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authorMiguel Costa <miguel.costa@qt.io>2018-06-26 16:56:45 +0200
committerAndre de la Rocha <andre.rocha@qt.io>2018-10-13 21:36:35 +0000
commit0a7aebadfbb3534284546aa3ca8612314c08f136 (patch)
treee94ee33ae3bb9b96fc3047c6455d47ac4920bfbf /src/3rdparty/angle/include/GLSLANG/ShaderLang.h
parent656e89f875ad2008ca16cc673b687a22daa294c9 (diff)
Update ANGLE to chromium/3280
Change-Id: I0802c0d7486f772d361f87a544d6c5af937f4ca1 Reviewed-by: Friedemann Kleint <Friedemann.Kleint@qt.io>
Diffstat (limited to 'src/3rdparty/angle/include/GLSLANG/ShaderLang.h')
-rw-r--r--src/3rdparty/angle/include/GLSLANG/ShaderLang.h667
1 files changed, 405 insertions, 262 deletions
diff --git a/src/3rdparty/angle/include/GLSLANG/ShaderLang.h b/src/3rdparty/angle/include/GLSLANG/ShaderLang.h
index d02723e760..1468bb1464 100644
--- a/src/3rdparty/angle/include/GLSLANG/ShaderLang.h
+++ b/src/3rdparty/angle/include/GLSLANG/ShaderLang.h
@@ -6,27 +6,11 @@
#ifndef GLSLANG_SHADERLANG_H_
#define GLSLANG_SHADERLANG_H_
-#if defined(COMPONENT_BUILD) && !defined(ANGLE_TRANSLATOR_STATIC)
-#if defined(_WIN32) || defined(_WIN64)
-
-#if defined(ANGLE_TRANSLATOR_IMPLEMENTATION)
-#define COMPILER_EXPORT __declspec(dllexport)
-#else
-#define COMPILER_EXPORT __declspec(dllimport)
-#endif // defined(ANGLE_TRANSLATOR_IMPLEMENTATION)
-
-#else // defined(_WIN32) || defined(_WIN64)
-#define COMPILER_EXPORT __attribute__((visibility("default")))
-#endif
-
-#else // defined(COMPONENT_BUILD) && !defined(ANGLE_TRANSLATOR_STATIC)
-#define COMPILER_EXPORT
-#endif
-
#include <stddef.h>
#include "KHR/khrplatform.h"
+#include <array>
#include <map>
#include <string>
#include <vector>
@@ -36,51 +20,26 @@
// 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 143
-
-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
+#define ANGLE_SH_VERSION 190
+
+enum ShShaderSpec
+{
+ SH_GLES2_SPEC,
+ SH_WEBGL_SPEC,
+
+ SH_GLES3_SPEC,
+ SH_WEBGL2_SPEC,
+
+ SH_GLES3_1_SPEC,
+ SH_WEBGL3_SPEC,
+};
+
+enum ShShaderOutput
{
// ESSL output only supported in some configurations.
SH_ESSL_OUTPUT = 0x8B45,
@@ -99,147 +58,224 @@ typedef enum
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;
+ SH_HLSL_4_0_FL9_3_OUTPUT = 0x8B4A, // D3D 11 feature level 9_3
+
+ // Output specialized GLSL to be fed to glslang for Vulkan SPIR.
+ SH_GLSL_VULKAN_OUTPUT = 0x8B4B,
+};
// 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;
+// 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;
+
+// This flag will keep invariant declaration for input in fragment shader for GLSL >=4.20 on AMD.
+// From GLSL >= 4.20, it's optional to add invariant for fragment input, but GPU vendors have
+// different implementations about this. Some drivers forbid invariant in fragment for GLSL>= 4.20,
+// e.g. Linux Mesa, some drivers treat that as optional, e.g. NVIDIA, some drivers require invariant
+// must match between vertex and fragment shader, e.g. AMD. The behavior on AMD is obviously wrong.
+// Remove invariant for input in fragment shader to workaround the restriction on Intel Mesa.
+// But don't remove on AMD Linux to avoid triggering the bug on AMD.
+const ShCompileOptions SH_DONT_REMOVE_INVARIANT_FOR_FRAGMENT_INPUT = 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. The ShArrayIndexClampingStrategy enum,
+// specified in the ShBuiltInResources when constructing the
+// compiler, selects the strategy for the clamping implementation.
+const ShCompileOptions SH_CLAMP_INDIRECT_ARRAY_BOUNDS = UINT64_C(1) << 10;
+
+// This flag limits the complexity of an expression.
+const ShCompileOptions SH_LIMIT_EXPRESSION_COMPLEXITY = UINT64_C(1) << 11;
+
+// This flag limits the depth of the call stack.
+const ShCompileOptions SH_LIMIT_CALL_STACK_DEPTH = UINT64_C(1) << 12;
+
+// This flag initializes gl_Position to vec4(0,0,0,0) at the
+// beginning of the vertex shader's main(), and has no effect in the
+// fragment shader. It is intended as a workaround for drivers which
+// incorrectly fail to link programs if gl_Position is not written.
+const ShCompileOptions SH_INIT_GL_POSITION = UINT64_C(1) << 13;
+
+// This flag replaces
+// "a && b" with "a ? b : false",
+// "a || b" with "a ? true : b".
+// This is to work around a MacOSX driver bug that |b| is executed
+// independent of |a|'s value.
+const ShCompileOptions SH_UNFOLD_SHORT_CIRCUIT = UINT64_C(1) << 14;
+
+// This flag initializes output variables to 0 at the beginning of main().
+// It is to avoid undefined behaviors.
+const ShCompileOptions SH_INIT_OUTPUT_VARIABLES = UINT64_C(1) << 15;
+
+// This flag scalarizes vec/ivec/bvec/mat constructor args.
+// It is intended as a workaround for Linux/Mac driver bugs.
+const ShCompileOptions SH_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS = UINT64_C(1) << 16;
+
+// This flag overwrites a struct name with a unique prefix.
+// It is intended as a workaround for drivers that do not handle
+// struct scopes correctly, including all Mac drivers and Linux AMD.
+const ShCompileOptions SH_REGENERATE_STRUCT_NAMES = UINT64_C(1) << 17;
+
+// This flag makes the compiler not prune unused function early in the
+// compilation process. Pruning coupled with SH_LIMIT_CALL_STACK_DEPTH
+// helps avoid bad shaders causing stack overflows.
+const ShCompileOptions SH_DONT_PRUNE_UNUSED_FUNCTIONS = UINT64_C(1) << 18;
+
+// This flag works around a bug in NVIDIA 331 series drivers related
+// to pow(x, y) where y is a constant vector.
+const ShCompileOptions SH_REMOVE_POW_WITH_CONSTANT_EXPONENT = UINT64_C(1) << 19;
+
+// This flag works around bugs in Mac drivers related to do-while by
+// transforming them into an other construct.
+const ShCompileOptions SH_REWRITE_DO_WHILE_LOOPS = UINT64_C(1) << 20;
+
+// This flag works around a bug in the HLSL compiler optimizer that folds certain
+// constant pow expressions incorrectly. Only applies to the HLSL back-end. It works
+// by expanding the integer pow expressions into a series of multiplies.
+const ShCompileOptions SH_EXPAND_SELECT_HLSL_INTEGER_POW_EXPRESSIONS = UINT64_C(1) << 21;
+
+// Flatten "#pragma STDGL invariant(all)" into the declarations of
+// varying variables and built-in GLSL variables. This compiler
+// option is enabled automatically when needed.
+const ShCompileOptions SH_FLATTEN_PRAGMA_STDGL_INVARIANT_ALL = UINT64_C(1) << 22;
+
+// Some drivers do not take into account the base level of the texture in the results of the
+// HLSL GetDimensions builtin. This flag instructs the compiler to manually add the base level
+// offsetting.
+const ShCompileOptions SH_HLSL_GET_DIMENSIONS_IGNORES_BASE_LEVEL = UINT64_C(1) << 23;
+
+// This flag works around an issue in translating GLSL function texelFetchOffset on
+// INTEL drivers. It works by translating texelFetchOffset into texelFetch.
+const ShCompileOptions SH_REWRITE_TEXELFETCHOFFSET_TO_TEXELFETCH = UINT64_C(1) << 24;
+
+// This flag works around condition bug of for and while loops in Intel Mac OSX drivers.
+// Condition calculation is not correct. Rewrite it from "CONDITION" to "CONDITION && true".
+const ShCompileOptions SH_ADD_AND_TRUE_TO_LOOP_CONDITION = UINT64_C(1) << 25;
+
+// This flag works around a bug in evaluating unary minus operator on integer on some INTEL
+// drivers. It works by translating -(int) into ~(int) + 1.
+const ShCompileOptions SH_REWRITE_INTEGER_UNARY_MINUS_OPERATOR = UINT64_C(1) << 26;
+
+// This flag works around a bug in evaluating isnan() on some INTEL D3D and Mac OSX drivers.
+// It works by using an expression to emulate this function.
+const ShCompileOptions SH_EMULATE_ISNAN_FLOAT_FUNCTION = UINT64_C(1) << 27;
+
+// This flag will use all uniforms of unused std140 and shared uniform blocks at the
+// beginning of the vertex/fragment shader's main(). It is intended as a workaround for Mac
+// drivers with shader version 4.10. In those drivers, they will treat unused
+// std140 and shared uniform blocks' members as inactive. However, WebGL2.0 based on
+// OpenGL ES3.0.4 requires all members of a named uniform block declared with a shared or std140
+// layout qualifier to be considered active. The uniform block itself is also considered active.
+const ShCompileOptions SH_USE_UNUSED_STANDARD_SHARED_BLOCKS = UINT64_C(1) << 28;
+
+// 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) << 29;
+
+// 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) << 30;
+
+// Set to 1 to translate gl_ViewID_OVR to an uniform so that the extension can be emulated.
+// "uniform highp uint ViewID_OVR".
+const ShCompileOptions SH_TRANSLATE_VIEWID_OVR_TO_UNIFORM = UINT64_C(1) << 31;
+
+// 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) << 32;
+
+// 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) << 33;
+
+// 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 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) << 34;
+
+// 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) << 35;
+
+// Turn some arithmetic operations that operate on a float vector-scalar pair into vector-vector
+// operations. This is done recursively. Some scalar binary operations inside vector constructors
+// are also turned into vector operations.
+//
+// This is targeted to work around a bug in NVIDIA OpenGL drivers that was reproducible on NVIDIA
+// driver version 387.92. It works around the most common occurrences of the bug.
+const ShCompileOptions SH_REWRITE_VECTOR_SCALAR_ARITHMETIC = UINT64_C(1) << 36;
-// Defines alternate strategies for implementing array index clamping.
-typedef enum {
- // Use the clamp intrinsic for array index clamping.
- SH_CLAMP_WITH_CLAMP_INTRINSIC = 1,
+// 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) << 37;
- // Use a user-defined function for array index clamping.
- SH_CLAMP_WITH_USER_DEFINED_INT_CLAMP_FUNCTION
-} ShArrayIndexClampingStrategy;
+// Defines alternate strategies for implementing array index clamping.
+enum ShArrayIndexClampingStrategy
+{
+ // Use the clamp intrinsic for array index clamping.
+ SH_CLAMP_WITH_CLAMP_INTRINSIC = 1,
-//
-// 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();
+ // Use a user-defined function for array index clamping.
+ SH_CLAMP_WITH_USER_DEFINED_INT_CLAMP_FUNCTION
+};
// 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);
+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_.
//
-typedef struct
+struct ShBuiltInResources
{
// Constants.
int MaxVertexAttribs;
@@ -255,6 +291,8 @@ typedef struct
// 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;
@@ -264,6 +302,9 @@ typedef struct
int EXT_shader_framebuffer_fetch;
int NV_shader_framebuffer_fetch;
int ARM_shader_framebuffer_fetch;
+ int OVR_multiview;
+ int EXT_YUV_target;
+ int OES_geometry_shader;
// 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
@@ -290,6 +331,9 @@ typedef struct
// 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.
@@ -299,19 +343,107 @@ typedef struct
// Default is SH_CLAMP_WITH_CLAMP_INTRINSIC.
ShArrayIndexClampingStrategy ArrayIndexClampingStrategy;
- // The maximum complexity an expression can be.
+ // 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;
-} 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);
+ // 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;
+
+ // 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;
+
+ // OES_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;
+};
//
// ShHandle held by but opaque to the driver. It is allocated,
@@ -320,43 +452,60 @@ COMPILER_EXPORT void ShInitBuiltInResources(ShBuiltInResources *resources);
//
// If handle creation fails, 0 will be returned.
//
-typedef void *ShHandle;
+using ShHandle = void *;
+
+namespace sh
+{
+
+//
+// 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.
+// 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);
+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.
+// 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.
+// 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);
+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.
+// 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
@@ -368,45 +517,41 @@ COMPILER_EXPORT void ShDestruct(ShHandle handle);
// 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().
+// Can be queried by calling sh::GetInfoLog().
// SH_OBJECT_CODE: Translates intermediate tree to glsl or hlsl shader.
-// Can be queried by calling ShGetObjectCode().
+// Can be queried by calling sh::GetObjectCode().
// 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);
+bool Compile(const ShHandle handle,
+ const char *const shaderStrings[],
+ size_t numStrings,
+ ShCompileOptions compileOptions);
// Clears the results from the previous compilation.
-COMPILER_EXPORT void ShClearResults(const ShHandle handle);
+void ClearResults(const ShHandle handle);
// Return the version of the shader language.
-COMPILER_EXPORT int ShGetShaderVersion(const ShHandle handle);
+int GetShaderVersion(const ShHandle handle);
// Return the currently set language output type.
-COMPILER_EXPORT ShShaderOutput ShGetShaderOutputType(
- const ShHandle handle);
+ShShaderOutput GetShaderOutputType(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);
+const std::string &GetInfoLog(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);
+const std::string &GetObjectCode(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.
+// 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);
+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.
@@ -414,52 +559,50 @@ COMPILER_EXPORT const std::map<std::string, std::string> *ShGetNameHashingMap(
// 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.
+const std::vector<sh::Uniform> *GetUniforms(const ShHandle handle);
+const std::vector<sh::Varying> *GetVaryings(const ShHandle handle);
+const std::vector<sh::Varying> *GetInputVaryings(const ShHandle handle);
+const std::vector<sh::Varying> *GetOutputVaryings(const ShHandle handle);
+const std::vector<sh::Attribute> *GetAttributes(const ShHandle handle);
+const std::vector<sh::OutputVariable> *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 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.
-// 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);
+// variables: an array of variables.
+bool CheckVariablesWithinPackingLimits(int maxVectors,
+ const std::vector<sh::ShaderVariable> &variables);
-// Gives the compiler-assigned register for uniforms in the default
-// interface block.
+// 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 default uniform, false otherwise.
+// Returns true if it found a valid uniform block, false otherwise.
// Parameters:
// handle: Specifies the compiler
-// interfaceBlockName: Specifies the uniform
+// uniformBlockName: Specifies the uniform block
// indexOut: output variable that stores the assigned register
-COMPILER_EXPORT bool ShGetUniformRegister(const ShHandle handle,
- const std::string &uniformName,
- unsigned int *indexOut);
+bool GetUniformBlockRegister(const ShHandle handle,
+ const std::string &uniformBlockName,
+ unsigned int *indexOut);
+
+// 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);
+
+GLenum GetGeometryShaderInputPrimitiveType(const ShHandle handle);
+GLenum GetGeometryShaderOutputPrimitiveType(const ShHandle handle);
+int GetGeometryShaderInvocations(const ShHandle handle);
+int GetGeometryShaderMaxVertices(const ShHandle handle);
+
+} // namespace sh
#endif // GLSLANG_SHADERLANG_H_