// // 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) && !defined(ANGLE_TRANSLATOR_STATIC) #if defined(_WIN32) || defined(_WIN64) #if defined(ANGLE_TRANSLATOR_IMPLEMENTATION) #define COMPILER_EXPORT __declspec(dllexport) #else #define COMPILER_EXPORT __declspec(dllimport) #endif // defined(ANGLE_TRANSLATOR_IMPLEMENTATION) #else // defined(_WIN32) || defined(_WIN64) #define COMPILER_EXPORT __attribute__((visibility("default"))) #endif #else // defined(COMPONENT_BUILD) && !defined(ANGLE_TRANSLATOR_STATIC) #define COMPILER_EXPORT #endif #include #include "KHR/khrplatform.h" // // This is the platform independent interface between an OGL driver // and the shading language compiler. // namespace sh { // GLenum alias typedef unsigned int GLenum; } // Must be included after GLenum proxy typedef #include "ShaderVars.h" #ifdef __cplusplus extern "C" { #endif // Version number for shader translation API. // It is incremented every time the API changes. #define ANGLE_SH_VERSION 129 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_PRECISION_HIGHP = 0x5001, SH_PRECISION_MEDIUMP = 0x5002, SH_PRECISION_LOWP = 0x5003, SH_PRECISION_UNDEFINED = 0 } ShPrecisionType; 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_VARYINGS = 0x8BBB, SH_VARYING_MAX_LENGTH = 0x8BBC, SH_MAPPED_NAME_MAX_LENGTH = 0x6000, SH_NAME_MAX_LENGTH = 0x6001, SH_HASHED_NAME_MAX_LENGTH = 0x6002, SH_HASHED_NAMES_COUNT = 0x6003, SH_SHADER_VERSION = 0x6004, SH_RESOURCES_STRING_LENGTH = 0x6005, SH_OUTPUT_TYPE = 0x6006 } ShShaderInfo; // Compile options. typedef enum { SH_VALIDATE = 0, SH_VALIDATE_LOOP_INDEXING = 0x0001, SH_INTERMEDIATE_TREE = 0x0002, SH_OBJECT_CODE = 0x0004, SH_VARIABLES = 0x0008, SH_LINE_DIRECTIVES = 0x0010, SH_SOURCE_PATH = 0x0020, SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX = 0x0040, // If a sampler array index happens to be a loop index, // 1) if its type is integer, unroll the loop. // 2) if its type is float, fail the shader compile. // This is to work around a mac driver bug. SH_UNROLL_FOR_LOOP_WITH_SAMPLER_ARRAY_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 GL_FRAGMENT_SHADER. SH_DEPENDENCY_GRAPH = 0x0400, // 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. 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, // 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. SH_INIT_GL_POSITION = 0x8000, // 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. SH_UNFOLD_SHORT_CIRCUIT = 0x10000, // This flag initializes varyings without static use in vertex shader // at the beginning of main(), and has no effects in the fragment shader. // It is intended as a workaround for drivers which incorrectly optimize // out such varyings and cause a link failure. SH_INIT_VARYINGS_WITHOUT_STATIC_USE = 0x20000, // This flag scalarizes vec/ivec/bvec/mat constructor args. // It is intended as a workaround for Linux/Mac driver bugs. SH_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS = 0x40000, } 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; int EXT_frag_depth; int EXT_shader_texture_lod; // Set to 1 if highp precision is supported in the fragment language. // Default is 0. int FragmentPrecisionHigh; // GLSL ES 3.0 constants. int MaxVertexOutputVectors; int MaxFragmentInputVectors; int MinProgramTexelOffset; int MaxProgramTexelOffset; // 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; } 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. Its contents // are defined by and used by the compiler. // // If handle creation fails, 0 will be returned. // typedef void* ShHandle; // // Returns the a concatenated list of the items in ShBuiltInResources as a string. // This function must be updated whenever ShBuiltInResources is changed. // Parameters: // handle: Specifies the handle of the compiler to be used. // outStringLen: Specifies the size of the buffer, in number of characters. The size // of the buffer required to store the resources string can be obtained // by calling ShGetInfo with SH_RESOURCES_STRING_LENGTH. // outStr: Returns a null-terminated string representing all the built-in resources. COMPILER_EXPORT void ShGetBuiltInResourcesString(const ShHandle handle, size_t outStringLen, char *outStr); // // 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 - SH_ESSL_OUTPUT, SH_GLSL_OUTPUT, // SH_HLSL9_OUTPUT or SH_HLSL11_OUTPUT. // resources: Specifies the built-in resources. COMPILER_EXPORT ShHandle ShConstructCompiler( sh::GLenum 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_VARIABLES: Extracts attributes, uniforms, and varyings. // Can be queried by calling ShGetVariableInfo(). // 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_VARYINGS: the number of varying variables. // SH_VARYING_MAX_LENGTH: the length of the longest varying 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. // SH_SHADER_VERSION: the version of the shader language // SH_OUTPUT_TYPE: the currently set language output type // // 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 a shader variable. // Parameters: // handle: Specifies the compiler // variableType: Specifies the variable type; options include // SH_ACTIVE_ATTRIBUTES, SH_ACTIVE_UNIFORMS, SH_VARYINGS. // index: Specifies the index of the 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 variable. // type: Returns the data type of the variable. // precision: Returns the precision of the variable. // staticUse: Returns 1 if the variable is accessed in a statement after // pre-processing, whether or not run-time flow of control will // cause that statement to be executed. // Returns 0 otherwise. // name: Returns a null terminated string containing the name of the // variable. It is assumed that name has enough memory to accormodate // the variable name. The size of the buffer required to store the // variable name can be obtained by calling ShGetInfo with // SH_ACTIVE_ATTRIBUTE_MAX_LENGTH, SH_ACTIVE_UNIFORM_MAX_LENGTH, // SH_VARYING_MAX_LENGTH. // mappedName: Returns a null terminated string containing the mapped name of // the 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 ShGetVariableInfo(const ShHandle handle, ShShaderInfo variableType, int index, size_t* length, int* size, sh::GLenum* type, ShPrecisionType* precision, int* staticUse, 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); // 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 COMPILER_EXPORT const std::vector *ShGetUniforms(const ShHandle handle); COMPILER_EXPORT const std::vector *ShGetVaryings(const ShHandle handle); COMPILER_EXPORT const std::vector *ShGetAttributes(const ShHandle handle); COMPILER_EXPORT const std::vector *ShGetOutputVariables(const ShHandle handle); COMPILER_EXPORT const std::vector *ShGetInterfaceBlocks(const ShHandle handle); typedef struct { sh::GLenum type; int size; } ShVariableInfo; // Returns 1 if the passed in variables pack in maxVectors following // the packing rules from the GLSL 1.017 spec, Appendix A, section 7. // Returns 0 otherwise. Also look at the SH_ENFORCE_PACKING_RESTRICTIONS // flag above. // Parameters: // maxVectors: the available rows of registers. // varInfoArray: an array of variable info (types and sizes). // varInfoArraySize: the size of the variable array. COMPILER_EXPORT int ShCheckVariablesWithinPackingLimits( int maxVectors, ShVariableInfo* varInfoArray, size_t varInfoArraySize); // Gives the compiler-assigned register for an interface block. // The method writes the value to the output variable "indexOut". // Returns true if it found a valid interface block, false otherwise. // Parameters: // handle: Specifies the compiler // interfaceBlockName: Specifies the interface block // indexOut: output variable that stores the assigned register COMPILER_EXPORT bool ShGetInterfaceBlockRegister(const ShHandle handle, const char *interfaceBlockName, unsigned int *indexOut); // Gives the compiler-assigned register for uniforms in the default // interface block. // The method writes the value to the output variable "indexOut". // Returns true if it found a valid default uniform, false otherwise. // Parameters: // handle: Specifies the compiler // interfaceBlockName: Specifies the uniform // indexOut: output variable that stores the assigned register COMPILER_EXPORT bool ShGetUniformRegister(const ShHandle handle, const char *uniformName, unsigned int *indexOut); #ifdef __cplusplus } #endif #endif // _COMPILER_INTERFACE_INCLUDED_