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1 //
2 // Copyright 2002 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 #ifndef GLSLANG_SHADERLANG_H_
7 #define GLSLANG_SHADERLANG_H_
8 
9 #include <stddef.h>
10 
11 #include "KHR/khrplatform.h"
12 
13 #include <array>
14 #include <map>
15 #include <set>
16 #include <string>
17 #include <vector>
18 
19 //
20 // This is the platform independent interface between an OGL driver
21 // and the shading language compiler.
22 //
23 
24 // Note: make sure to increment ANGLE_SH_VERSION when changing ShaderVars.h
25 #include "ShaderVars.h"
26 
27 // Version number for shader translation API.
28 // It is incremented every time the API changes.
29 #define ANGLE_SH_VERSION 268
30 
31 enum ShShaderSpec
32 {
33     SH_GLES2_SPEC,
34     SH_WEBGL_SPEC,
35 
36     SH_GLES3_SPEC,
37     SH_WEBGL2_SPEC,
38 
39     SH_GLES3_1_SPEC,
40     SH_WEBGL3_SPEC,
41 
42     SH_GLES3_2_SPEC,
43 
44     SH_GL_CORE_SPEC,
45     SH_GL_COMPATIBILITY_SPEC,
46 };
47 
48 enum ShShaderOutput
49 {
50     // ESSL output only supported in some configurations.
51     SH_ESSL_OUTPUT = 0x8B45,
52 
53     // GLSL output only supported in some configurations.
54     SH_GLSL_COMPATIBILITY_OUTPUT = 0x8B46,
55     // Note: GL introduced core profiles in 1.5.
56     SH_GLSL_130_OUTPUT      = 0x8B47,
57     SH_GLSL_140_OUTPUT      = 0x8B80,
58     SH_GLSL_150_CORE_OUTPUT = 0x8B81,
59     SH_GLSL_330_CORE_OUTPUT = 0x8B82,
60     SH_GLSL_400_CORE_OUTPUT = 0x8B83,
61     SH_GLSL_410_CORE_OUTPUT = 0x8B84,
62     SH_GLSL_420_CORE_OUTPUT = 0x8B85,
63     SH_GLSL_430_CORE_OUTPUT = 0x8B86,
64     SH_GLSL_440_CORE_OUTPUT = 0x8B87,
65     SH_GLSL_450_CORE_OUTPUT = 0x8B88,
66 
67     // Prefer using these to specify HLSL output type:
68     SH_HLSL_3_0_OUTPUT       = 0x8B48,  // D3D 9
69     SH_HLSL_4_1_OUTPUT       = 0x8B49,  // D3D 11
70     SH_HLSL_4_0_FL9_3_OUTPUT = 0x8B4A,  // D3D 11 feature level 9_3
71 
72     // Output SPIR-V for the Vulkan backend.
73     SH_SPIRV_VULKAN_OUTPUT = 0x8B4B,
74 
75     // Output SPIR-V to be cross compiled to Metal.
76     SH_SPIRV_METAL_OUTPUT = 0x8B4C,
77 
78     // Output for MSL
79     SH_MSL_METAL_OUTPUT = 0x8B4D,
80 };
81 
82 // Compile options.
83 // The Compile options type is defined in ShaderVars.h, to allow ANGLE to import the ShaderVars
84 // header without needing the ShaderLang header. This avoids some conflicts with glslang.
85 // SH_VALIDATE_LOOP_INDEXING: Validates loop and indexing in the shader to
86 //                            ensure that they do not exceed the minimum
87 //                            functionality mandated in GLSL 1.0 spec,
88 //                            Appendix A, Section 4 and 5.
89 //                            There is no need to specify this parameter when
90 //                            compiling for WebGL - it is implied.
91 // SH_OBJECT_CODE: Translates intermediate tree to glsl or hlsl shader, or SPIR-V binary.
92 //                 Can be queried by calling sh::GetObjectCode().
93 // SH_VARIABLES: Extracts attributes, uniforms, and varyings.
94 //               Can be queried by calling ShGetVariableInfo().
95 // SH_LINE_DIRECTIVES: Emits #line directives in HLSL.
96 // SH_SOURCE_PATH: Tracks the source path for shaders.
97 //                 Can be queried with getSourcePath().
98 const ShCompileOptions SH_VALIDATE_LOOP_INDEXING = UINT64_C(1) << 0;
99 const ShCompileOptions SH_INTERMEDIATE_TREE      = UINT64_C(1) << 1;
100 const ShCompileOptions SH_OBJECT_CODE            = UINT64_C(1) << 2;
101 const ShCompileOptions SH_VARIABLES              = UINT64_C(1) << 3;
102 const ShCompileOptions SH_LINE_DIRECTIVES        = UINT64_C(1) << 4;
103 const ShCompileOptions SH_SOURCE_PATH            = UINT64_C(1) << 5;
104 
105 // If requested, validates the AST after every transformation.  Useful for debugging.
106 const ShCompileOptions SH_VALIDATE_AST = UINT64_C(1) << 6;
107 
108 // Due to spec difference between GLSL 4.1 or lower and ESSL3, some platforms (for example, Mac OSX
109 // core profile) require a variable's "invariant"/"centroid" qualifiers to match between vertex and
110 // fragment shader. A simple solution to allow such shaders to link is to omit the two qualifiers.
111 // AMD driver in Linux requires invariant qualifier to match between vertex and fragment shaders,
112 // while ESSL3 disallows invariant qualifier in fragment shader and GLSL >= 4.2 doesn't require
113 // invariant qualifier to match between shaders. Remove invariant qualifier from vertex shader to
114 // workaround AMD driver bug.
115 // Note that the two flags take effect on ESSL3 input shaders translated to GLSL 4.1 or lower and to
116 // GLSL 4.2 or newer on Linux AMD.
117 // TODO(zmo): This is not a good long-term solution. Simply dropping these qualifiers may break some
118 // developers' content. A more complex workaround of dynamically generating, compiling, and
119 // re-linking shaders that use these qualifiers should be implemented.
120 const ShCompileOptions SH_REMOVE_INVARIANT_AND_CENTROID_FOR_ESSL3 = UINT64_C(1) << 7;
121 
122 // This flag works around bug in Intel Mac drivers related to abs(i) where
123 // i is an integer.
124 const ShCompileOptions SH_EMULATE_ABS_INT_FUNCTION = UINT64_C(1) << 8;
125 
126 // Enforce the GLSL 1.017 Appendix A section 7 packing restrictions.
127 // This flag only enforces (and can only enforce) the packing
128 // restrictions for uniform variables in both vertex and fragment
129 // shaders. ShCheckVariablesWithinPackingLimits() lets embedders
130 // enforce the packing restrictions for varying variables during
131 // program link time.
132 const ShCompileOptions SH_ENFORCE_PACKING_RESTRICTIONS = UINT64_C(1) << 9;
133 
134 // This flag ensures all indirect (expression-based) array indexing
135 // is clamped to the bounds of the array. This ensures, for example,
136 // that you cannot read off the end of a uniform, whether an array
137 // vec234, or mat234 type.
138 const ShCompileOptions SH_CLAMP_INDIRECT_ARRAY_BOUNDS = UINT64_C(1) << 10;
139 
140 // This flag limits the complexity of an expression.
141 const ShCompileOptions SH_LIMIT_EXPRESSION_COMPLEXITY = UINT64_C(1) << 11;
142 
143 // This flag limits the depth of the call stack.
144 const ShCompileOptions SH_LIMIT_CALL_STACK_DEPTH = UINT64_C(1) << 12;
145 
146 // This flag initializes gl_Position to vec4(0,0,0,0) at the
147 // beginning of the vertex shader's main(), and has no effect in the
148 // fragment shader. It is intended as a workaround for drivers which
149 // incorrectly fail to link programs if gl_Position is not written.
150 const ShCompileOptions SH_INIT_GL_POSITION = UINT64_C(1) << 13;
151 
152 // This flag replaces
153 //   "a && b" with "a ? b : false",
154 //   "a || b" with "a ? true : b".
155 // This is to work around a MacOSX driver bug that |b| is executed
156 // independent of |a|'s value.
157 const ShCompileOptions SH_UNFOLD_SHORT_CIRCUIT = UINT64_C(1) << 14;
158 
159 // This flag initializes output variables to 0 at the beginning of main().
160 // It is to avoid undefined behaviors.
161 const ShCompileOptions SH_INIT_OUTPUT_VARIABLES = UINT64_C(1) << 15;
162 
163 // This flag scalarizes vec/ivec/bvec/mat constructor args.
164 // It is intended as a workaround for Linux/Mac driver bugs.
165 const ShCompileOptions SH_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS = UINT64_C(1) << 16;
166 
167 // This flag overwrites a struct name with a unique prefix.
168 // It is intended as a workaround for drivers that do not handle
169 // struct scopes correctly, including all Mac drivers and Linux AMD.
170 const ShCompileOptions SH_REGENERATE_STRUCT_NAMES = UINT64_C(1) << 17;
171 
172 // This flag works around bugs in Mac drivers related to do-while by
173 // transforming them into an other construct.
174 const ShCompileOptions SH_REWRITE_DO_WHILE_LOOPS = UINT64_C(1) << 18;
175 
176 // This flag works around a bug in the HLSL compiler optimizer that folds certain
177 // constant pow expressions incorrectly. Only applies to the HLSL back-end. It works
178 // by expanding the integer pow expressions into a series of multiplies.
179 const ShCompileOptions SH_EXPAND_SELECT_HLSL_INTEGER_POW_EXPRESSIONS = UINT64_C(1) << 19;
180 
181 // Flatten "#pragma STDGL invariant(all)" into the declarations of
182 // varying variables and built-in GLSL variables. This compiler
183 // option is enabled automatically when needed.
184 const ShCompileOptions SH_FLATTEN_PRAGMA_STDGL_INVARIANT_ALL = UINT64_C(1) << 20;
185 
186 // Some drivers do not take into account the base level of the texture in the results of the
187 // HLSL GetDimensions builtin.  This flag instructs the compiler to manually add the base level
188 // offsetting.
189 const ShCompileOptions SH_HLSL_GET_DIMENSIONS_IGNORES_BASE_LEVEL = UINT64_C(1) << 21;
190 
191 // This flag works around an issue in translating GLSL function texelFetchOffset on
192 // INTEL drivers. It works by translating texelFetchOffset into texelFetch.
193 const ShCompileOptions SH_REWRITE_TEXELFETCHOFFSET_TO_TEXELFETCH = UINT64_C(1) << 22;
194 
195 // This flag works around condition bug of for and while loops in Intel Mac OSX drivers.
196 // Condition calculation is not correct. Rewrite it from "CONDITION" to "CONDITION && true".
197 const ShCompileOptions SH_ADD_AND_TRUE_TO_LOOP_CONDITION = UINT64_C(1) << 23;
198 
199 // This flag works around a bug in evaluating unary minus operator on integer on some INTEL
200 // drivers. It works by translating -(int) into ~(int) + 1.
201 const ShCompileOptions SH_REWRITE_INTEGER_UNARY_MINUS_OPERATOR = UINT64_C(1) << 24;
202 
203 // This flag works around a bug in evaluating isnan() on some INTEL D3D and Mac OSX drivers.
204 // It works by using an expression to emulate this function.
205 const ShCompileOptions SH_EMULATE_ISNAN_FLOAT_FUNCTION = UINT64_C(1) << 25;
206 
207 // This flag will use all uniforms of unused std140 and shared uniform blocks at the
208 // beginning of the vertex/fragment shader's main(). It is intended as a workaround for Mac
209 // drivers with shader version 4.10. In those drivers, they will treat unused
210 // std140 and shared uniform blocks' members as inactive. However, WebGL2.0 based on
211 // OpenGL ES3.0.4 requires all members of a named uniform block declared with a shared or std140
212 // layout qualifier to be considered active. The uniform block itself is also considered active.
213 const ShCompileOptions SH_USE_UNUSED_STANDARD_SHARED_BLOCKS = UINT64_C(1) << 26;
214 
215 // This flag works around a bug in unary minus operator on float numbers on Intel
216 // Mac OSX 10.11 drivers. It works by translating -float into 0.0 - float.
217 const ShCompileOptions SH_REWRITE_FLOAT_UNARY_MINUS_OPERATOR = UINT64_C(1) << 27;
218 
219 // This flag works around a bug in evaluating atan(y, x) on some NVIDIA OpenGL drivers.
220 // It works by using an expression to emulate this function.
221 const ShCompileOptions SH_EMULATE_ATAN2_FLOAT_FUNCTION = UINT64_C(1) << 28;
222 
223 // Set to initialize uninitialized local and global temporary variables. Should only be used with
224 // GLSL output. In HLSL output variables are initialized regardless of if this flag is set.
225 const ShCompileOptions SH_INITIALIZE_UNINITIALIZED_LOCALS = UINT64_C(1) << 29;
226 
227 // The flag modifies the shader in the following way:
228 // Every occurrence of gl_InstanceID is replaced by the global temporary variable InstanceID.
229 // Every occurrence of gl_ViewID_OVR is replaced by the varying variable ViewID_OVR.
230 // At the beginning of the body of main() in a vertex shader the following initializers are added:
231 // ViewID_OVR = uint(gl_InstanceID) % num_views;
232 // InstanceID = gl_InstanceID / num_views;
233 // ViewID_OVR is added as a varying variable to both the vertex and fragment shaders.
234 const ShCompileOptions SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW = UINT64_C(1) << 30;
235 
236 // With the flag enabled the GLSL/ESSL vertex shader is modified to include code for viewport
237 // selection in the following way:
238 // - Code to enable the extension ARB_shader_viewport_layer_array/NV_viewport_array2 is included.
239 // - Code to select the viewport index or layer is inserted at the beginning of main after
240 // ViewID_OVR's initialization.
241 // - A declaration of the uniform multiviewBaseViewLayerIndex.
242 // Note: The SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW flag also has to be enabled to have the
243 // temporary variable ViewID_OVR declared and initialized.
244 const ShCompileOptions SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER = UINT64_C(1) << 31;
245 
246 // If the flag is enabled, gl_PointSize is clamped to the maximum point size specified in
247 // ShBuiltInResources in vertex shaders.
248 const ShCompileOptions SH_CLAMP_POINT_SIZE = UINT64_C(1) << 32;
249 
250 // Bit 33 is available.
251 
252 // Don't use loops to initialize uninitialized variables. Only has an effect if some kind of
253 // variable initialization is turned on.
254 const ShCompileOptions SH_DONT_USE_LOOPS_TO_INITIALIZE_VARIABLES = UINT64_C(1) << 34;
255 
256 // Don't use D3D constant register zero when allocating space for uniforms. This is targeted to work
257 // around a bug in NVIDIA D3D driver version 388.59 where in very specific cases the driver would
258 // not handle constant register zero correctly. Only has an effect on HLSL translation.
259 const ShCompileOptions SH_SKIP_D3D_CONSTANT_REGISTER_ZERO = UINT64_C(1) << 35;
260 
261 // Clamp gl_FragDepth to the range [0.0, 1.0] in case it is statically used.
262 const ShCompileOptions SH_CLAMP_FRAG_DEPTH = UINT64_C(1) << 36;
263 
264 // Rewrite expressions like "v.x = z = expression;". Works around a bug in NVIDIA OpenGL drivers
265 // prior to version 397.31.
266 const ShCompileOptions SH_REWRITE_REPEATED_ASSIGN_TO_SWIZZLED = UINT64_C(1) << 37;
267 
268 // Rewrite gl_DrawID as a uniform int
269 const ShCompileOptions SH_EMULATE_GL_DRAW_ID = UINT64_C(1) << 38;
270 
271 // This flag initializes shared variables to 0.
272 // It is to avoid ompute shaders being able to read undefined values that could be coming from
273 // another webpage/application.
274 const ShCompileOptions SH_INIT_SHARED_VARIABLES = UINT64_C(1) << 39;
275 
276 // Forces the value returned from an atomic operations to be always be resolved. This is targeted to
277 // workaround a bug in NVIDIA D3D driver where the return value from
278 // RWByteAddressBuffer.InterlockedAdd does not get resolved when used in the .yzw components of a
279 // RWByteAddressBuffer.Store operation. Only has an effect on HLSL translation.
280 // http://anglebug.com/3246
281 const ShCompileOptions SH_FORCE_ATOMIC_VALUE_RESOLUTION = UINT64_C(1) << 40;
282 
283 // Rewrite gl_BaseVertex and gl_BaseInstance as uniform int
284 const ShCompileOptions SH_EMULATE_GL_BASE_VERTEX_BASE_INSTANCE = UINT64_C(1) << 41;
285 
286 // Emulate seamful cube map sampling for OpenGL ES2.0.  Currently only applies to the Vulkan
287 // backend, as is done after samplers are moved out of structs.  Can likely be made to work on
288 // the other backends as well.
289 const ShCompileOptions SH_EMULATE_SEAMFUL_CUBE_MAP_SAMPLING = UINT64_C(1) << 42;
290 
291 // This flag controls how to translate WEBGL_video_texture sampling function.
292 const ShCompileOptions SH_TAKE_VIDEO_TEXTURE_AS_EXTERNAL_OES = UINT64_C(1) << 43;
293 
294 // This flag works around a inconsistent behavior in Mac AMD driver where gl_VertexID doesn't
295 // include base vertex value. It replaces gl_VertexID with (gl_VertexID + angle_BaseVertex)
296 // when angle_BaseVertex is available.
297 const ShCompileOptions SH_ADD_BASE_VERTEX_TO_VERTEX_ID = UINT64_C(1) << 44;
298 
299 // This works around the dynamic lvalue indexing of swizzled vectors on various platforms.
300 const ShCompileOptions SH_REMOVE_DYNAMIC_INDEXING_OF_SWIZZLED_VECTOR = UINT64_C(1) << 45;
301 
302 // This flag works around a slow fxc compile performance issue with dynamic uniform indexing.
303 const ShCompileOptions SH_ALLOW_TRANSLATE_UNIFORM_BLOCK_TO_STRUCTUREDBUFFER = UINT64_C(1) << 46;
304 
305 // This flag indicates whether Bresenham line raster emulation code should be generated.  This
306 // emulation is necessary if the backend uses a differnet algorithm to draw lines.  Currently only
307 // implemented for the Vulkan backend.
308 const ShCompileOptions SH_ADD_BRESENHAM_LINE_RASTER_EMULATION = UINT64_C(1) << 47;
309 
310 // This flag allows disabling ARB_texture_rectangle on a per-compile basis. This is necessary
311 // for WebGL contexts becuase ARB_texture_rectangle may be necessary for the WebGL implementation
312 // internally but shouldn't be exposed to WebGL user code.
313 const ShCompileOptions SH_DISABLE_ARB_TEXTURE_RECTANGLE = UINT64_C(1) << 48;
314 
315 // This flag works around a driver bug by rewriting uses of row-major matrices
316 // as column-major in ESSL 3.00 and greater shaders.
317 const ShCompileOptions SH_REWRITE_ROW_MAJOR_MATRICES = UINT64_C(1) << 49;
318 
319 // Drop any explicit precision qualifiers from shader.
320 const ShCompileOptions SH_IGNORE_PRECISION_QUALIFIERS = UINT64_C(1) << 50;
321 
322 // Allow compiler to do early fragment tests as an optimization.
323 const ShCompileOptions SH_EARLY_FRAGMENT_TESTS_OPTIMIZATION = UINT64_C(1) << 51;
324 
325 // Allow compiler to insert Android pre-rotation code.
326 const ShCompileOptions SH_ADD_PRE_ROTATION = UINT64_C(1) << 52;
327 
328 const ShCompileOptions SH_FORCE_SHADER_PRECISION_HIGHP_TO_MEDIUMP = UINT64_C(1) << 53;
329 
330 // Allow compiler to use specialization constant to do pre-rotation and y flip.
331 const ShCompileOptions SH_USE_SPECIALIZATION_CONSTANT = UINT64_C(1) << 54;
332 
333 // Ask compiler to generate Vulkan transform feedback emulation support code.
334 const ShCompileOptions SH_ADD_VULKAN_XFB_EMULATION_SUPPORT_CODE = UINT64_C(1) << 55;
335 
336 // Ask compiler to generate Vulkan transform feedback support code when using the
337 // VK_EXT_transform_feedback extension.
338 const ShCompileOptions SH_ADD_VULKAN_XFB_EXTENSION_SUPPORT_CODE = UINT64_C(1) << 56;
339 
340 // This flag initializes fragment shader's output variables to zero at the beginning of the fragment
341 // shader's main(). It is intended as a workaround for drivers which get context lost if
342 // gl_FragColor is not written.
343 const ShCompileOptions SH_INIT_FRAGMENT_OUTPUT_VARIABLES = UINT64_C(1) << 57;
344 
345 // Transitory flag to select between producing SPIR-V directly vs using glslang.  Ignored in
346 // non-assert-enabled builds to avoid increasing ANGLE's binary size.
347 const ShCompileOptions SH_GENERATE_SPIRV_THROUGH_GLSLANG = UINT64_C(1) << 58;
348 
349 // Insert explicit casts for float/double/unsigned/signed int on macOS 10.15 with Intel driver
350 const ShCompileOptions SH_ADD_EXPLICIT_BOOL_CASTS = UINT64_C(1) << 59;
351 
352 // The 64 bits hash function. The first parameter is the input string; the
353 // second parameter is the string length.
354 using ShHashFunction64 = khronos_uint64_t (*)(const char *, size_t);
355 
356 //
357 // Implementation dependent built-in resources (constants and extensions).
358 // The names for these resources has been obtained by stripping gl_/GL_.
359 //
360 struct ShBuiltInResources
361 {
362     // Constants.
363     int MaxVertexAttribs;
364     int MaxVertexUniformVectors;
365     int MaxVaryingVectors;
366     int MaxVertexTextureImageUnits;
367     int MaxCombinedTextureImageUnits;
368     int MaxTextureImageUnits;
369     int MaxFragmentUniformVectors;
370     int MaxDrawBuffers;
371 
372     // Extensions.
373     // Set to 1 to enable the extension, else 0.
374     int OES_standard_derivatives;
375     int OES_EGL_image_external;
376     int OES_EGL_image_external_essl3;
377     int NV_EGL_stream_consumer_external;
378     int ARB_texture_rectangle;
379     int EXT_blend_func_extended;
380     int EXT_draw_buffers;
381     int EXT_frag_depth;
382     int EXT_shader_texture_lod;
383     int EXT_shader_framebuffer_fetch;
384     int EXT_shader_framebuffer_fetch_non_coherent;
385     int NV_shader_framebuffer_fetch;
386     int NV_shader_noperspective_interpolation;
387     int ARM_shader_framebuffer_fetch;
388     int OVR_multiview;
389     int OVR_multiview2;
390     int EXT_multisampled_render_to_texture;
391     int EXT_multisampled_render_to_texture2;
392     int EXT_YUV_target;
393     int EXT_geometry_shader;
394     int OES_geometry_shader;
395     int OES_shader_io_blocks;
396     int EXT_shader_io_blocks;
397     int EXT_gpu_shader5;
398     int EXT_shader_non_constant_global_initializers;
399     int OES_texture_storage_multisample_2d_array;
400     int OES_texture_3D;
401     int ANGLE_texture_multisample;
402     int ANGLE_multi_draw;
403     // TODO(angleproject:3402) remove after chromium side removal to pass compilation
404     int ANGLE_base_vertex_base_instance;
405     int WEBGL_video_texture;
406     int APPLE_clip_distance;
407     int OES_texture_cube_map_array;
408     int EXT_texture_cube_map_array;
409     int EXT_shadow_samplers;
410     int OES_shader_multisample_interpolation;
411     int OES_shader_image_atomic;
412     int EXT_tessellation_shader;
413     int OES_texture_buffer;
414     int EXT_texture_buffer;
415     int OES_sample_variables;
416     int EXT_clip_cull_distance;
417     int EXT_primitive_bounding_box;
418     int ANGLE_base_vertex_base_instance_shader_builtin;
419 
420     // Set to 1 to enable replacing GL_EXT_draw_buffers #extension directives
421     // with GL_NV_draw_buffers in ESSL output. This flag can be used to emulate
422     // EXT_draw_buffers by using it in combination with GLES3.0 glDrawBuffers
423     // function. This applies to Tegra K1 devices.
424     int NV_draw_buffers;
425 
426     // Set to 1 if highp precision is supported in the ESSL 1.00 version of the
427     // fragment language. Does not affect versions of the language where highp
428     // support is mandatory.
429     // Default is 0.
430     int FragmentPrecisionHigh;
431 
432     // GLSL ES 3.0 constants.
433     int MaxVertexOutputVectors;
434     int MaxFragmentInputVectors;
435     int MinProgramTexelOffset;
436     int MaxProgramTexelOffset;
437 
438     // Extension constants.
439 
440     // Value of GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT for OpenGL ES output context.
441     // Value of GL_MAX_DUAL_SOURCE_DRAW_BUFFERS for OpenGL output context.
442     // GLES SL version 100 gl_MaxDualSourceDrawBuffersEXT value for EXT_blend_func_extended.
443     int MaxDualSourceDrawBuffers;
444 
445     // Value of GL_MAX_VIEWS_OVR.
446     int MaxViewsOVR;
447 
448     // Name Hashing.
449     // Set a 64 bit hash function to enable user-defined name hashing.
450     // Default is NULL.
451     ShHashFunction64 HashFunction;
452 
453     // The maximum complexity an expression can be when SH_LIMIT_EXPRESSION_COMPLEXITY is turned on.
454     int MaxExpressionComplexity;
455 
456     // The maximum depth a call stack can be.
457     int MaxCallStackDepth;
458 
459     // The maximum number of parameters a function can have when SH_LIMIT_EXPRESSION_COMPLEXITY is
460     // turned on.
461     int MaxFunctionParameters;
462 
463     // GLES 3.1 constants
464 
465     // texture gather offset constraints.
466     int MinProgramTextureGatherOffset;
467     int MaxProgramTextureGatherOffset;
468 
469     // maximum number of available image units
470     int MaxImageUnits;
471 
472     // OES_sample_variables constant
473     // maximum number of available samples
474     int MaxSamples;
475 
476     // maximum number of image uniforms in a vertex shader
477     int MaxVertexImageUniforms;
478 
479     // maximum number of image uniforms in a fragment shader
480     int MaxFragmentImageUniforms;
481 
482     // maximum number of image uniforms in a compute shader
483     int MaxComputeImageUniforms;
484 
485     // maximum total number of image uniforms in a program
486     int MaxCombinedImageUniforms;
487 
488     // maximum number of uniform locations
489     int MaxUniformLocations;
490 
491     // maximum number of ssbos and images in a shader
492     int MaxCombinedShaderOutputResources;
493 
494     // maximum number of groups in each dimension
495     std::array<int, 3> MaxComputeWorkGroupCount;
496     // maximum number of threads per work group in each dimension
497     std::array<int, 3> MaxComputeWorkGroupSize;
498 
499     // maximum number of total uniform components
500     int MaxComputeUniformComponents;
501 
502     // maximum number of texture image units in a compute shader
503     int MaxComputeTextureImageUnits;
504 
505     // maximum number of atomic counters in a compute shader
506     int MaxComputeAtomicCounters;
507 
508     // maximum number of atomic counter buffers in a compute shader
509     int MaxComputeAtomicCounterBuffers;
510 
511     // maximum number of atomic counters in a vertex shader
512     int MaxVertexAtomicCounters;
513 
514     // maximum number of atomic counters in a fragment shader
515     int MaxFragmentAtomicCounters;
516 
517     // maximum number of atomic counters in a program
518     int MaxCombinedAtomicCounters;
519 
520     // maximum binding for an atomic counter
521     int MaxAtomicCounterBindings;
522 
523     // maximum number of atomic counter buffers in a vertex shader
524     int MaxVertexAtomicCounterBuffers;
525 
526     // maximum number of atomic counter buffers in a fragment shader
527     int MaxFragmentAtomicCounterBuffers;
528 
529     // maximum number of atomic counter buffers in a program
530     int MaxCombinedAtomicCounterBuffers;
531 
532     // maximum number of buffer object storage in machine units
533     int MaxAtomicCounterBufferSize;
534 
535     // maximum number of uniform block bindings
536     int MaxUniformBufferBindings;
537 
538     // maximum number of shader storage buffer bindings
539     int MaxShaderStorageBufferBindings;
540 
541     // maximum point size (higher limit from ALIASED_POINT_SIZE_RANGE)
542     float MaxPointSize;
543 
544     // EXT_geometry_shader constants
545     int MaxGeometryUniformComponents;
546     int MaxGeometryUniformBlocks;
547     int MaxGeometryInputComponents;
548     int MaxGeometryOutputComponents;
549     int MaxGeometryOutputVertices;
550     int MaxGeometryTotalOutputComponents;
551     int MaxGeometryTextureImageUnits;
552     int MaxGeometryAtomicCounterBuffers;
553     int MaxGeometryAtomicCounters;
554     int MaxGeometryShaderStorageBlocks;
555     int MaxGeometryShaderInvocations;
556     int MaxGeometryImageUniforms;
557 
558     // EXT_tessellation_shader constants
559     int MaxTessControlInputComponents;
560     int MaxTessControlOutputComponents;
561     int MaxTessControlTextureImageUnits;
562     int MaxTessControlUniformComponents;
563     int MaxTessControlTotalOutputComponents;
564     int MaxTessControlImageUniforms;
565     int MaxTessControlAtomicCounters;
566     int MaxTessControlAtomicCounterBuffers;
567 
568     int MaxTessPatchComponents;
569     int MaxPatchVertices;
570     int MaxTessGenLevel;
571 
572     int MaxTessEvaluationInputComponents;
573     int MaxTessEvaluationOutputComponents;
574     int MaxTessEvaluationTextureImageUnits;
575     int MaxTessEvaluationUniformComponents;
576     int MaxTessEvaluationImageUniforms;
577     int MaxTessEvaluationAtomicCounters;
578     int MaxTessEvaluationAtomicCounterBuffers;
579 
580     // Subpixel bits used in rasterization.
581     int SubPixelBits;
582 
583     // APPLE_clip_distance/EXT_clip_cull_distance constant
584     int MaxClipDistances;
585     int MaxCullDistances;
586     int MaxCombinedClipAndCullDistances;
587 
588     // Direct-to-metal backend constants:
589 
590     // Binding index for driver uniforms:
591     int DriverUniformsBindingIndex;
592     // Binding index for default uniforms:
593     int DefaultUniformsBindingIndex;
594     // Binding index for UBO's argument buffer
595     int UBOArgumentBufferBindingIndex;
596 };
597 
598 //
599 // ShHandle held by but opaque to the driver.  It is allocated,
600 // managed, and de-allocated by the compiler. Its contents
601 // are defined by and used by the compiler.
602 //
603 // If handle creation fails, 0 will be returned.
604 //
605 using ShHandle = void *;
606 
607 namespace sh
608 {
609 using BinaryBlob = std::vector<uint32_t>;
610 
611 //
612 // Driver must call this first, once, before doing any other compiler operations.
613 // If the function succeeds, the return value is true, else false.
614 //
615 bool Initialize();
616 //
617 // Driver should call this at shutdown.
618 // If the function succeeds, the return value is true, else false.
619 //
620 bool Finalize();
621 
622 //
623 // Initialize built-in resources with minimum expected values.
624 // Parameters:
625 // resources: The object to initialize. Will be comparable with memcmp.
626 //
627 void InitBuiltInResources(ShBuiltInResources *resources);
628 
629 //
630 // Returns the a concatenated list of the items in ShBuiltInResources as a null-terminated string.
631 // This function must be updated whenever ShBuiltInResources is changed.
632 // Parameters:
633 // handle: Specifies the handle of the compiler to be used.
634 const std::string &GetBuiltInResourcesString(const ShHandle handle);
635 
636 //
637 // Driver calls these to create and destroy compiler objects.
638 //
639 // Returns the handle of constructed compiler, null if the requested compiler is not supported.
640 // Parameters:
641 // type: Specifies the type of shader - GL_FRAGMENT_SHADER or GL_VERTEX_SHADER.
642 // spec: Specifies the language spec the compiler must conform to - SH_GLES2_SPEC or SH_WEBGL_SPEC.
643 // output: Specifies the output code type - for example SH_ESSL_OUTPUT, SH_GLSL_OUTPUT,
644 //         SH_HLSL_3_0_OUTPUT or SH_HLSL_4_1_OUTPUT. Note: Each output type may only
645 //         be supported in some configurations.
646 // resources: Specifies the built-in resources.
647 ShHandle ConstructCompiler(sh::GLenum type,
648                            ShShaderSpec spec,
649                            ShShaderOutput output,
650                            const ShBuiltInResources *resources);
651 void Destruct(ShHandle handle);
652 
653 //
654 // Compiles the given shader source.
655 // If the function succeeds, the return value is true, else false.
656 // Parameters:
657 // handle: Specifies the handle of compiler to be used.
658 // shaderStrings: Specifies an array of pointers to null-terminated strings containing the shader
659 // source code.
660 // numStrings: Specifies the number of elements in shaderStrings array.
661 // compileOptions: A mask of compile options defined above.
662 bool Compile(const ShHandle handle,
663              const char *const shaderStrings[],
664              size_t numStrings,
665              ShCompileOptions compileOptions);
666 
667 // Clears the results from the previous compilation.
668 void ClearResults(const ShHandle handle);
669 
670 // Return the version of the shader language.
671 int GetShaderVersion(const ShHandle handle);
672 
673 // Return the currently set language output type.
674 ShShaderOutput GetShaderOutputType(const ShHandle handle);
675 
676 // Returns null-terminated information log for a compiled shader.
677 // Parameters:
678 // handle: Specifies the compiler
679 const std::string &GetInfoLog(const ShHandle handle);
680 
681 // Returns null-terminated object code for a compiled shader.  Only valid for output types that
682 // generate human-readable code (GLSL, ESSL or HLSL).
683 // Parameters:
684 // handle: Specifies the compiler
685 const std::string &GetObjectCode(const ShHandle handle);
686 
687 // Returns object binary blob for a compiled shader.  Only valid for output types that
688 // generate binary blob (SPIR-V).
689 // Parameters:
690 // handle: Specifies the compiler
691 const BinaryBlob &GetObjectBinaryBlob(const ShHandle handle);
692 
693 // Returns a (original_name, hash) map containing all the user defined names in the shader,
694 // including variable names, function names, struct names, and struct field names.
695 // Parameters:
696 // handle: Specifies the compiler
697 const std::map<std::string, std::string> *GetNameHashingMap(const ShHandle handle);
698 
699 // Shader variable inspection.
700 // Returns a pointer to a list of variables of the designated type.
701 // (See ShaderVars.h for type definitions, included above)
702 // Returns NULL on failure.
703 // Parameters:
704 // handle: Specifies the compiler
705 const std::vector<sh::ShaderVariable> *GetUniforms(const ShHandle handle);
706 const std::vector<sh::ShaderVariable> *GetVaryings(const ShHandle handle);
707 const std::vector<sh::ShaderVariable> *GetInputVaryings(const ShHandle handle);
708 const std::vector<sh::ShaderVariable> *GetOutputVaryings(const ShHandle handle);
709 const std::vector<sh::ShaderVariable> *GetAttributes(const ShHandle handle);
710 const std::vector<sh::ShaderVariable> *GetOutputVariables(const ShHandle handle);
711 const std::vector<sh::InterfaceBlock> *GetInterfaceBlocks(const ShHandle handle);
712 const std::vector<sh::InterfaceBlock> *GetUniformBlocks(const ShHandle handle);
713 const std::vector<sh::InterfaceBlock> *GetShaderStorageBlocks(const ShHandle handle);
714 sh::WorkGroupSize GetComputeShaderLocalGroupSize(const ShHandle handle);
715 // Returns the number of views specified through the num_views layout qualifier. If num_views is
716 // not set, the function returns -1.
717 int GetVertexShaderNumViews(const ShHandle handle);
718 // Returns true if compiler has injected instructions for early fragment tests as an optimization
719 bool HasEarlyFragmentTestsOptimization(const ShHandle handle);
720 
721 // Returns specialization constant usage bits
722 uint32_t GetShaderSpecConstUsageBits(const ShHandle handle);
723 
724 // Returns true if the passed in variables pack in maxVectors followingthe packing rules from the
725 // GLSL 1.017 spec, Appendix A, section 7.
726 // Returns false otherwise. Also look at the SH_ENFORCE_PACKING_RESTRICTIONS
727 // flag above.
728 // Parameters:
729 // maxVectors: the available rows of registers.
730 // variables: an array of variables.
731 bool CheckVariablesWithinPackingLimits(int maxVectors,
732                                        const std::vector<sh::ShaderVariable> &variables);
733 
734 // Gives the compiler-assigned register for a shader storage block.
735 // The method writes the value to the output variable "indexOut".
736 // Returns true if it found a valid shader storage block, false otherwise.
737 // Parameters:
738 // handle: Specifies the compiler
739 // shaderStorageBlockName: Specifies the shader storage block
740 // indexOut: output variable that stores the assigned register
741 bool GetShaderStorageBlockRegister(const ShHandle handle,
742                                    const std::string &shaderStorageBlockName,
743                                    unsigned int *indexOut);
744 
745 // Gives the compiler-assigned register for a uniform block.
746 // The method writes the value to the output variable "indexOut".
747 // Returns true if it found a valid uniform block, false otherwise.
748 // Parameters:
749 // handle: Specifies the compiler
750 // uniformBlockName: Specifies the uniform block
751 // indexOut: output variable that stores the assigned register
752 bool GetUniformBlockRegister(const ShHandle handle,
753                              const std::string &uniformBlockName,
754                              unsigned int *indexOut);
755 
756 bool ShouldUniformBlockUseStructuredBuffer(const ShHandle handle,
757                                            const std::string &uniformBlockName);
758 const std::set<std::string> *GetSlowCompilingUniformBlockSet(const ShHandle handle);
759 
760 // Gives a map from uniform names to compiler-assigned registers in the default uniform block.
761 // Note that the map contains also registers of samplers that have been extracted from structs.
762 const std::map<std::string, unsigned int> *GetUniformRegisterMap(const ShHandle handle);
763 
764 // Sampler, image and atomic counters share registers(t type and u type),
765 // GetReadonlyImage2DRegisterIndex and GetImage2DRegisterIndex return the first index into
766 // a range of reserved registers for image2D/iimage2D/uimage2D variables.
767 // Parameters: handle: Specifies the compiler
768 unsigned int GetReadonlyImage2DRegisterIndex(const ShHandle handle);
769 unsigned int GetImage2DRegisterIndex(const ShHandle handle);
770 
771 // The method records these used function names related with image2D/iimage2D/uimage2D, these
772 // functions will be dynamically generated.
773 // Parameters:
774 // handle: Specifies the compiler
775 const std::set<std::string> *GetUsedImage2DFunctionNames(const ShHandle handle);
776 
777 bool HasValidGeometryShaderInputPrimitiveType(const ShHandle handle);
778 bool HasValidGeometryShaderOutputPrimitiveType(const ShHandle handle);
779 bool HasValidGeometryShaderMaxVertices(const ShHandle handle);
780 bool HasValidTessGenMode(const ShHandle handle);
781 bool HasValidTessGenSpacing(const ShHandle handle);
782 bool HasValidTessGenVertexOrder(const ShHandle handle);
783 bool HasValidTessGenPointMode(const ShHandle handle);
784 GLenum GetGeometryShaderInputPrimitiveType(const ShHandle handle);
785 GLenum GetGeometryShaderOutputPrimitiveType(const ShHandle handle);
786 int GetGeometryShaderInvocations(const ShHandle handle);
787 int GetGeometryShaderMaxVertices(const ShHandle handle);
788 unsigned int GetShaderSharedMemorySize(const ShHandle handle);
789 int GetTessControlShaderVertices(const ShHandle handle);
790 GLenum GetTessGenMode(const ShHandle handle);
791 GLenum GetTessGenSpacing(const ShHandle handle);
792 GLenum GetTessGenVertexOrder(const ShHandle handle);
793 GLenum GetTessGenPointMode(const ShHandle handle);
794 
795 //
796 // Helper function to identify specs that are based on the WebGL spec.
797 //
IsWebGLBasedSpec(ShShaderSpec spec)798 inline bool IsWebGLBasedSpec(ShShaderSpec spec)
799 {
800     return (spec == SH_WEBGL_SPEC || spec == SH_WEBGL2_SPEC || spec == SH_WEBGL3_SPEC);
801 }
802 
803 //
804 // Helper function to identify DesktopGL specs
805 //
IsDesktopGLSpec(ShShaderSpec spec)806 inline bool IsDesktopGLSpec(ShShaderSpec spec)
807 {
808     return spec == SH_GL_CORE_SPEC || spec == SH_GL_COMPATIBILITY_SPEC;
809 }
810 
811 // Can't prefix with just _ because then we might introduce a double underscore, which is not safe
812 // in GLSL (ESSL 3.00.6 section 3.8: All identifiers containing a double underscore are reserved for
813 // use by the underlying implementation). u is short for user-defined.
814 extern const char kUserDefinedNamePrefix[];
815 
816 namespace vk
817 {
818 
819 // Specialization constant ids
820 enum class SpecializationConstantId : uint32_t
821 {
822     LineRasterEmulation = 0,
823     SurfaceRotation     = 1,
824     DrawableWidth       = 2,
825     DrawableHeight      = 3,
826 
827     InvalidEnum = 4,
828     EnumCount   = InvalidEnum,
829 };
830 
831 enum class SurfaceRotation : uint32_t
832 {
833     Identity,
834     Rotated90Degrees,
835     Rotated180Degrees,
836     Rotated270Degrees,
837     FlippedIdentity,
838     FlippedRotated90Degrees,
839     FlippedRotated180Degrees,
840     FlippedRotated270Degrees,
841 
842     InvalidEnum,
843     EnumCount = InvalidEnum,
844 };
845 
846 enum class SpecConstUsage : uint32_t
847 {
848     LineRasterEmulation = 0,
849     YFlip               = 1,
850     Rotation            = 2,
851     DrawableSize        = 3,
852 
853     InvalidEnum = 4,
854     EnumCount   = InvalidEnum,
855 };
856 
857 // Interface block name containing the aggregate default uniforms
858 extern const char kDefaultUniformsNameVS[];
859 extern const char kDefaultUniformsNameTCS[];
860 extern const char kDefaultUniformsNameTES[];
861 extern const char kDefaultUniformsNameGS[];
862 extern const char kDefaultUniformsNameFS[];
863 extern const char kDefaultUniformsNameCS[];
864 
865 // Interface block and variable names containing driver uniforms
866 extern const char kDriverUniformsBlockName[];
867 extern const char kDriverUniformsVarName[];
868 
869 // Interface block array name used for atomic counter emulation
870 extern const char kAtomicCountersBlockName[];
871 
872 // Line raster emulation varying
873 extern const char kLineRasterEmulationPosition[];
874 
875 // Transform feedback emulation support
876 extern const char kXfbEmulationGetOffsetsFunctionName[];
877 extern const char kXfbEmulationCaptureFunctionName[];
878 extern const char kXfbEmulationBufferBlockName[];
879 extern const char kXfbEmulationBufferName[];
880 extern const char kXfbEmulationBufferFieldName[];
881 
882 // Transform feedback extension support
883 extern const char kXfbExtensionPositionOutName[];
884 
885 // EXT_shader_framebuffer_fetch and EXT_shader_framebuffer_fetch_non_coherent
886 extern const char kInputAttachmentName[];
887 
888 }  // namespace vk
889 
890 namespace mtl
891 {
892 // Specialization constant to enable GL_SAMPLE_COVERAGE_VALUE emulation.
893 extern const char kCoverageMaskEnabledConstName[];
894 
895 // Specialization constant to emulate rasterizer discard.
896 extern const char kRasterizerDiscardEnabledConstName[];
897 }  // namespace mtl
898 
899 // For backends that use glslang (the Vulkan shader compiler), i.e. Vulkan and Metal, call these to
900 // initialize and finalize glslang itself.  This can be called independently from Initialize() and
901 // Finalize().
902 void InitializeGlslang();
903 void FinalizeGlslang();
904 
905 }  // namespace sh
906 
907 #endif  // GLSLANG_SHADERLANG_H_
908