// // 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 _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 #include "KHR/khrplatform.h" #include // // 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 ANGLE_SH_VERSION 110 // // 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, SH_HLSL9_OUTPUT = 0x8B47, SH_HLSL11_OUTPUT = 0x8B48 } 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 = 0x6000, SH_NAME_MAX_LENGTH = 0x6001, SH_HASHED_NAME_MAX_LENGTH = 0x6002, SH_HASHED_NAMES_COUNT = 0x6003, SH_ACTIVE_UNIFORMS_ARRAY = 0x6004 } 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, // 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 } ShCompileOptions; // Defines alternate strategies for implementing array index clamping. typedef enum { // Use the clamp intrinsic for array index clamping. SH_CLAMP_WITH_CLAMP_INTRINSIC = 1, // Use a user-defined function for array index clamping. SH_CLAMP_WITH_USER_DEFINED_INT_CLAMP_FUNCTION } ShArrayIndexClampingStrategy; // // Driver must call this first, once, before doing any other // compiler operations. // If the function succeeds, the return value is 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(); // The 64 bits hash function. The first parameter is the input string; the // second parameter is the string length. typedef khronos_uint64_t (*ShHashFunction64)(const char*, size_t); // // Implementation dependent built-in resources (constants and extensions). // The names for these resources has been obtained by stripping gl_/GL_. // typedef struct { // Constants. int MaxVertexAttribs; int MaxVertexUniformVectors; int MaxVaryingVectors; int MaxVertexTextureImageUnits; int MaxCombinedTextureImageUnits; int MaxTextureImageUnits; int MaxFragmentUniformVectors; int MaxDrawBuffers; // Extensions. // Set to 1 to enable the extension, else 0. int OES_standard_derivatives; int OES_EGL_image_external; int ARB_texture_rectangle; int EXT_draw_buffers; // Set to 1 if highp precision is supported in the fragment language. // Default is 0. int FragmentPrecisionHigh; // 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; } 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, // SH_HLSL9_OUTPUT or SH_HLSL11_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[], size_t 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. // SH_NAME_MAX_LENGTH: the max length of a user-defined name including the // null termination character. // SH_HASHED_NAME_MAX_LENGTH: the max length of a hashed name including the // null termination character. // SH_HASHED_NAMES_COUNT: the number of hashed names from the latest compile. // // params: Requested parameter COMPILER_EXPORT void ShGetInfo(const ShHandle handle, ShShaderInfo pname, size_t* 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, size_t* 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, size_t* length, int* size, ShDataType* type, char* name, char* mappedName); // Returns information about a name hashing entry from the latest compile. // Parameters: // handle: Specifies the compiler // index: Specifies the index of the name hashing entry to be queried. // name: Returns a null terminated string containing the user defined name. // It is assumed that name has enough memory to accomodate the name. // The size of the buffer required to store the user defined name can // be obtained by calling ShGetInfo with SH_NAME_MAX_LENGTH. // hashedName: Returns a null terminated string containing the hashed name of // the uniform variable, It is assumed that hashedName has enough // memory to accomodate the name. The size of the buffer required // to store the name can be obtained by calling ShGetInfo with // SH_HASHED_NAME_MAX_LENGTH. COMPILER_EXPORT void ShGetNameHashingEntry(const ShHandle handle, int index, char* name, char* hashedName); // Returns a parameter from a compiled shader. // Parameters: // handle: Specifies the compiler // pname: Specifies the parameter to query. // The following parameters are defined: // SH_ACTIVE_UNIFORMS_ARRAY: an STL vector of active uniforms. Valid only for // HLSL output. // params: Requested parameter COMPILER_EXPORT void ShGetInfoPointer(const ShHandle handle, ShShaderInfo pname, void** params); #ifdef __cplusplus } #endif #endif // _COMPILER_INTERFACE_INCLUDED_