// // 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 #include "khrplatform.h" #include #include #include // // 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 145 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 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_COMPATIBILITY_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 *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 *ShGetUniforms(const ShHandle handle); COMPILER_EXPORT const std::vector *ShGetVaryings(const ShHandle handle); COMPILER_EXPORT const std::vector *ShGetAttributes(const ShHandle handle); COMPILER_EXPORT const std::vector *ShGetOutputVariables(const ShHandle handle); COMPILER_EXPORT const std::vector *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 *ShGetUniformRegisterMap( const ShHandle handle); #endif // GLSLANG_SHADERLANG_H_