPLER_CUBE   = 0x8B60,
      SH_SAMPLER_2D_RECT_ARB = 0x8B63,
      SH_SAMPLER_EXTERNAL_OES = 0x8D66
    } ShDataType;
    
    typedef enum {
      SH_INFO_LOG_LENGTH             =  0x8B84,
      SH_OBJECT_CODE_LENGTH          =  0x8B88,  // GL_SHADER_SOURCE_LENGTH
      SH_ACTIVE_UNIFORMS             =  0x8B86,
      SH_ACTIVE_UNIFORM_MAX_LENGTH   =  0x8B87,
      SH_ACTIVE_ATTRIBUTES           =  0x8B89,
      SH_ACTIVE_ATTRIBUTE_MAX_LENGTH =  0x8B8A,
      SH_MAPPED_NAME_MAX_LENGTH      =  0x8B8B
    } ShShaderInfo;
    
    // Compile options.
    typedef enum {
      SH_VALIDATE                = 0,
      SH_VALIDATE_LOOP_INDEXING  = 0x0001,
      SH_INTERMEDIATE_TREE       = 0x0002,
      SH_OBJECT_CODE             = 0x0004,
      SH_ATTRIBUTES_UNIFORMS     = 0x0008,
      SH_LINE_DIRECTIVES         = 0x0010,
      SH_SOURCE_PATH             = 0x0020,
      SH_MAP_LONG_VARIABLE_NAMES = 0x0040,
      SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX = 0x0080,
    
      // This is needed only as a workaround for certain OpenGL driver bugs.
      SH_EMULATE_BUILT_IN_FUNCTIONS = 0x0100
    } ShCompileOptions;
    
    //
    // Driver must call this first, once, before doing any other
    // compiler operations.
    // If the function succeeds, the return value is nonzero, else zero.
    //
    COMPILER_EXPORT int ShInitialize();
    //
    // Driver should call this at shutdown.
    // If the function succeeds, the return value is nonzero, else zero.
    //
    COMPILER_EXPORT int ShFinalize();
    
    //
    // 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 ARB_texture_rectangle;
    } ShBuiltInResources;
    
    //
    // Initialize built-in resources with minimum expected values.
    //
    COMPILER_EXPORT void ShInitBuiltInResources(ShBuiltInResources* resources);
    
    //
    // ShHandle held by but opaque to the driver.  It is allocated,
    // managed, and de-allocated by the compiler. It's contents 
    // are defined by and used by the compiler.
    //
    // If handle creation fails, 0 will be returned.
    //
    typedef void* ShHandle;
    
    //
    // 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 - SH_FRAGMENT_SHADER or SH_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 - SH_ESSL_OUTPUT, SH_GLSL_OUTPUT,
    //         or SH_HLSL_OUTPUT.
    // resources: Specifies the built-in resources.
    COMPILER_EXPORT ShHandle ShConstructCompiler(
        ShShaderType 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 nonzero, else zero.
    // 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_ATTRIBUTES_UNIFORMS: Extracts attributes and uniforms.
    //                         Can be queried by calling ShGetActiveAttrib() and
    //                         ShGetActiveUniform().
    //
    COMPILER_EXPORT int ShCompile(
        const ShHandle handle,
        const char* const shaderStrings[],
        const int numStrings,
        int compileOptions
        );
    
    // Returns a parameter from a compiled shader.
    // Parameters:
    // handle: Specifies the compiler
    // pname: Specifies the parameter to query.
    // The following parameters are defined:
    // SH_INFO_LOG_LENGTH: the number of characters in the information log
    //                     including the null termination character.
    // SH_OBJECT_CODE_LENGTH: the number of characters in the object code
    //                        including the null termination character.
    // SH_ACTIVE_ATTRIBUTES: the number of active attribute variables.
    // SH_ACTIVE_ATTRIBUTE_MAX_LENGTH: the length of the longest active attribute
    //                                 variable name including the null
    //                                 termination character.
    // SH_ACTIVE_UNIFORMS: the number of active uniform variables.
    // SH_ACTIVE_UNIFORM_MAX_LENGTH: the length of the longest active uniform
    //                               variable name including the null
    //                               termination character.
    // SH_MAPPED_NAME_MAX_LENGTH: the length of the mapped variable name including
    //                            the null termination character.
    // 
    // params: Requested parameter
    COMPILER_EXPORT void ShGetInfo(const ShHandle handle,
                                   ShShaderInfo pname,
                                   int* params);
    
    // Returns nul-terminated information log for a compiled shader.
    // Parameters:
    // handle: Specifies the compiler
    // infoLog: Specifies an array of characters that is used to return
    //          the information log. It is assumed that infoLog has enough memory
    //          to accomodate the information log. The size of the buffer required
    //          to store the returned information log can be obtained by calling
    //          ShGetInfo with SH_INFO_LOG_LENGTH.
    COMPILER_EXPORT void ShGetInfoLog(const ShHandle handle, char* infoLog);
    
    // Returns null-terminated object code for a compiled shader.
    // Parameters:
    // handle: Specifies the compiler
    // infoLog: Specifies an array of characters that is used to return
    //          the object code. It is assumed that infoLog has enough memory to
    //          accomodate the object code. The size of the buffer required to
    //          store the returned object code can be obtained by calling
    //          ShGetInfo with SH_OBJECT_CODE_LENGTH.
    COMPILER_EXPORT void ShGetObjectCode(const ShHandle handle, char* objCode);
    
    // Returns information about an active attribute variable.
    // Parameters:
    // handle: Specifies the compiler
    // index: Specifies the index of the attribute variable to be queried.
    // length: Returns the number of characters actually written in the string
    //         indicated by name (excluding the null terminator) if a value other
    //         than NULL is passed.
    // size: Returns the size of the attribute variable.
    // type: Returns the data type of the attribute variable.
    // name: Returns a null terminated string containing the name of the
    //       attribute variable. It is assumed that name has enough memory to
    //       accomodate the attribute variable name. The size of the buffer
    //       required to store the attribute variable name can be obtained by
    //       calling ShGetInfo with SH_ACTIVE_ATTRIBUTE_MAX_LENGTH.
    // mappedName: Returns a null terminated string containing the mapped name of
    //             the attribute variable, It is assumed that mappedName has enough
    //             memory (SH_MAPPED_NAME_MAX_LENGTH), or NULL if don't care
    //             about the mapped name. If the name is not mapped, then name and
    //             mappedName are the same.
    COMPILER_EXPORT void ShGetActiveAttrib(const ShHandle handle,
                                           int index,
                                           int* length,
                                           int* size,
                                           ShDataType* type,
                                           char* name,
                                           char* mappedName);
    
    // Returns information about an active uniform variable.
    // Parameters:
    // handle: Specifies the compiler
    // index: Specifies the index of the uniform variable to be queried.
    // length: Returns the number of characters actually written in the string
    //         indicated by name (excluding the null terminator) if a value
    //         other than NULL is passed.
    // size: Returns the size of the uniform variable.
    // type: Returns the data type of the uniform variable.
    // name: Returns a null terminated string containing the name of the
    //       uniform variable. It is assumed that name has enough memory to
    //       accomodate the uniform variable name. The size of the buffer required
    //       to store the uniform variable name can be obtained by calling
    //       ShGetInfo with SH_ACTIVE_UNIFORMS_MAX_LENGTH.
    // mappedName: Returns a null terminated string containing the mapped name of
    //             the uniform variable, It is assumed that mappedName has enough
    //             memory (SH_MAPPED_NAME_MAX_LENGTH), or NULL if don't care
    //             about the mapped name. If the name is not mapped, then name and
    //             mappedName are the same.
    COMPILER_EXPORT void ShGetActiveUniform(const ShHandle handle,
                                            int index,
                                            int* length,
                                            int* size,
                                            ShDataType* type,
                                            char* name,
                                            char* mappedName);
    
    #ifdef __cplusplus
    }
    #endif
    
    #endif // _COMPILER_INTERFACE_INCLUDED_