8cab401d08
-=-=-=-=-=-=-=-=-=-=-=-=-=- 3D Physics: -Fixed "Bounce" parameter in 3D -Fixed bug affecting Area (sometims it would not detect properly) -Vehicle Body has seen heavy work -Added Query API for doing space queries in 3D. Needs some docs though. -Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up: -PinJoint -HingeJoint (with motor) -SliderJoint -ConeTwistJoint -Generic6DOFJoint -Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions: -input_event (mouse or multitouch input over the body) -mouse_enter (mouse entered the body area) -mouse_exit (mouse exited body area) For Area it needs to be activated manually, as it isn't by default (ray goes thru). Other: -Begun working on Windows 8 (RT) port. Compiles but does not work yet. -Added TheoraPlayer library for improved to-texture and portable video support. -Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
513 lines
21 KiB
C++
513 lines
21 KiB
C++
//
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// Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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//
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#ifndef _COMPILER_INTERFACE_INCLUDED_
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#define _COMPILER_INTERFACE_INCLUDED_
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#if defined(COMPONENT_BUILD) && !defined(ANGLE_TRANSLATOR_STATIC)
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#if defined(_WIN32) || defined(_WIN64)
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#if defined(ANGLE_TRANSLATOR_IMPLEMENTATION)
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#define COMPILER_EXPORT __declspec(dllexport)
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#else
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#define COMPILER_EXPORT __declspec(dllimport)
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#endif // defined(ANGLE_TRANSLATOR_IMPLEMENTATION)
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#else // defined(_WIN32) || defined(_WIN64)
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#define COMPILER_EXPORT __attribute__((visibility("default")))
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#endif
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#else // defined(COMPONENT_BUILD) && !defined(ANGLE_TRANSLATOR_STATIC)
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#define COMPILER_EXPORT
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#endif
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#include <stddef.h>
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#include "KHR/khrplatform.h"
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//
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// This is the platform independent interface between an OGL driver
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// and the shading language compiler.
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//
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namespace sh
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{
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// GLenum alias
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typedef unsigned int GLenum;
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}
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// Must be included after GLenum proxy typedef
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#include "ShaderVars.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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// Version number for shader translation API.
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// It is incremented every time the API changes.
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#define ANGLE_SH_VERSION 129
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typedef enum {
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SH_GLES2_SPEC = 0x8B40,
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SH_WEBGL_SPEC = 0x8B41,
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// The CSS Shaders spec is a subset of the WebGL spec.
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//
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// In both CSS vertex and fragment shaders, ANGLE:
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// (1) Reserves the "css_" prefix.
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// (2) Renames the main function to css_main.
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// (3) Disables the gl_MaxDrawBuffers built-in.
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//
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// In CSS fragment shaders, ANGLE:
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// (1) Disables the gl_FragColor built-in.
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// (2) Disables the gl_FragData built-in.
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// (3) Enables the css_MixColor built-in.
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// (4) Enables the css_ColorMatrix built-in.
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//
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// After passing a CSS shader through ANGLE, the browser is expected to append
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// a new main function to it.
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// This new main function will call the css_main function.
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// It may also perform additional operations like varying assignment, texture
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// access, and gl_FragColor assignment in order to implement the CSS Shaders
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// blend modes.
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//
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SH_CSS_SHADERS_SPEC = 0x8B42
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} ShShaderSpec;
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typedef enum {
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SH_ESSL_OUTPUT = 0x8B45,
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SH_GLSL_OUTPUT = 0x8B46,
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SH_HLSL_OUTPUT = 0x8B47,
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SH_HLSL9_OUTPUT = 0x8B47,
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SH_HLSL11_OUTPUT = 0x8B48
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} ShShaderOutput;
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typedef enum {
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SH_PRECISION_HIGHP = 0x5001,
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SH_PRECISION_MEDIUMP = 0x5002,
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SH_PRECISION_LOWP = 0x5003,
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SH_PRECISION_UNDEFINED = 0
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} ShPrecisionType;
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typedef enum {
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SH_INFO_LOG_LENGTH = 0x8B84,
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SH_OBJECT_CODE_LENGTH = 0x8B88, // GL_SHADER_SOURCE_LENGTH
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SH_ACTIVE_UNIFORMS = 0x8B86,
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SH_ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87,
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SH_ACTIVE_ATTRIBUTES = 0x8B89,
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SH_ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A,
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SH_VARYINGS = 0x8BBB,
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SH_VARYING_MAX_LENGTH = 0x8BBC,
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SH_MAPPED_NAME_MAX_LENGTH = 0x6000,
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SH_NAME_MAX_LENGTH = 0x6001,
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SH_HASHED_NAME_MAX_LENGTH = 0x6002,
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SH_HASHED_NAMES_COUNT = 0x6003,
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SH_SHADER_VERSION = 0x6004,
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SH_RESOURCES_STRING_LENGTH = 0x6005,
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SH_OUTPUT_TYPE = 0x6006
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} ShShaderInfo;
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// Compile options.
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typedef enum {
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SH_VALIDATE = 0,
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SH_VALIDATE_LOOP_INDEXING = 0x0001,
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SH_INTERMEDIATE_TREE = 0x0002,
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SH_OBJECT_CODE = 0x0004,
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SH_VARIABLES = 0x0008,
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SH_LINE_DIRECTIVES = 0x0010,
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SH_SOURCE_PATH = 0x0020,
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SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX = 0x0040,
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// If a sampler array index happens to be a loop index,
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// 1) if its type is integer, unroll the loop.
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// 2) if its type is float, fail the shader compile.
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// This is to work around a mac driver bug.
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SH_UNROLL_FOR_LOOP_WITH_SAMPLER_ARRAY_INDEX = 0x0080,
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// This is needed only as a workaround for certain OpenGL driver bugs.
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SH_EMULATE_BUILT_IN_FUNCTIONS = 0x0100,
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// This is an experimental flag to enforce restrictions that aim to prevent
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// timing attacks.
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// It generates compilation errors for shaders that could expose sensitive
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// texture information via the timing channel.
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// To use this flag, you must compile the shader under the WebGL spec
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// (using the SH_WEBGL_SPEC flag).
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SH_TIMING_RESTRICTIONS = 0x0200,
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// This flag prints the dependency graph that is used to enforce timing
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// restrictions on fragment shaders.
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// This flag only has an effect if all of the following are true:
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// - The shader spec is SH_WEBGL_SPEC.
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// - The compile options contain the SH_TIMING_RESTRICTIONS flag.
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// - The shader type is GL_FRAGMENT_SHADER.
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SH_DEPENDENCY_GRAPH = 0x0400,
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// Enforce the GLSL 1.017 Appendix A section 7 packing restrictions.
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// This flag only enforces (and can only enforce) the packing
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// restrictions for uniform variables in both vertex and fragment
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// shaders. ShCheckVariablesWithinPackingLimits() lets embedders
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// enforce the packing restrictions for varying variables during
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// program link time.
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SH_ENFORCE_PACKING_RESTRICTIONS = 0x0800,
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// This flag ensures all indirect (expression-based) array indexing
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// is clamped to the bounds of the array. This ensures, for example,
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// that you cannot read off the end of a uniform, whether an array
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// vec234, or mat234 type. The ShArrayIndexClampingStrategy enum,
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// specified in the ShBuiltInResources when constructing the
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// compiler, selects the strategy for the clamping implementation.
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SH_CLAMP_INDIRECT_ARRAY_BOUNDS = 0x1000,
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// This flag limits the complexity of an expression.
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SH_LIMIT_EXPRESSION_COMPLEXITY = 0x2000,
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// This flag limits the depth of the call stack.
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SH_LIMIT_CALL_STACK_DEPTH = 0x4000,
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// This flag initializes gl_Position to vec4(0,0,0,0) at the
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// beginning of the vertex shader's main(), and has no effect in the
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// fragment shader. It is intended as a workaround for drivers which
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// incorrectly fail to link programs if gl_Position is not written.
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SH_INIT_GL_POSITION = 0x8000,
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// This flag replaces
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// "a && b" with "a ? b : false",
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// "a || b" with "a ? true : b".
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// This is to work around a MacOSX driver bug that |b| is executed
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// independent of |a|'s value.
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SH_UNFOLD_SHORT_CIRCUIT = 0x10000,
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// This flag initializes varyings without static use in vertex shader
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// at the beginning of main(), and has no effects in the fragment shader.
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// It is intended as a workaround for drivers which incorrectly optimize
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// out such varyings and cause a link failure.
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SH_INIT_VARYINGS_WITHOUT_STATIC_USE = 0x20000,
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// This flag scalarizes vec/ivec/bvec/mat constructor args.
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// It is intended as a workaround for Linux/Mac driver bugs.
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SH_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS = 0x40000,
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} ShCompileOptions;
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// Defines alternate strategies for implementing array index clamping.
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typedef enum {
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// Use the clamp intrinsic for array index clamping.
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SH_CLAMP_WITH_CLAMP_INTRINSIC = 1,
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// Use a user-defined function for array index clamping.
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SH_CLAMP_WITH_USER_DEFINED_INT_CLAMP_FUNCTION
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} ShArrayIndexClampingStrategy;
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//
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// Driver must call this first, once, before doing any other
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// compiler operations.
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// If the function succeeds, the return value is nonzero, else zero.
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//
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COMPILER_EXPORT int ShInitialize();
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//
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// Driver should call this at shutdown.
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// If the function succeeds, the return value is nonzero, else zero.
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//
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COMPILER_EXPORT int ShFinalize();
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// The 64 bits hash function. The first parameter is the input string; the
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// second parameter is the string length.
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typedef khronos_uint64_t (*ShHashFunction64)(const char*, size_t);
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//
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// Implementation dependent built-in resources (constants and extensions).
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// The names for these resources has been obtained by stripping gl_/GL_.
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//
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typedef struct
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{
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// Constants.
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int MaxVertexAttribs;
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int MaxVertexUniformVectors;
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int MaxVaryingVectors;
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int MaxVertexTextureImageUnits;
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int MaxCombinedTextureImageUnits;
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int MaxTextureImageUnits;
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int MaxFragmentUniformVectors;
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int MaxDrawBuffers;
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// Extensions.
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// Set to 1 to enable the extension, else 0.
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int OES_standard_derivatives;
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int OES_EGL_image_external;
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int ARB_texture_rectangle;
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int EXT_draw_buffers;
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int EXT_frag_depth;
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int EXT_shader_texture_lod;
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// Set to 1 if highp precision is supported in the fragment language.
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// Default is 0.
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int FragmentPrecisionHigh;
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// GLSL ES 3.0 constants.
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int MaxVertexOutputVectors;
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int MaxFragmentInputVectors;
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int MinProgramTexelOffset;
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int MaxProgramTexelOffset;
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// Name Hashing.
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// Set a 64 bit hash function to enable user-defined name hashing.
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// Default is NULL.
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ShHashFunction64 HashFunction;
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// Selects a strategy to use when implementing array index clamping.
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// Default is SH_CLAMP_WITH_CLAMP_INTRINSIC.
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ShArrayIndexClampingStrategy ArrayIndexClampingStrategy;
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// The maximum complexity an expression can be.
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int MaxExpressionComplexity;
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// The maximum depth a call stack can be.
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int MaxCallStackDepth;
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} ShBuiltInResources;
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//
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// Initialize built-in resources with minimum expected values.
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//
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COMPILER_EXPORT void ShInitBuiltInResources(ShBuiltInResources* resources);
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//
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// ShHandle held by but opaque to the driver. It is allocated,
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// managed, and de-allocated by the compiler. Its contents
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// are defined by and used by the compiler.
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//
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// If handle creation fails, 0 will be returned.
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//
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typedef void* ShHandle;
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//
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// Returns the a concatenated list of the items in ShBuiltInResources as a string.
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// This function must be updated whenever ShBuiltInResources is changed.
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// Parameters:
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// handle: Specifies the handle of the compiler to be used.
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// outStringLen: Specifies the size of the buffer, in number of characters. The size
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// of the buffer required to store the resources string can be obtained
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// by calling ShGetInfo with SH_RESOURCES_STRING_LENGTH.
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// outStr: Returns a null-terminated string representing all the built-in resources.
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COMPILER_EXPORT void ShGetBuiltInResourcesString(const ShHandle handle, size_t outStringLen, char *outStr);
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//
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// Driver calls these to create and destroy compiler objects.
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//
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// Returns the handle of constructed compiler, null if the requested compiler is
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// not supported.
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// Parameters:
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// type: Specifies the type of shader - GL_FRAGMENT_SHADER or GL_VERTEX_SHADER.
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// spec: Specifies the language spec the compiler must conform to -
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// SH_GLES2_SPEC or SH_WEBGL_SPEC.
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// output: Specifies the output code type - SH_ESSL_OUTPUT, SH_GLSL_OUTPUT,
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// SH_HLSL9_OUTPUT or SH_HLSL11_OUTPUT.
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// resources: Specifies the built-in resources.
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COMPILER_EXPORT ShHandle ShConstructCompiler(
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sh::GLenum type,
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ShShaderSpec spec,
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ShShaderOutput output,
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const ShBuiltInResources* resources);
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COMPILER_EXPORT void ShDestruct(ShHandle handle);
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//
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// Compiles the given shader source.
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// If the function succeeds, the return value is nonzero, else zero.
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// Parameters:
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// handle: Specifies the handle of compiler to be used.
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// shaderStrings: Specifies an array of pointers to null-terminated strings
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// containing the shader source code.
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// numStrings: Specifies the number of elements in shaderStrings array.
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// compileOptions: A mask containing the following parameters:
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// SH_VALIDATE: Validates shader to ensure that it conforms to the spec
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// specified during compiler construction.
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// SH_VALIDATE_LOOP_INDEXING: Validates loop and indexing in the shader to
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// ensure that they do not exceed the minimum
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// functionality mandated in GLSL 1.0 spec,
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// Appendix A, Section 4 and 5.
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// There is no need to specify this parameter when
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// compiling for WebGL - it is implied.
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// SH_INTERMEDIATE_TREE: Writes intermediate tree to info log.
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// Can be queried by calling ShGetInfoLog().
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// SH_OBJECT_CODE: Translates intermediate tree to glsl or hlsl shader.
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// Can be queried by calling ShGetObjectCode().
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// SH_VARIABLES: Extracts attributes, uniforms, and varyings.
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// Can be queried by calling ShGetVariableInfo().
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//
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COMPILER_EXPORT int ShCompile(
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const ShHandle handle,
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const char* const shaderStrings[],
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size_t numStrings,
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int compileOptions
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);
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// Returns a parameter from a compiled shader.
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// Parameters:
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// handle: Specifies the compiler
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// pname: Specifies the parameter to query.
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// The following parameters are defined:
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// SH_INFO_LOG_LENGTH: the number of characters in the information log
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// including the null termination character.
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// SH_OBJECT_CODE_LENGTH: the number of characters in the object code
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// including the null termination character.
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// SH_ACTIVE_ATTRIBUTES: the number of active attribute variables.
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// SH_ACTIVE_ATTRIBUTE_MAX_LENGTH: the length of the longest active attribute
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// variable name including the null
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// termination character.
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// SH_ACTIVE_UNIFORMS: the number of active uniform variables.
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// SH_ACTIVE_UNIFORM_MAX_LENGTH: the length of the longest active uniform
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// variable name including the null
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// termination character.
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// SH_VARYINGS: the number of varying variables.
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// SH_VARYING_MAX_LENGTH: the length of the longest varying variable name
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// including the null termination character.
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// SH_MAPPED_NAME_MAX_LENGTH: the length of the mapped variable name including
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// the null termination character.
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// SH_NAME_MAX_LENGTH: the max length of a user-defined name including the
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// null termination character.
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// SH_HASHED_NAME_MAX_LENGTH: the max length of a hashed name including the
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// null termination character.
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// SH_HASHED_NAMES_COUNT: the number of hashed names from the latest compile.
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// SH_SHADER_VERSION: the version of the shader language
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// SH_OUTPUT_TYPE: the currently set language output type
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//
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// params: Requested parameter
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COMPILER_EXPORT void ShGetInfo(const ShHandle handle,
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ShShaderInfo pname,
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size_t* params);
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// Returns nul-terminated information log for a compiled shader.
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// Parameters:
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// handle: Specifies the compiler
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// infoLog: Specifies an array of characters that is used to return
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// the information log. It is assumed that infoLog has enough memory
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// to accomodate the information log. The size of the buffer required
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// to store the returned information log can be obtained by calling
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// ShGetInfo with SH_INFO_LOG_LENGTH.
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COMPILER_EXPORT void ShGetInfoLog(const ShHandle handle, char* infoLog);
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// Returns null-terminated object code for a compiled shader.
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// Parameters:
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// handle: Specifies the compiler
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// infoLog: Specifies an array of characters that is used to return
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// the object code. It is assumed that infoLog has enough memory to
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// accomodate the object code. The size of the buffer required to
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// store the returned object code can be obtained by calling
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// ShGetInfo with SH_OBJECT_CODE_LENGTH.
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COMPILER_EXPORT void ShGetObjectCode(const ShHandle handle, char* objCode);
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// Returns information about a shader variable.
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// Parameters:
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// handle: Specifies the compiler
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// variableType: Specifies the variable type; options include
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// SH_ACTIVE_ATTRIBUTES, SH_ACTIVE_UNIFORMS, SH_VARYINGS.
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// index: Specifies the index of the variable to be queried.
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// length: Returns the number of characters actually written in the string
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// indicated by name (excluding the null terminator) if a value other
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// than NULL is passed.
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// size: Returns the size of the variable.
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// type: Returns the data type of the variable.
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// precision: Returns the precision of the variable.
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// staticUse: Returns 1 if the variable is accessed in a statement after
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// pre-processing, whether or not run-time flow of control will
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// cause that statement to be executed.
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// Returns 0 otherwise.
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// name: Returns a null terminated string containing the name of the
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// variable. It is assumed that name has enough memory to accormodate
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// the variable name. The size of the buffer required to store the
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// variable name can be obtained by calling ShGetInfo with
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// SH_ACTIVE_ATTRIBUTE_MAX_LENGTH, SH_ACTIVE_UNIFORM_MAX_LENGTH,
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// SH_VARYING_MAX_LENGTH.
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// mappedName: Returns a null terminated string containing the mapped name of
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// the variable, It is assumed that mappedName has enough memory
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// (SH_MAPPED_NAME_MAX_LENGTH), or NULL if don't care about the
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// mapped name. If the name is not mapped, then name and mappedName
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// are the same.
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COMPILER_EXPORT void ShGetVariableInfo(const ShHandle handle,
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ShShaderInfo variableType,
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int index,
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size_t* length,
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int* size,
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sh::GLenum* type,
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ShPrecisionType* precision,
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int* staticUse,
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char* name,
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char* mappedName);
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// Returns information about a name hashing entry from the latest compile.
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// Parameters:
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// handle: Specifies the compiler
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// index: Specifies the index of the name hashing entry to be queried.
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// name: Returns a null terminated string containing the user defined name.
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// It is assumed that name has enough memory to accomodate the name.
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// The size of the buffer required to store the user defined name can
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// be obtained by calling ShGetInfo with SH_NAME_MAX_LENGTH.
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// hashedName: Returns a null terminated string containing the hashed name of
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// the uniform variable, It is assumed that hashedName has enough
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// memory to accomodate the name. The size of the buffer required
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// to store the name can be obtained by calling ShGetInfo with
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// SH_HASHED_NAME_MAX_LENGTH.
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COMPILER_EXPORT void ShGetNameHashingEntry(const ShHandle handle,
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int index,
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char* name,
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char* hashedName);
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// Shader variable inspection.
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// Returns a pointer to a list of variables of the designated type.
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// (See ShaderVars.h for type definitions, included above)
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// Returns NULL on failure.
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// Parameters:
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// handle: Specifies the compiler
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COMPILER_EXPORT const std::vector<sh::Uniform> *ShGetUniforms(const ShHandle handle);
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COMPILER_EXPORT const std::vector<sh::Varying> *ShGetVaryings(const ShHandle handle);
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COMPILER_EXPORT const std::vector<sh::Attribute> *ShGetAttributes(const ShHandle handle);
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COMPILER_EXPORT const std::vector<sh::Attribute> *ShGetOutputVariables(const ShHandle handle);
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COMPILER_EXPORT const std::vector<sh::InterfaceBlock> *ShGetInterfaceBlocks(const ShHandle handle);
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typedef struct
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{
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sh::GLenum type;
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int size;
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} ShVariableInfo;
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// Returns 1 if the passed in variables pack in maxVectors following
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// the packing rules from the GLSL 1.017 spec, Appendix A, section 7.
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// Returns 0 otherwise. Also look at the SH_ENFORCE_PACKING_RESTRICTIONS
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// flag above.
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// Parameters:
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// maxVectors: the available rows of registers.
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// varInfoArray: an array of variable info (types and sizes).
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// varInfoArraySize: the size of the variable array.
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COMPILER_EXPORT int ShCheckVariablesWithinPackingLimits(
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int maxVectors,
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ShVariableInfo* varInfoArray,
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size_t varInfoArraySize);
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// Gives the compiler-assigned register for an interface block.
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// The method writes the value to the output variable "indexOut".
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// Returns true if it found a valid interface block, false otherwise.
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// Parameters:
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// handle: Specifies the compiler
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// interfaceBlockName: Specifies the interface block
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// indexOut: output variable that stores the assigned register
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COMPILER_EXPORT bool ShGetInterfaceBlockRegister(const ShHandle handle,
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const char *interfaceBlockName,
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unsigned int *indexOut);
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// Gives the compiler-assigned register for uniforms in the default
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// interface block.
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// The method writes the value to the output variable "indexOut".
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// Returns true if it found a valid default uniform, false otherwise.
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// Parameters:
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// handle: Specifies the compiler
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// interfaceBlockName: Specifies the uniform
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// indexOut: output variable that stores the assigned register
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COMPILER_EXPORT bool ShGetUniformRegister(const ShHandle handle,
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const char *uniformName,
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unsigned int *indexOut);
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#ifdef __cplusplus
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}
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#endif
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#endif // _COMPILER_INTERFACE_INCLUDED_
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