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

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  • Author : Geoff Lang
    Date : 2016-05-16 15:59:14
    Hash : b66a9097
    Message : Add support for OES_EGL_image_external and OES_EGL_image_external_essl3. BUG=angleproject:1372 Change-Id: I8489e7fd0ab409b0775041ad5e9fbf0aab53886d Reviewed-on: https://chromium-review.googlesource.com/344734 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Geoff Lang <geofflang@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 <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 146
    
    typedef enum {
      SH_GLES2_SPEC = 0x8B40,
      SH_WEBGL_SPEC = 0x8B41,
    
      SH_GLES3_SPEC = 0x8B86,
      SH_WEBGL2_SPEC = 0x8B87,
    
      // The CSS Shaders spec is a subset of the WebGL spec.
      //
      // In both CSS vertex and fragment shaders, ANGLE:
      // (1) Reserves the "css_" prefix.
      // (2) Renames the main function to css_main.
      // (3) Disables the gl_MaxDrawBuffers built-in.
      //
      // In CSS fragment shaders, ANGLE:
      // (1) Disables the gl_FragColor built-in.
      // (2) Disables the gl_FragData built-in.
      // (3) Enables the css_MixColor built-in.
      // (4) Enables the css_ColorMatrix built-in.
      //
      // After passing a CSS shader through ANGLE, the browser is expected to append
      // a new main function to it.
      // This new main function will call the css_main function.
      // It may also perform additional operations like varying assignment, texture
      // access, and gl_FragColor assignment in order to implement the CSS Shaders
      // blend modes.
      //
      SH_CSS_SHADERS_SPEC = 0x8B42
    } ShShaderSpec;
    
    typedef enum
    {
        // ESSL output only supported in some configurations.
        SH_ESSL_OUTPUT = 0x8B45,
    
        // GLSL output only supported in some configurations.
        SH_GLSL_COMPATIBILITY_OUTPUT = 0x8B46,
        // Note: GL introduced core profiles in 1.5.
        SH_GLSL_130_OUTPUT      = 0x8B47,
        SH_GLSL_140_OUTPUT      = 0x8B80,
        SH_GLSL_150_CORE_OUTPUT = 0x8B81,
        SH_GLSL_330_CORE_OUTPUT = 0x8B82,
        SH_GLSL_400_CORE_OUTPUT = 0x8B83,
        SH_GLSL_410_CORE_OUTPUT = 0x8B84,
        SH_GLSL_420_CORE_OUTPUT = 0x8B85,
        SH_GLSL_430_CORE_OUTPUT = 0x8B86,
        SH_GLSL_440_CORE_OUTPUT = 0x8B87,
        SH_GLSL_450_CORE_OUTPUT = 0x8B88,
    
        // HLSL output only supported in some configurations.
        // Deprecated:
        SH_HLSL_OUTPUT   = 0x8B48,
        SH_HLSL9_OUTPUT  = 0x8B48,
        SH_HLSL11_OUTPUT = 0x8B49,
    
        // Prefer using these to specify HLSL output type:
        SH_HLSL_3_0_OUTPUT       = 0x8B48,  // D3D 9
        SH_HLSL_4_1_OUTPUT       = 0x8B49,  // D3D 11
        SH_HLSL_4_0_FL9_3_OUTPUT = 0x8B4A   // D3D 11 feature level 9_3
    } ShShaderOutput;
    
    // Compile options.
    typedef enum {
      SH_VALIDATE                = 0,
      SH_VALIDATE_LOOP_INDEXING  = 0x0001,
      SH_INTERMEDIATE_TREE       = 0x0002,
      SH_OBJECT_CODE             = 0x0004,
      SH_VARIABLES               = 0x0008,
      SH_LINE_DIRECTIVES         = 0x0010,
      SH_SOURCE_PATH             = 0x0020,
      SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX = 0x0040,
      // If a sampler array index happens to be a loop index,
      //   1) if its type is integer, unroll the loop.
      //   2) if its type is float, fail the shader compile.
      // This is to work around a mac driver bug.
      SH_UNROLL_FOR_LOOP_WITH_SAMPLER_ARRAY_INDEX = 0x0080,
    
      // This is needed only as a workaround for certain OpenGL driver bugs.
      SH_EMULATE_BUILT_IN_FUNCTIONS = 0x0100,
    
      // This is an experimental flag to enforce restrictions that aim to prevent
      // timing attacks.
      // It generates compilation errors for shaders that could expose sensitive
      // texture information via the timing channel.
      // To use this flag, you must compile the shader under the WebGL spec
      // (using the SH_WEBGL_SPEC flag).
      SH_TIMING_RESTRICTIONS = 0x0200,
    
      // This flag prints the dependency graph that is used to enforce timing
      // restrictions on fragment shaders.
      // This flag only has an effect if all of the following are true:
      // - The shader spec is SH_WEBGL_SPEC.
      // - The compile options contain the SH_TIMING_RESTRICTIONS flag.
      // - The shader type is GL_FRAGMENT_SHADER.
      SH_DEPENDENCY_GRAPH = 0x0400,
    
      // Enforce the GLSL 1.017 Appendix A section 7 packing restrictions.
      // This flag only enforces (and can only enforce) the packing
      // restrictions for uniform variables in both vertex and fragment
      // shaders. ShCheckVariablesWithinPackingLimits() lets embedders
      // enforce the packing restrictions for varying variables during
      // program link time.
      SH_ENFORCE_PACKING_RESTRICTIONS = 0x0800,
    
      // This flag ensures all indirect (expression-based) array indexing
      // is clamped to the bounds of the array. This ensures, for example,
      // that you cannot read off the end of a uniform, whether an array
      // vec234, or mat234 type. The ShArrayIndexClampingStrategy enum,
      // specified in the ShBuiltInResources when constructing the
      // compiler, selects the strategy for the clamping implementation.
      SH_CLAMP_INDIRECT_ARRAY_BOUNDS = 0x1000,
    
      // This flag limits the complexity of an expression.
      SH_LIMIT_EXPRESSION_COMPLEXITY = 0x2000,
    
      // This flag limits the depth of the call stack.
      SH_LIMIT_CALL_STACK_DEPTH = 0x4000,
    
      // This flag initializes gl_Position to vec4(0,0,0,0) at the
      // beginning of the vertex shader's main(), and has no effect in the
      // fragment shader. It is intended as a workaround for drivers which
      // incorrectly fail to link programs if gl_Position is not written.
      SH_INIT_GL_POSITION = 0x8000,
    
      // This flag replaces
      //   "a && b" with "a ? b : false",
      //   "a || b" with "a ? true : b".
      // This is to work around a MacOSX driver bug that |b| is executed
      // independent of |a|'s value.
      SH_UNFOLD_SHORT_CIRCUIT = 0x10000,
    
      // This flag initializes varyings without static use in vertex shader
      // at the beginning of main(), and has no effects in the fragment shader.
      // It is intended as a workaround for drivers which incorrectly optimize
      // out such varyings and cause a link failure.
      SH_INIT_VARYINGS_WITHOUT_STATIC_USE = 0x20000,
    
      // This flag scalarizes vec/ivec/bvec/mat constructor args.
      // It is intended as a workaround for Linux/Mac driver bugs.
      SH_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS = 0x40000,
    
      // This flag overwrites a struct name with a unique prefix.
      // It is intended as a workaround for drivers that do not handle
      // struct scopes correctly, including all Mac drivers and Linux AMD.
      SH_REGENERATE_STRUCT_NAMES = 0x80000,
    
      // This flag makes the compiler not prune unused function early in the
      // compilation process. Pruning coupled with SH_LIMIT_CALL_STACK_DEPTH
      // helps avoid bad shaders causing stack overflows.
      SH_DONT_PRUNE_UNUSED_FUNCTIONS = 0x100000,
    
      // This flag works around a bug in NVIDIA 331 series drivers related
      // to pow(x, y) where y is a constant vector.
      SH_REMOVE_POW_WITH_CONSTANT_EXPONENT = 0x200000,
    
      // This flag works around bugs in Mac drivers related to do-while by
      // transforming them into an other construct.
      SH_REWRITE_DO_WHILE_LOOPS = 0x400000,
    } ShCompileOptions;
    
    // Defines alternate strategies for implementing array index clamping.
    typedef enum {
      // Use the clamp intrinsic for array index clamping.
      SH_CLAMP_WITH_CLAMP_INTRINSIC = 1,
    
      // Use a user-defined function for array index clamping.
      SH_CLAMP_WITH_USER_DEFINED_INT_CLAMP_FUNCTION
    } ShArrayIndexClampingStrategy;
    
    //
    // Driver must call this first, once, before doing any other
    // compiler operations.
    // If the function succeeds, the return value is true, else false.
    //
    COMPILER_EXPORT bool ShInitialize();
    //
    // Driver should call this at shutdown.
    // If the function succeeds, the return value is true, else false.
    //
    COMPILER_EXPORT bool ShFinalize();
    
    // The 64 bits hash function. The first parameter is the input string; the
    // second parameter is the string length.
    typedef khronos_uint64_t (*ShHashFunction64)(const char*, size_t);
    
    //
    // Implementation dependent built-in resources (constants and extensions).
    // The names for these resources has been obtained by stripping gl_/GL_.
    //
    typedef struct
    {
        // Constants.
        int MaxVertexAttribs;
        int MaxVertexUniformVectors;
        int MaxVaryingVectors;
        int MaxVertexTextureImageUnits;
        int MaxCombinedTextureImageUnits;
        int MaxTextureImageUnits;
        int MaxFragmentUniformVectors;
        int MaxDrawBuffers;
    
        // Extensions.
        // Set to 1 to enable the extension, else 0.
        int OES_standard_derivatives;
        int OES_EGL_image_external;
        int OES_EGL_image_external_essl3;
        int NV_EGL_stream_consumer_external;
        int ARB_texture_rectangle;
        int EXT_blend_func_extended;
        int EXT_draw_buffers;
        int EXT_frag_depth;
        int EXT_shader_texture_lod;
        int WEBGL_debug_shader_precision;
        int EXT_shader_framebuffer_fetch;
        int NV_shader_framebuffer_fetch;
        int ARM_shader_framebuffer_fetch;
    
        // Set to 1 to enable replacing GL_EXT_draw_buffers #extension directives
        // with GL_NV_draw_buffers in ESSL output. This flag can be used to emulate
        // EXT_draw_buffers by using it in combination with GLES3.0 glDrawBuffers
        // function. This applies to Tegra K1 devices.
        int NV_draw_buffers;
    
        // Set to 1 if highp precision is supported in the ESSL 1.00 version of the
        // fragment language. Does not affect versions of the language where highp
        // support is mandatory.
        // Default is 0.
        int FragmentPrecisionHigh;
    
        // GLSL ES 3.0 constants.
        int MaxVertexOutputVectors;
        int MaxFragmentInputVectors;
        int MinProgramTexelOffset;
        int MaxProgramTexelOffset;
    
        // Extension constants.
    
        // Value of GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT for OpenGL ES output context.
        // Value of GL_MAX_DUAL_SOURCE_DRAW_BUFFERS for OpenGL output context.
        // GLES SL version 100 gl_MaxDualSourceDrawBuffersEXT value for EXT_blend_func_extended.
        int MaxDualSourceDrawBuffers;
    
        // Name Hashing.
        // Set a 64 bit hash function to enable user-defined name hashing.
        // Default is NULL.
        ShHashFunction64 HashFunction;
    
        // Selects a strategy to use when implementing array index clamping.
        // Default is SH_CLAMP_WITH_CLAMP_INTRINSIC.
        ShArrayIndexClampingStrategy ArrayIndexClampingStrategy;
    
        // The maximum complexity an expression can be when SH_LIMIT_EXPRESSION_COMPLEXITY is turned on.
        int MaxExpressionComplexity;
    
        // The maximum depth a call stack can be.
        int MaxCallStackDepth;
    
        // The maximum number of parameters a function can have when SH_LIMIT_EXPRESSION_COMPLEXITY is
        // turned on.
        int MaxFunctionParameters;
    } ShBuiltInResources;
    
    //
    // Initialize built-in resources with minimum expected values.
    // Parameters:
    // resources: The object to initialize. Will be comparable with memcmp.
    //
    COMPILER_EXPORT void ShInitBuiltInResources(ShBuiltInResources *resources);
    
    //
    // ShHandle held by but opaque to the driver.  It is allocated,
    // managed, and de-allocated by the compiler. Its contents
    // are defined by and used by the compiler.
    //
    // If handle creation fails, 0 will be returned.
    //
    typedef void *ShHandle;
    
    //
    // Returns the a concatenated list of the items in ShBuiltInResources as a
    // null-terminated string.
    // This function must be updated whenever ShBuiltInResources is changed.
    // Parameters:
    // handle: Specifies the handle of the compiler to be used.
    COMPILER_EXPORT const std::string &ShGetBuiltInResourcesString(const ShHandle handle);
    
    //
    // Driver calls these to create and destroy compiler objects.
    //
    // Returns the handle of constructed compiler, null if the requested compiler is
    // not supported.
    // Parameters:
    // type: Specifies the type of shader - GL_FRAGMENT_SHADER or GL_VERTEX_SHADER.
    // spec: Specifies the language spec the compiler must conform to -
    //       SH_GLES2_SPEC or SH_WEBGL_SPEC.
    // output: Specifies the output code type - for example SH_ESSL_OUTPUT, SH_GLSL_OUTPUT,
    //         SH_HLSL_3_0_OUTPUT or SH_HLSL_4_1_OUTPUT. Note: Each output type may only
    //         be supported in some configurations.
    // resources: Specifies the built-in resources.
    COMPILER_EXPORT ShHandle ShConstructCompiler(
        sh::GLenum type,
        ShShaderSpec spec,
        ShShaderOutput output,
        const ShBuiltInResources *resources);
    COMPILER_EXPORT void ShDestruct(ShHandle handle);
    
    //
    // Compiles the given shader source.
    // If the function succeeds, the return value is true, else false.
    // Parameters:
    // handle: Specifies the handle of compiler to be used.
    // shaderStrings: Specifies an array of pointers to null-terminated strings
    //                containing the shader source code.
    // numStrings: Specifies the number of elements in shaderStrings array.
    // compileOptions: A mask containing the following parameters:
    // SH_VALIDATE: Validates shader to ensure that it conforms to the spec
    //              specified during compiler construction.
    // SH_VALIDATE_LOOP_INDEXING: Validates loop and indexing in the shader to
    //                            ensure that they do not exceed the minimum
    //                            functionality mandated in GLSL 1.0 spec,
    //                            Appendix A, Section 4 and 5.
    //                            There is no need to specify this parameter when
    //                            compiling for WebGL - it is implied.
    // SH_INTERMEDIATE_TREE: Writes intermediate tree to info log.
    //                       Can be queried by calling ShGetInfoLog().
    // SH_OBJECT_CODE: Translates intermediate tree to glsl or hlsl shader.
    //                 Can be queried by calling ShGetObjectCode().
    // SH_VARIABLES: Extracts attributes, uniforms, and varyings.
    //               Can be queried by calling ShGetVariableInfo().
    //
    COMPILER_EXPORT bool ShCompile(
        const ShHandle handle,
        const char * const shaderStrings[],
        size_t numStrings,
        int compileOptions);
    
    // Clears the results from the previous compilation.
    COMPILER_EXPORT void ShClearResults(const ShHandle handle);
    
    // Return the version of the shader language.
    COMPILER_EXPORT int ShGetShaderVersion(const ShHandle handle);
    
    // Return the currently set language output type.
    COMPILER_EXPORT ShShaderOutput ShGetShaderOutputType(
        const ShHandle handle);
    
    // Returns null-terminated information log for a compiled shader.
    // Parameters:
    // handle: Specifies the compiler
    COMPILER_EXPORT const std::string &ShGetInfoLog(const ShHandle handle);
    
    // Returns null-terminated object code for a compiled shader.
    // Parameters:
    // handle: Specifies the compiler
    COMPILER_EXPORT const std::string &ShGetObjectCode(const ShHandle handle);
    
    // Returns a (original_name, hash) map containing all the user defined
    // names in the shader, including variable names, function names, struct
    // names, and struct field names.
    // Parameters:
    // handle: Specifies the compiler
    COMPILER_EXPORT const std::map<std::string, std::string> *ShGetNameHashingMap(
        const ShHandle handle);
    
    // Shader variable inspection.
    // Returns a pointer to a list of variables of the designated type.
    // (See ShaderVars.h for type definitions, included above)
    // Returns NULL on failure.
    // Parameters:
    // handle: Specifies the compiler
    COMPILER_EXPORT const std::vector<sh::Uniform> *ShGetUniforms(const ShHandle handle);
    COMPILER_EXPORT const std::vector<sh::Varying> *ShGetVaryings(const ShHandle handle);
    COMPILER_EXPORT const std::vector<sh::Attribute> *ShGetAttributes(const ShHandle handle);
    COMPILER_EXPORT const std::vector<sh::OutputVariable> *ShGetOutputVariables(const ShHandle handle);
    COMPILER_EXPORT const std::vector<sh::InterfaceBlock> *ShGetInterfaceBlocks(const ShHandle handle);
    
    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.
    // varInfoArray: an array of variable info (types and sizes).
    // varInfoArraySize: the size of the variable array.
    COMPILER_EXPORT bool ShCheckVariablesWithinPackingLimits(
        int maxVectors,
        ShVariableInfo *varInfoArray,
        size_t varInfoArraySize);
    
    // 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_