gecko/gfx/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 _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 "khrplatform.h"
#include <stddef.h>
//
// This is the platform independent interface between an OGL driver
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// and the shading language compiler.
//
#ifdef __cplusplus
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extern "C" {
#endif
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// Version number for shader translation API.
// It is incremented everytime the API changes.
#define ANGLE_SH_VERSION 110
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//
// 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
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} ShShaderSpec;
typedef enum {
SH_ESSL_OUTPUT = 0x8B45,
SH_GLSL_OUTPUT = 0x8B46,
SH_HLSL_OUTPUT = 0x8B47,
SH_HLSL9_OUTPUT = 0x8B47,
SH_HLSL11_OUTPUT = 0x8B48
} ShShaderOutput;
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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
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} 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
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} 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,
// 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,
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} 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
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// 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);
//
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// 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;
int EXT_frag_depth;
// 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;
// The maximum complexity an expression can be.
int MaxExpressionComplexity;
// The maximum depth a call stack can be.
int MaxCallStackDepth;
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} ShBuiltInResources;
//
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// 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,
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// 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;
//
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// Driver calls these to create and destroy compiler objects.
//
// Returns the handle of constructed compiler, null if the requested compiler is
// not supported.
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// 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.
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// 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);
//
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// 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.
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// 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(
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const ShHandle handle,
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const char* const shaderStrings[],
size_t numStrings,
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int compileOptions
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);
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// 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.
//
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// params: Requested parameter
COMPILER_EXPORT void ShGetInfo(const ShHandle handle,
ShShaderInfo pname,
size_t* params);
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// 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);
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// 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);
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// 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);
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// 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
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}
#endif
#endif // _COMPILER_INTERFACE_INCLUDED_