From aad2bbdb6fb7c8217d7e75480b38e45f00cb3abd Mon Sep 17 00:00:00 2001 From: reduz Date: Thu, 8 Oct 2015 15:00:40 -0300 Subject: newline fixes --- platform/winrt/include/GLSLANG/ShaderLang.h | 822 ++++++++++++++-------------- platform/winrt/include/GLSLANG/ShaderVars.h | 370 ++++++------- 2 files changed, 596 insertions(+), 596 deletions(-) (limited to 'platform/winrt/include/GLSLANG') diff --git a/platform/winrt/include/GLSLANG/ShaderLang.h b/platform/winrt/include/GLSLANG/ShaderLang.h index d925b88f24..647fed6a02 100644 --- a/platform/winrt/include/GLSLANG/ShaderLang.h +++ b/platform/winrt/include/GLSLANG/ShaderLang.h @@ -1,411 +1,411 @@ -// -// 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" - -#include -#include -#include - -// -// 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 -// Note: make sure to increment ANGLE_SH_VERSION when changing ShaderVars.h -#include "ShaderVars.h" - -// Version number for shader translation API. -// It is incremented every time the API changes. -#define ANGLE_SH_VERSION 132 - -typedef enum { - SH_GLES2_SPEC = 0x8B40, - SH_WEBGL_SPEC = 0x8B41, - - SH_GLES3_SPEC = 0x8B86, - SH_WEBGL2_SPEC = 0x8B87, - - // 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; - -// 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, - - // This flag overwrites a struct name with a unique prefix. - // It is intended as a workaround for drivers that do not handle - // struct scopes correctly, including all Mac drivers and Linux AMD. - SH_REGENERATE_STRUCT_NAMES = 0x80000, -} 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 true, else false. -// -COMPILER_EXPORT bool ShInitialize(); -// -// Driver should call this at shutdown. -// If the function succeeds, the return value is true, else false. -// -COMPILER_EXPORT bool 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 to enable replacing GL_EXT_draw_buffers #extension directives - // with GL_NV_draw_buffers in ESSL output. This flag can be used to emulate - // EXT_draw_buffers by using it in combination with GLES3.0 glDrawBuffers - // function. This applies to Tegra K1 devices. - int NV_draw_buffers; - - // 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. -// Parameters: -// resources: The object to initialize. Will be comparable with memcmp. -// -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 -// null-terminated string. -// This function must be updated whenever ShBuiltInResources is changed. -// Parameters: -// handle: Specifies the handle of the compiler to be used. -COMPILER_EXPORT const std::string &ShGetBuiltInResourcesString(const ShHandle handle); - -// -// 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 true, else false. -// 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 bool ShCompile( - const ShHandle handle, - const char * const shaderStrings[], - size_t numStrings, - int compileOptions); - -// Return the version of the shader language. -COMPILER_EXPORT int ShGetShaderVersion(const ShHandle handle); - -// Return the currently set language output type. -COMPILER_EXPORT ShShaderOutput ShGetShaderOutputType( - const ShHandle handle); - -// Returns null-terminated information log for a compiled shader. -// Parameters: -// handle: Specifies the compiler -COMPILER_EXPORT const std::string &ShGetInfoLog(const ShHandle handle); - -// Returns null-terminated object code for a compiled shader. -// Parameters: -// handle: Specifies the compiler -COMPILER_EXPORT const std::string &ShGetObjectCode(const ShHandle handle); - -// Returns a (original_name, hash) map containing all the user defined -// names in the shader, including variable names, function names, struct -// names, and struct field names. -// Parameters: -// handle: Specifies the compiler -COMPILER_EXPORT const std::map *ShGetNameHashingMap( - const ShHandle handle); - -// 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 true if the passed in variables pack in maxVectors following -// the packing rules from the GLSL 1.017 spec, Appendix A, section 7. -// Returns false 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 bool 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 std::string &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 std::string &uniformName, - unsigned int *indexOut); - -#endif // _COMPILER_INTERFACE_INCLUDED_ +// +// 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" + +#include +#include +#include + +// +// 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 +// Note: make sure to increment ANGLE_SH_VERSION when changing ShaderVars.h +#include "ShaderVars.h" + +// Version number for shader translation API. +// It is incremented every time the API changes. +#define ANGLE_SH_VERSION 132 + +typedef enum { + SH_GLES2_SPEC = 0x8B40, + SH_WEBGL_SPEC = 0x8B41, + + SH_GLES3_SPEC = 0x8B86, + SH_WEBGL2_SPEC = 0x8B87, + + // 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; + +// 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, + + // This flag overwrites a struct name with a unique prefix. + // It is intended as a workaround for drivers that do not handle + // struct scopes correctly, including all Mac drivers and Linux AMD. + SH_REGENERATE_STRUCT_NAMES = 0x80000, +} 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 true, else false. +// +COMPILER_EXPORT bool ShInitialize(); +// +// Driver should call this at shutdown. +// If the function succeeds, the return value is true, else false. +// +COMPILER_EXPORT bool 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 to enable replacing GL_EXT_draw_buffers #extension directives + // with GL_NV_draw_buffers in ESSL output. This flag can be used to emulate + // EXT_draw_buffers by using it in combination with GLES3.0 glDrawBuffers + // function. This applies to Tegra K1 devices. + int NV_draw_buffers; + + // 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. +// Parameters: +// resources: The object to initialize. Will be comparable with memcmp. +// +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 +// null-terminated string. +// This function must be updated whenever ShBuiltInResources is changed. +// Parameters: +// handle: Specifies the handle of the compiler to be used. +COMPILER_EXPORT const std::string &ShGetBuiltInResourcesString(const ShHandle handle); + +// +// 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 true, else false. +// 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 bool ShCompile( + const ShHandle handle, + const char * const shaderStrings[], + size_t numStrings, + int compileOptions); + +// Return the version of the shader language. +COMPILER_EXPORT int ShGetShaderVersion(const ShHandle handle); + +// Return the currently set language output type. +COMPILER_EXPORT ShShaderOutput ShGetShaderOutputType( + const ShHandle handle); + +// Returns null-terminated information log for a compiled shader. +// Parameters: +// handle: Specifies the compiler +COMPILER_EXPORT const std::string &ShGetInfoLog(const ShHandle handle); + +// Returns null-terminated object code for a compiled shader. +// Parameters: +// handle: Specifies the compiler +COMPILER_EXPORT const std::string &ShGetObjectCode(const ShHandle handle); + +// Returns a (original_name, hash) map containing all the user defined +// names in the shader, including variable names, function names, struct +// names, and struct field names. +// Parameters: +// handle: Specifies the compiler +COMPILER_EXPORT const std::map *ShGetNameHashingMap( + const ShHandle handle); + +// 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 true if the passed in variables pack in maxVectors following +// the packing rules from the GLSL 1.017 spec, Appendix A, section 7. +// Returns false 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 bool 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 std::string &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 std::string &uniformName, + unsigned int *indexOut); + +#endif // _COMPILER_INTERFACE_INCLUDED_ diff --git a/platform/winrt/include/GLSLANG/ShaderVars.h b/platform/winrt/include/GLSLANG/ShaderVars.h index dc452b0cf4..da21c3e76e 100644 --- a/platform/winrt/include/GLSLANG/ShaderVars.h +++ b/platform/winrt/include/GLSLANG/ShaderVars.h @@ -1,185 +1,185 @@ -// -// Copyright (c) 2013-2014 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. -// -// ShaderVars.h: -// Types to represent GL variables (varyings, uniforms, etc) -// - -#ifndef _COMPILER_INTERFACE_VARIABLES_ -#define _COMPILER_INTERFACE_VARIABLES_ - -#include -#include -#include - -// Assume ShaderLang.h is included before ShaderVars.h, for sh::GLenum -// Note: make sure to increment ANGLE_SH_VERSION when changing ShaderVars.h - -namespace sh -{ - -// Varying interpolation qualifier, see section 4.3.9 of the ESSL 3.00.4 spec -enum InterpolationType -{ - INTERPOLATION_SMOOTH, - INTERPOLATION_CENTROID, - INTERPOLATION_FLAT -}; - -// Uniform block layout qualifier, see section 4.3.8.3 of the ESSL 3.00.4 spec -enum BlockLayoutType -{ - BLOCKLAYOUT_STANDARD, - BLOCKLAYOUT_PACKED, - BLOCKLAYOUT_SHARED -}; - -// Base class for all variables defined in shaders, including Varyings, Uniforms, etc -// Note: we must override the copy constructor and assignment operator so we can -// work around excessive GCC binary bloating: -// See https://code.google.com/p/angleproject/issues/detail?id=697 -struct COMPILER_EXPORT ShaderVariable -{ - ShaderVariable(); - ShaderVariable(GLenum typeIn, unsigned int arraySizeIn); - ~ShaderVariable(); - ShaderVariable(const ShaderVariable &other); - ShaderVariable &operator=(const ShaderVariable &other); - - bool isArray() const { return arraySize > 0; } - unsigned int elementCount() const { return std::max(1u, arraySize); } - bool isStruct() const { return !fields.empty(); } - - // All of the shader's variables are described using nested data - // structures. This is needed in order to disambiguate similar looking - // types, such as two structs containing the same fields, but in - // different orders. "findInfoByMappedName" provides an easy query for - // users to dive into the data structure and fetch the unique variable - // instance corresponding to a dereferencing chain of the top-level - // variable. - // Given a mapped name like 'a[0].b.c[0]', return the ShaderVariable - // that defines 'c' in |leafVar|, and the original name 'A[0].B.C[0]' - // in |originalName|, based on the assumption that |this| defines 'a'. - // If no match is found, return false. - bool findInfoByMappedName(const std::string &mappedFullName, - const ShaderVariable **leafVar, - std::string* originalFullName) const; - - GLenum type; - GLenum precision; - std::string name; - std::string mappedName; - unsigned int arraySize; - bool staticUse; - std::vector fields; - std::string structName; - - protected: - bool isSameVariableAtLinkTime(const ShaderVariable &other, - bool matchPrecision) const; - - bool operator==(const ShaderVariable &other) const; - bool operator!=(const ShaderVariable &other) const - { - return !operator==(other); - } -}; - -struct COMPILER_EXPORT Uniform : public ShaderVariable -{ - Uniform(); - ~Uniform(); - Uniform(const Uniform &other); - Uniform &operator=(const Uniform &other); - bool operator==(const Uniform &other) const; - bool operator!=(const Uniform &other) const - { - return !operator==(other); - } - - // Decide whether two uniforms are the same at shader link time, - // assuming one from vertex shader and the other from fragment shader. - // See GLSL ES Spec 3.00.3, sec 4.3.5. - bool isSameUniformAtLinkTime(const Uniform &other) const; -}; - -struct COMPILER_EXPORT Attribute : public ShaderVariable -{ - Attribute(); - ~Attribute(); - Attribute(const Attribute &other); - Attribute &operator=(const Attribute &other); - bool operator==(const Attribute &other) const; - bool operator!=(const Attribute &other) const - { - return !operator==(other); - } - - int location; -}; - -struct COMPILER_EXPORT InterfaceBlockField : public ShaderVariable -{ - InterfaceBlockField(); - ~InterfaceBlockField(); - InterfaceBlockField(const InterfaceBlockField &other); - InterfaceBlockField &operator=(const InterfaceBlockField &other); - bool operator==(const InterfaceBlockField &other) const; - bool operator!=(const InterfaceBlockField &other) const - { - return !operator==(other); - } - - // Decide whether two InterfaceBlock fields are the same at shader - // link time, assuming one from vertex shader and the other from - // fragment shader. - // See GLSL ES Spec 3.00.3, sec 4.3.7. - bool isSameInterfaceBlockFieldAtLinkTime( - const InterfaceBlockField &other) const; - - bool isRowMajorLayout; -}; - -struct COMPILER_EXPORT Varying : public ShaderVariable -{ - Varying(); - ~Varying(); - Varying(const Varying &otherg); - Varying &operator=(const Varying &other); - bool operator==(const Varying &other) const; - bool operator!=(const Varying &other) const - { - return !operator==(other); - } - - // Decide whether two varyings are the same at shader link time, - // assuming one from vertex shader and the other from fragment shader. - // See GLSL ES Spec 3.00.3, sec 4.3.9. - bool isSameVaryingAtLinkTime(const Varying &other) const; - - InterpolationType interpolation; - bool isInvariant; -}; - -struct COMPILER_EXPORT InterfaceBlock -{ - InterfaceBlock(); - ~InterfaceBlock(); - InterfaceBlock(const InterfaceBlock &other); - InterfaceBlock &operator=(const InterfaceBlock &other); - - std::string name; - std::string mappedName; - std::string instanceName; - unsigned int arraySize; - BlockLayoutType layout; - bool isRowMajorLayout; - bool staticUse; - std::vector fields; -}; - -} - -#endif // _COMPILER_INTERFACE_VARIABLES_ +// +// Copyright (c) 2013-2014 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. +// +// ShaderVars.h: +// Types to represent GL variables (varyings, uniforms, etc) +// + +#ifndef _COMPILER_INTERFACE_VARIABLES_ +#define _COMPILER_INTERFACE_VARIABLES_ + +#include +#include +#include + +// Assume ShaderLang.h is included before ShaderVars.h, for sh::GLenum +// Note: make sure to increment ANGLE_SH_VERSION when changing ShaderVars.h + +namespace sh +{ + +// Varying interpolation qualifier, see section 4.3.9 of the ESSL 3.00.4 spec +enum InterpolationType +{ + INTERPOLATION_SMOOTH, + INTERPOLATION_CENTROID, + INTERPOLATION_FLAT +}; + +// Uniform block layout qualifier, see section 4.3.8.3 of the ESSL 3.00.4 spec +enum BlockLayoutType +{ + BLOCKLAYOUT_STANDARD, + BLOCKLAYOUT_PACKED, + BLOCKLAYOUT_SHARED +}; + +// Base class for all variables defined in shaders, including Varyings, Uniforms, etc +// Note: we must override the copy constructor and assignment operator so we can +// work around excessive GCC binary bloating: +// See https://code.google.com/p/angleproject/issues/detail?id=697 +struct COMPILER_EXPORT ShaderVariable +{ + ShaderVariable(); + ShaderVariable(GLenum typeIn, unsigned int arraySizeIn); + ~ShaderVariable(); + ShaderVariable(const ShaderVariable &other); + ShaderVariable &operator=(const ShaderVariable &other); + + bool isArray() const { return arraySize > 0; } + unsigned int elementCount() const { return std::max(1u, arraySize); } + bool isStruct() const { return !fields.empty(); } + + // All of the shader's variables are described using nested data + // structures. This is needed in order to disambiguate similar looking + // types, such as two structs containing the same fields, but in + // different orders. "findInfoByMappedName" provides an easy query for + // users to dive into the data structure and fetch the unique variable + // instance corresponding to a dereferencing chain of the top-level + // variable. + // Given a mapped name like 'a[0].b.c[0]', return the ShaderVariable + // that defines 'c' in |leafVar|, and the original name 'A[0].B.C[0]' + // in |originalName|, based on the assumption that |this| defines 'a'. + // If no match is found, return false. + bool findInfoByMappedName(const std::string &mappedFullName, + const ShaderVariable **leafVar, + std::string* originalFullName) const; + + GLenum type; + GLenum precision; + std::string name; + std::string mappedName; + unsigned int arraySize; + bool staticUse; + std::vector fields; + std::string structName; + + protected: + bool isSameVariableAtLinkTime(const ShaderVariable &other, + bool matchPrecision) const; + + bool operator==(const ShaderVariable &other) const; + bool operator!=(const ShaderVariable &other) const + { + return !operator==(other); + } +}; + +struct COMPILER_EXPORT Uniform : public ShaderVariable +{ + Uniform(); + ~Uniform(); + Uniform(const Uniform &other); + Uniform &operator=(const Uniform &other); + bool operator==(const Uniform &other) const; + bool operator!=(const Uniform &other) const + { + return !operator==(other); + } + + // Decide whether two uniforms are the same at shader link time, + // assuming one from vertex shader and the other from fragment shader. + // See GLSL ES Spec 3.00.3, sec 4.3.5. + bool isSameUniformAtLinkTime(const Uniform &other) const; +}; + +struct COMPILER_EXPORT Attribute : public ShaderVariable +{ + Attribute(); + ~Attribute(); + Attribute(const Attribute &other); + Attribute &operator=(const Attribute &other); + bool operator==(const Attribute &other) const; + bool operator!=(const Attribute &other) const + { + return !operator==(other); + } + + int location; +}; + +struct COMPILER_EXPORT InterfaceBlockField : public ShaderVariable +{ + InterfaceBlockField(); + ~InterfaceBlockField(); + InterfaceBlockField(const InterfaceBlockField &other); + InterfaceBlockField &operator=(const InterfaceBlockField &other); + bool operator==(const InterfaceBlockField &other) const; + bool operator!=(const InterfaceBlockField &other) const + { + return !operator==(other); + } + + // Decide whether two InterfaceBlock fields are the same at shader + // link time, assuming one from vertex shader and the other from + // fragment shader. + // See GLSL ES Spec 3.00.3, sec 4.3.7. + bool isSameInterfaceBlockFieldAtLinkTime( + const InterfaceBlockField &other) const; + + bool isRowMajorLayout; +}; + +struct COMPILER_EXPORT Varying : public ShaderVariable +{ + Varying(); + ~Varying(); + Varying(const Varying &otherg); + Varying &operator=(const Varying &other); + bool operator==(const Varying &other) const; + bool operator!=(const Varying &other) const + { + return !operator==(other); + } + + // Decide whether two varyings are the same at shader link time, + // assuming one from vertex shader and the other from fragment shader. + // See GLSL ES Spec 3.00.3, sec 4.3.9. + bool isSameVaryingAtLinkTime(const Varying &other) const; + + InterpolationType interpolation; + bool isInvariant; +}; + +struct COMPILER_EXPORT InterfaceBlock +{ + InterfaceBlock(); + ~InterfaceBlock(); + InterfaceBlock(const InterfaceBlock &other); + InterfaceBlock &operator=(const InterfaceBlock &other); + + std::string name; + std::string mappedName; + std::string instanceName; + unsigned int arraySize; + BlockLayoutType layout; + bool isRowMajorLayout; + bool staticUse; + std::vector fields; +}; + +} + +#endif // _COMPILER_INTERFACE_VARIABLES_ -- cgit v1.2.3