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Diffstat (limited to 'src/3rdparty/angle/include/GLSLANG/ShaderLang.h')
-rw-r--r-- | src/3rdparty/angle/include/GLSLANG/ShaderLang.h | 608 |
1 files changed, 0 insertions, 608 deletions
diff --git a/src/3rdparty/angle/include/GLSLANG/ShaderLang.h b/src/3rdparty/angle/include/GLSLANG/ShaderLang.h deleted file mode 100644 index 1468bb1464..0000000000 --- a/src/3rdparty/angle/include/GLSLANG/ShaderLang.h +++ /dev/null @@ -1,608 +0,0 @@ -// -// 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_ - -#include <stddef.h> - -#include "KHR/khrplatform.h" - -#include <array> -#include <map> -#include <string> -#include <vector> - -// -// This is the platform independent interface between an OGL driver -// and the shading language compiler. -// - -// 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 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, - - // 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, - - // 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 - - // Output specialized GLSL to be fed to glslang for Vulkan SPIR. - SH_GLSL_VULKAN_OUTPUT = 0x8B4B, -}; - -// Compile options. -// 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; - -// 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; - -// Defines alternate strategies for implementing array index clamping. -enum ShArrayIndexClampingStrategy -{ - // 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 -}; - -// The 64 bits hash function. The first parameter is the input string; the -// second parameter is the string length. -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_. -// -struct ShBuiltInResources -{ - // 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; - 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 - // 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; - - // 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. - 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; - - // 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, -// 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. -// -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. -// This function must be updated whenever ShBuiltInResources is changed. -// Parameters: -// handle: Specifies the handle of the compiler to be used. -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. -// 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. -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. -// 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 sh::GetInfoLog(). -// SH_OBJECT_CODE: Translates intermediate tree to glsl or hlsl shader. -// Can be queried by calling sh::GetObjectCode(). -// SH_VARIABLES: Extracts attributes, uniforms, and varyings. -// Can be queried by calling ShGetVariableInfo(). -// -bool Compile(const ShHandle handle, - const char *const shaderStrings[], - size_t numStrings, - ShCompileOptions compileOptions); - -// Clears the results from the previous compilation. -void ClearResults(const ShHandle handle); - -// Return the version of the shader language. -int GetShaderVersion(const ShHandle handle); - -// Return the currently set language output type. -ShShaderOutput GetShaderOutputType(const ShHandle handle); - -// Returns null-terminated information log for a compiled shader. -// Parameters: -// handle: Specifies the compiler -const std::string &GetInfoLog(const ShHandle handle); - -// Returns null-terminated object code for a compiled shader. -// Parameters: -// handle: Specifies the compiler -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. -// Parameters: -// handle: Specifies the compiler -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. -// (See ShaderVars.h for type definitions, included above) -// Returns NULL on failure. -// Parameters: -// handle: Specifies the compiler -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. -// variables: an array of variables. -bool CheckVariablesWithinPackingLimits(int maxVectors, - const std::vector<sh::ShaderVariable> &variables); - -// 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 uniform block, false otherwise. -// Parameters: -// handle: Specifies the compiler -// uniformBlockName: Specifies the uniform block -// indexOut: output variable that stores the assigned register -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_ |