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diff --git a/src/3rdparty/angle/include/GLSLANG/ShaderLang.h b/src/3rdparty/angle/include/GLSLANG/ShaderLang.h
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--- a/src/3rdparty/angle/include/GLSLANG/ShaderLang.h
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-//
-// 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_