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authorJason Barron <jason.barron@digia.com>2012-10-15 14:16:51 +0200
committerThe Qt Project <gerrit-noreply@qt-project.org>2012-10-24 02:29:15 +0200
commite0c0e83fd5534b24f18d5e02a453182df54933e0 (patch)
treeb0277ef33d668f49a02203de2c99b1cfbaad5291 /src/3rdparty/angle/include/GLSLANG
parent84d09214bc54b4a0cf9860aa27e78ae27bfd69f9 (diff)
Add ANGLE as a 3rdparty library to Qt.
ANGLE is a component that implements the OpenGL ES 2.0 API on top of DirectX 9. See the following for more info: http://code.google.com/p/angleproject/ ANGLE is now the default configuration on Windows. If you want to use desktop OpenGL, you should build Qt with the following configure options: -opengl desktop To configure Qt to use another OpenGL ES 2 implementation, you should use: -opengl es2 -no-angle Task-number: QTBUG-24207 Change-Id: Iefcbeaa37ed920f431729749ab8333b248fe5134 Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
Diffstat (limited to 'src/3rdparty/angle/include/GLSLANG')
-rw-r--r--src/3rdparty/angle/include/GLSLANG/ShaderLang.h354
1 files changed, 354 insertions, 0 deletions
diff --git a/src/3rdparty/angle/include/GLSLANG/ShaderLang.h b/src/3rdparty/angle/include/GLSLANG/ShaderLang.h
new file mode 100644
index 0000000000..d925029a2c
--- /dev/null
+++ b/src/3rdparty/angle/include/GLSLANG/ShaderLang.h
@@ -0,0 +1,354 @@
+//
+// 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 107
+
+//
+// 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,
+
+ // 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 {
+ 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,
+
+ // 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 SH_FRAGMENT_SHADER.
+ SH_DEPENDENCY_GRAPH = 0x0400,
+
+ // Enforce the GLSL 1.017 Appendix A section 7 packing restrictions.
+ SH_ENFORCE_PACKING_RESTRICTIONS = 0x0800,
+} 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_