411 lines
15 KiB
C++
411 lines
15 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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#include <map>
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#include <string>
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#include <vector>
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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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// Note: make sure to increment ANGLE_SH_VERSION when changing ShaderVars.h
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#include "ShaderVars.h"
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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 132
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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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SH_GLES3_SPEC = 0x8B86,
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SH_WEBGL2_SPEC = 0x8B87,
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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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// 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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// This flag overwrites a struct name with a unique prefix.
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// It is intended as a workaround for drivers that do not handle
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// struct scopes correctly, including all Mac drivers and Linux AMD.
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SH_REGENERATE_STRUCT_NAMES = 0x80000,
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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 true, else false.
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//
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COMPILER_EXPORT bool 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 true, else false.
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//
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COMPILER_EXPORT bool 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 to enable replacing GL_EXT_draw_buffers #extension directives
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// with GL_NV_draw_buffers in ESSL output. This flag can be used to emulate
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// EXT_draw_buffers by using it in combination with GLES3.0 glDrawBuffers
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// function. This applies to Tegra K1 devices.
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int NV_draw_buffers;
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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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// Parameters:
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// resources: The object to initialize. Will be comparable with memcmp.
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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
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// null-terminated 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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COMPILER_EXPORT const std::string &ShGetBuiltInResourcesString(const ShHandle handle);
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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 true, else false.
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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 bool 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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// Return the version of the shader language.
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COMPILER_EXPORT int ShGetShaderVersion(const ShHandle handle);
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// Return the currently set language output type.
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COMPILER_EXPORT ShShaderOutput ShGetShaderOutputType(
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const ShHandle handle);
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// Returns null-terminated information log for a compiled shader.
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// Parameters:
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// handle: Specifies the compiler
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COMPILER_EXPORT const std::string &ShGetInfoLog(const ShHandle handle);
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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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COMPILER_EXPORT const std::string &ShGetObjectCode(const ShHandle handle);
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// Returns a (original_name, hash) map containing all the user defined
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// names in the shader, including variable names, function names, struct
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// names, and struct field names.
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// Parameters:
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// handle: Specifies the compiler
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COMPILER_EXPORT const std::map<std::string, std::string> *ShGetNameHashingMap(
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const ShHandle handle);
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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 true 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 false 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 bool 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 std::string &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 std::string &uniformName,
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unsigned int *indexOut);
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#endif // _COMPILER_INTERFACE_INCLUDED_
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