// // Copyright 2002 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 GLSLANG_SHADERLANG_H_ #define GLSLANG_SHADERLANG_H_ #include #include "KHR/khrplatform.h" #include #include #include #include #include // // This is the platform independent interface between an OGL driver // and the shading language compiler. // // 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 261 enum ShShaderSpec { SH_GLES2_SPEC, SH_WEBGL_SPEC, SH_GLES3_SPEC, SH_WEBGL2_SPEC, SH_GLES3_1_SPEC, SH_WEBGL3_SPEC, SH_GLES3_2_SPEC, SH_GL_CORE_SPEC, SH_GL_COMPATIBILITY_SPEC, }; enum ShShaderOutput { // ESSL output only supported in some configurations. SH_ESSL_OUTPUT = 0x8B45, // GLSL output only supported in some configurations. SH_GLSL_COMPATIBILITY_OUTPUT = 0x8B46, // Note: GL introduced core profiles in 1.5. SH_GLSL_130_OUTPUT = 0x8B47, SH_GLSL_140_OUTPUT = 0x8B80, SH_GLSL_150_CORE_OUTPUT = 0x8B81, SH_GLSL_330_CORE_OUTPUT = 0x8B82, SH_GLSL_400_CORE_OUTPUT = 0x8B83, SH_GLSL_410_CORE_OUTPUT = 0x8B84, SH_GLSL_420_CORE_OUTPUT = 0x8B85, SH_GLSL_430_CORE_OUTPUT = 0x8B86, SH_GLSL_440_CORE_OUTPUT = 0x8B87, SH_GLSL_450_CORE_OUTPUT = 0x8B88, // Prefer using these to specify HLSL output type: SH_HLSL_3_0_OUTPUT = 0x8B48, // D3D 9 SH_HLSL_4_1_OUTPUT = 0x8B49, // D3D 11 SH_HLSL_4_0_FL9_3_OUTPUT = 0x8B4A, // D3D 11 feature level 9_3 // Output SPIR-V for the Vulkan backend. SH_SPIRV_VULKAN_OUTPUT = 0x8B4B, // Output SPIR-V to be cross compiled to Metal. SH_SPIRV_METAL_OUTPUT = 0x8B4C, // Output for MSL SH_MSL_METAL_OUTPUT = 0x8B4D, }; // Compile options. // The Compile options type is defined in ShaderVars.h, to allow ANGLE to import the ShaderVars // header without needing the ShaderLang header. This avoids some conflicts with glslang. const ShCompileOptions SH_VALIDATE = 0; const ShCompileOptions SH_VALIDATE_LOOP_INDEXING = UINT64_C(1) << 0; const ShCompileOptions SH_INTERMEDIATE_TREE = UINT64_C(1) << 1; const ShCompileOptions SH_OBJECT_CODE = UINT64_C(1) << 2; const ShCompileOptions SH_VARIABLES = UINT64_C(1) << 3; const ShCompileOptions SH_LINE_DIRECTIVES = UINT64_C(1) << 4; const ShCompileOptions SH_SOURCE_PATH = UINT64_C(1) << 5; // If requested, validates the AST after every transformation. Useful for debugging. const ShCompileOptions SH_VALIDATE_AST = UINT64_C(1) << 6; // Due to spec difference between GLSL 4.1 or lower and ESSL3, some platforms (for example, Mac OSX // core profile) require a variable's "invariant"/"centroid" qualifiers to match between vertex and // fragment shader. A simple solution to allow such shaders to link is to omit the two qualifiers. // AMD driver in Linux requires invariant qualifier to match between vertex and fragment shaders, // while ESSL3 disallows invariant qualifier in fragment shader and GLSL >= 4.2 doesn't require // invariant qualifier to match between shaders. Remove invariant qualifier from vertex shader to // workaround AMD driver bug. // Note that the two flags take effect on ESSL3 input shaders translated to GLSL 4.1 or lower and to // GLSL 4.2 or newer on Linux AMD. // TODO(zmo): This is not a good long-term solution. Simply dropping these qualifiers may break some // developers' content. A more complex workaround of dynamically generating, compiling, and // re-linking shaders that use these qualifiers should be implemented. const ShCompileOptions SH_REMOVE_INVARIANT_AND_CENTROID_FOR_ESSL3 = UINT64_C(1) << 7; // This flag works around bug in Intel Mac drivers related to abs(i) where // i is an integer. const ShCompileOptions SH_EMULATE_ABS_INT_FUNCTION = UINT64_C(1) << 8; // 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. const ShCompileOptions SH_ENFORCE_PACKING_RESTRICTIONS = UINT64_C(1) << 9; // 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. const ShCompileOptions SH_CLAMP_INDIRECT_ARRAY_BOUNDS = UINT64_C(1) << 10; // This flag limits the complexity of an expression. const ShCompileOptions SH_LIMIT_EXPRESSION_COMPLEXITY = UINT64_C(1) << 11; // This flag limits the depth of the call stack. const ShCompileOptions SH_LIMIT_CALL_STACK_DEPTH = UINT64_C(1) << 12; // 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. const ShCompileOptions SH_INIT_GL_POSITION = UINT64_C(1) << 13; // 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. const ShCompileOptions SH_UNFOLD_SHORT_CIRCUIT = UINT64_C(1) << 14; // This flag initializes output variables to 0 at the beginning of main(). // It is to avoid undefined behaviors. const ShCompileOptions SH_INIT_OUTPUT_VARIABLES = UINT64_C(1) << 15; // This flag scalarizes vec/ivec/bvec/mat constructor args. // It is intended as a workaround for Linux/Mac driver bugs. const ShCompileOptions SH_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS = UINT64_C(1) << 16; // 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. const ShCompileOptions SH_REGENERATE_STRUCT_NAMES = UINT64_C(1) << 17; // This flag works around bugs in Mac drivers related to do-while by // transforming them into an other construct. const ShCompileOptions SH_REWRITE_DO_WHILE_LOOPS = UINT64_C(1) << 18; // This flag works around a bug in the HLSL compiler optimizer that folds certain // constant pow expressions incorrectly. Only applies to the HLSL back-end. It works // by expanding the integer pow expressions into a series of multiplies. const ShCompileOptions SH_EXPAND_SELECT_HLSL_INTEGER_POW_EXPRESSIONS = UINT64_C(1) << 19; // Flatten "#pragma STDGL invariant(all)" into the declarations of // varying variables and built-in GLSL variables. This compiler // option is enabled automatically when needed. const ShCompileOptions SH_FLATTEN_PRAGMA_STDGL_INVARIANT_ALL = UINT64_C(1) << 20; // Some drivers do not take into account the base level of the texture in the results of the // HLSL GetDimensions builtin. This flag instructs the compiler to manually add the base level // offsetting. const ShCompileOptions SH_HLSL_GET_DIMENSIONS_IGNORES_BASE_LEVEL = UINT64_C(1) << 21; // This flag works around an issue in translating GLSL function texelFetchOffset on // INTEL drivers. It works by translating texelFetchOffset into texelFetch. const ShCompileOptions SH_REWRITE_TEXELFETCHOFFSET_TO_TEXELFETCH = UINT64_C(1) << 22; // This flag works around condition bug of for and while loops in Intel Mac OSX drivers. // Condition calculation is not correct. Rewrite it from "CONDITION" to "CONDITION && true". const ShCompileOptions SH_ADD_AND_TRUE_TO_LOOP_CONDITION = UINT64_C(1) << 23; // This flag works around a bug in evaluating unary minus operator on integer on some INTEL // drivers. It works by translating -(int) into ~(int) + 1. const ShCompileOptions SH_REWRITE_INTEGER_UNARY_MINUS_OPERATOR = UINT64_C(1) << 24; // This flag works around a bug in evaluating isnan() on some INTEL D3D and Mac OSX drivers. // It works by using an expression to emulate this function. const ShCompileOptions SH_EMULATE_ISNAN_FLOAT_FUNCTION = UINT64_C(1) << 25; // This flag will use all uniforms of unused std140 and shared uniform blocks at the // beginning of the vertex/fragment shader's main(). It is intended as a workaround for Mac // drivers with shader version 4.10. In those drivers, they will treat unused // std140 and shared uniform blocks' members as inactive. However, WebGL2.0 based on // OpenGL ES3.0.4 requires all members of a named uniform block declared with a shared or std140 // layout qualifier to be considered active. The uniform block itself is also considered active. const ShCompileOptions SH_USE_UNUSED_STANDARD_SHARED_BLOCKS = UINT64_C(1) << 26; // This flag works around a bug in unary minus operator on float numbers on Intel // Mac OSX 10.11 drivers. It works by translating -float into 0.0 - float. const ShCompileOptions SH_REWRITE_FLOAT_UNARY_MINUS_OPERATOR = UINT64_C(1) << 27; // This flag works around a bug in evaluating atan(y, x) on some NVIDIA OpenGL drivers. // It works by using an expression to emulate this function. const ShCompileOptions SH_EMULATE_ATAN2_FLOAT_FUNCTION = UINT64_C(1) << 28; // Set to initialize uninitialized local and global temporary variables. Should only be used with // GLSL output. In HLSL output variables are initialized regardless of if this flag is set. const ShCompileOptions SH_INITIALIZE_UNINITIALIZED_LOCALS = UINT64_C(1) << 29; // The flag modifies the shader in the following way: // Every occurrence of gl_InstanceID is replaced by the global temporary variable InstanceID. // Every occurrence of gl_ViewID_OVR is replaced by the varying variable ViewID_OVR. // At the beginning of the body of main() in a vertex shader the following initializers are added: // ViewID_OVR = uint(gl_InstanceID) % num_views; // InstanceID = gl_InstanceID / num_views; // ViewID_OVR is added as a varying variable to both the vertex and fragment shaders. const ShCompileOptions SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW = UINT64_C(1) << 30; // With the flag enabled the GLSL/ESSL vertex shader is modified to include code for viewport // selection in the following way: // - Code to enable the extension ARB_shader_viewport_layer_array/NV_viewport_array2 is included. // - Code to select the viewport index or layer is inserted at the beginning of main after // ViewID_OVR's initialization. // - A declaration of the uniform multiviewBaseViewLayerIndex. // Note: The SH_INITIALIZE_BUILTINS_FOR_INSTANCED_MULTIVIEW flag also has to be enabled to have the // temporary variable ViewID_OVR declared and initialized. const ShCompileOptions SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER = UINT64_C(1) << 31; // If the flag is enabled, gl_PointSize is clamped to the maximum point size specified in // ShBuiltInResources in vertex shaders. const ShCompileOptions SH_CLAMP_POINT_SIZE = UINT64_C(1) << 32; // Turn some arithmetic operations that operate on a float vector-scalar pair into vector-vector // operations. This is done recursively. Some scalar binary operations inside vector constructors // are also turned into vector operations. // // This is targeted to work around a bug in NVIDIA OpenGL drivers that was reproducible on NVIDIA // driver version 387.92. It works around the most common occurrences of the bug. const ShCompileOptions SH_REWRITE_VECTOR_SCALAR_ARITHMETIC = UINT64_C(1) << 33; // Don't use loops to initialize uninitialized variables. Only has an effect if some kind of // variable initialization is turned on. const ShCompileOptions SH_DONT_USE_LOOPS_TO_INITIALIZE_VARIABLES = UINT64_C(1) << 34; // Don't use D3D constant register zero when allocating space for uniforms. This is targeted to work // around a bug in NVIDIA D3D driver version 388.59 where in very specific cases the driver would // not handle constant register zero correctly. Only has an effect on HLSL translation. const ShCompileOptions SH_SKIP_D3D_CONSTANT_REGISTER_ZERO = UINT64_C(1) << 35; // Clamp gl_FragDepth to the range [0.0, 1.0] in case it is statically used. const ShCompileOptions SH_CLAMP_FRAG_DEPTH = UINT64_C(1) << 36; // Rewrite expressions like "v.x = z = expression;". Works around a bug in NVIDIA OpenGL drivers // prior to version 397.31. const ShCompileOptions SH_REWRITE_REPEATED_ASSIGN_TO_SWIZZLED = UINT64_C(1) << 37; // Rewrite gl_DrawID as a uniform int const ShCompileOptions SH_EMULATE_GL_DRAW_ID = UINT64_C(1) << 38; // This flag initializes shared variables to 0. // It is to avoid ompute shaders being able to read undefined values that could be coming from // another webpage/application. const ShCompileOptions SH_INIT_SHARED_VARIABLES = UINT64_C(1) << 39; // Forces the value returned from an atomic operations to be always be resolved. This is targeted to // workaround a bug in NVIDIA D3D driver where the return value from // RWByteAddressBuffer.InterlockedAdd does not get resolved when used in the .yzw components of a // RWByteAddressBuffer.Store operation. Only has an effect on HLSL translation. // http://anglebug.com/3246 const ShCompileOptions SH_FORCE_ATOMIC_VALUE_RESOLUTION = UINT64_C(1) << 40; // Rewrite gl_BaseVertex and gl_BaseInstance as uniform int const ShCompileOptions SH_EMULATE_GL_BASE_VERTEX_BASE_INSTANCE = UINT64_C(1) << 41; // Emulate seamful cube map sampling for OpenGL ES2.0. Currently only applies to the Vulkan // backend, as is done after samplers are moved out of structs. Can likely be made to work on // the other backends as well. const ShCompileOptions SH_EMULATE_SEAMFUL_CUBE_MAP_SAMPLING = UINT64_C(1) << 42; // This flag controls how to translate WEBGL_video_texture sampling function. const ShCompileOptions SH_TAKE_VIDEO_TEXTURE_AS_EXTERNAL_OES = UINT64_C(1) << 43; // This flag works around a inconsistent behavior in Mac AMD driver where gl_VertexID doesn't // include base vertex value. It replaces gl_VertexID with (gl_VertexID + angle_BaseVertex) // when angle_BaseVertex is available. const ShCompileOptions SH_ADD_BASE_VERTEX_TO_VERTEX_ID = UINT64_C(1) << 44; // This works around the dynamic lvalue indexing of swizzled vectors on various platforms. const ShCompileOptions SH_REMOVE_DYNAMIC_INDEXING_OF_SWIZZLED_VECTOR = UINT64_C(1) << 45; // This flag works around a slow fxc compile performance issue with dynamic uniform indexing. const ShCompileOptions SH_ALLOW_TRANSLATE_UNIFORM_BLOCK_TO_STRUCTUREDBUFFER = UINT64_C(1) << 46; // This flag indicates whether Bresenham line raster emulation code should be generated. This // emulation is necessary if the backend uses a differnet algorithm to draw lines. Currently only // implemented for the Vulkan backend. const ShCompileOptions SH_ADD_BRESENHAM_LINE_RASTER_EMULATION = UINT64_C(1) << 47; // This flag allows disabling ARB_texture_rectangle on a per-compile basis. This is necessary // for WebGL contexts becuase ARB_texture_rectangle may be necessary for the WebGL implementation // internally but shouldn't be exposed to WebGL user code. const ShCompileOptions SH_DISABLE_ARB_TEXTURE_RECTANGLE = UINT64_C(1) << 48; // This flag works around a driver bug by rewriting uses of row-major matrices // as column-major in ESSL 3.00 and greater shaders. const ShCompileOptions SH_REWRITE_ROW_MAJOR_MATRICES = UINT64_C(1) << 49; // Drop any explicit precision qualifiers from shader. const ShCompileOptions SH_IGNORE_PRECISION_QUALIFIERS = UINT64_C(1) << 50; // Allow compiler to do early fragment tests as an optimization. const ShCompileOptions SH_EARLY_FRAGMENT_TESTS_OPTIMIZATION = UINT64_C(1) << 51; // Allow compiler to insert Android pre-rotation code. const ShCompileOptions SH_ADD_PRE_ROTATION = UINT64_C(1) << 52; const ShCompileOptions SH_FORCE_SHADER_PRECISION_HIGHP_TO_MEDIUMP = UINT64_C(1) << 53; // Allow compiler to use specialization constant to do pre-rotation and y flip. const ShCompileOptions SH_USE_SPECIALIZATION_CONSTANT = UINT64_C(1) << 54; // Ask compiler to generate Vulkan transform feedback emulation support code. const ShCompileOptions SH_ADD_VULKAN_XFB_EMULATION_SUPPORT_CODE = UINT64_C(1) << 55; // Ask compiler to generate Vulkan transform feedback support code when using the // VK_EXT_transform_feedback extension. const ShCompileOptions SH_ADD_VULKAN_XFB_EXTENSION_SUPPORT_CODE = UINT64_C(1) << 56; // This flag initializes fragment shader's output variables to zero at the beginning of the fragment // shader's main(). It is intended as a workaround for drivers which get context lost if // gl_FragColor is not written. const ShCompileOptions SH_INIT_FRAGMENT_OUTPUT_VARIABLES = UINT64_C(1) << 57; // Transitory flag to select between producing SPIR-V directly vs using glslang. Ignored in // non-assert-enabled builds to avoid increasing ANGLE's binary size while both generators coexist. const ShCompileOptions SH_GENERATE_SPIRV_DIRECTLY = UINT64_C(1) << 58; // Generate workarounds in SPIR-V for buggy code. const ShCompileOptions SH_GENERATE_SPIRV_WORKAROUNDS = UINT64_C(1) << 59; // The 64 bits hash function. The first parameter is the input string; the // second parameter is the string length. using ShHashFunction64 = khronos_uint64_t (*)(const char *, size_t); // // Implementation dependent built-in resources (constants and extensions). // The names for these resources has been obtained by stripping gl_/GL_. // struct ShBuiltInResources { // 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 OES_EGL_image_external_essl3; int NV_EGL_stream_consumer_external; int ARB_texture_rectangle; int EXT_blend_func_extended; int EXT_draw_buffers; int EXT_frag_depth; int EXT_shader_texture_lod; int WEBGL_debug_shader_precision; int EXT_shader_framebuffer_fetch; int EXT_shader_framebuffer_fetch_non_coherent; int NV_shader_framebuffer_fetch; int NV_shader_noperspective_interpolation; int ARM_shader_framebuffer_fetch; int OVR_multiview; int OVR_multiview2; int EXT_multisampled_render_to_texture; int EXT_multisampled_render_to_texture2; int EXT_YUV_target; int EXT_geometry_shader; int OES_geometry_shader; int OES_shader_io_blocks; int EXT_shader_io_blocks; int EXT_gpu_shader5; int EXT_shader_non_constant_global_initializers; int OES_texture_storage_multisample_2d_array; int OES_texture_3D; int ANGLE_texture_multisample; int ANGLE_multi_draw; int ANGLE_base_vertex_base_instance; int WEBGL_video_texture; int APPLE_clip_distance; int OES_texture_cube_map_array; int EXT_texture_cube_map_array; int EXT_shadow_samplers; int OES_shader_multisample_interpolation; int OES_shader_image_atomic; int EXT_tessellation_shader; int OES_texture_buffer; int EXT_texture_buffer; int OES_sample_variables; int EXT_clip_cull_distance; // 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 ESSL 1.00 version of the // fragment language. Does not affect versions of the language where highp // support is mandatory. // Default is 0. int FragmentPrecisionHigh; // GLSL ES 3.0 constants. int MaxVertexOutputVectors; int MaxFragmentInputVectors; int MinProgramTexelOffset; int MaxProgramTexelOffset; // Extension constants. // Value of GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT for OpenGL ES output context. // Value of GL_MAX_DUAL_SOURCE_DRAW_BUFFERS for OpenGL output context. // GLES SL version 100 gl_MaxDualSourceDrawBuffersEXT value for EXT_blend_func_extended. int MaxDualSourceDrawBuffers; // Value of GL_MAX_VIEWS_OVR. int MaxViewsOVR; // Name Hashing. // Set a 64 bit hash function to enable user-defined name hashing. // Default is NULL. ShHashFunction64 HashFunction; // The maximum complexity an expression can be when SH_LIMIT_EXPRESSION_COMPLEXITY is turned on. int MaxExpressionComplexity; // The maximum depth a call stack can be. int MaxCallStackDepth; // The maximum number of parameters a function can have when SH_LIMIT_EXPRESSION_COMPLEXITY is // turned on. int MaxFunctionParameters; // GLES 3.1 constants // texture gather offset constraints. int MinProgramTextureGatherOffset; int MaxProgramTextureGatherOffset; // maximum number of available image units int MaxImageUnits; // OES_sample_variables constant // maximum number of available samples int MaxSamples; // maximum number of image uniforms in a vertex shader int MaxVertexImageUniforms; // maximum number of image uniforms in a fragment shader int MaxFragmentImageUniforms; // maximum number of image uniforms in a compute shader int MaxComputeImageUniforms; // maximum total number of image uniforms in a program int MaxCombinedImageUniforms; // maximum number of uniform locations int MaxUniformLocations; // maximum number of ssbos and images in a shader int MaxCombinedShaderOutputResources; // maximum number of groups in each dimension std::array MaxComputeWorkGroupCount; // maximum number of threads per work group in each dimension std::array MaxComputeWorkGroupSize; // maximum number of total uniform components int MaxComputeUniformComponents; // maximum number of texture image units in a compute shader int MaxComputeTextureImageUnits; // maximum number of atomic counters in a compute shader int MaxComputeAtomicCounters; // maximum number of atomic counter buffers in a compute shader int MaxComputeAtomicCounterBuffers; // maximum number of atomic counters in a vertex shader int MaxVertexAtomicCounters; // maximum number of atomic counters in a fragment shader int MaxFragmentAtomicCounters; // maximum number of atomic counters in a program int MaxCombinedAtomicCounters; // maximum binding for an atomic counter int MaxAtomicCounterBindings; // maximum number of atomic counter buffers in a vertex shader int MaxVertexAtomicCounterBuffers; // maximum number of atomic counter buffers in a fragment shader int MaxFragmentAtomicCounterBuffers; // maximum number of atomic counter buffers in a program int MaxCombinedAtomicCounterBuffers; // maximum number of buffer object storage in machine units int MaxAtomicCounterBufferSize; // maximum number of uniform block bindings int MaxUniformBufferBindings; // maximum number of shader storage buffer bindings int MaxShaderStorageBufferBindings; // maximum point size (higher limit from ALIASED_POINT_SIZE_RANGE) float MaxPointSize; // EXT_geometry_shader constants int MaxGeometryUniformComponents; int MaxGeometryUniformBlocks; int MaxGeometryInputComponents; int MaxGeometryOutputComponents; int MaxGeometryOutputVertices; int MaxGeometryTotalOutputComponents; int MaxGeometryTextureImageUnits; int MaxGeometryAtomicCounterBuffers; int MaxGeometryAtomicCounters; int MaxGeometryShaderStorageBlocks; int MaxGeometryShaderInvocations; int MaxGeometryImageUniforms; // EXT_tessellation_shader constants int MaxTessControlInputComponents; int MaxTessControlOutputComponents; int MaxTessControlTextureImageUnits; int MaxTessControlUniformComponents; int MaxTessControlTotalOutputComponents; int MaxTessControlImageUniforms; int MaxTessControlAtomicCounters; int MaxTessControlAtomicCounterBuffers; int MaxTessPatchComponents; int MaxPatchVertices; int MaxTessGenLevel; int MaxTessEvaluationInputComponents; int MaxTessEvaluationOutputComponents; int MaxTessEvaluationTextureImageUnits; int MaxTessEvaluationUniformComponents; int MaxTessEvaluationImageUniforms; int MaxTessEvaluationAtomicCounters; int MaxTessEvaluationAtomicCounterBuffers; // Subpixel bits used in rasterization. int SubPixelBits; // APPLE_clip_distance/EXT_clip_cull_distance constant int MaxClipDistances; int MaxCullDistances; int MaxCombinedClipAndCullDistances; // Direct-to-metal backend constants: // Binding index for driver uniforms: int DriverUniformsBindingIndex; // Binding index for default uniforms: int DefaultUniformsBindingIndex; // Binding index for UBO's argument buffer int UBOArgumentBufferBindingIndex; }; // // 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. // using ShHandle = void *; namespace sh { using BinaryBlob = std::vector; // // Driver must call this first, once, before doing any other compiler operations. // If the function succeeds, the return value is true, else false. // bool Initialize(); // // Driver should call this at shutdown. // If the function succeeds, the return value is true, else false. // bool Finalize(); // // Initialize built-in resources with minimum expected values. // Parameters: // resources: The object to initialize. Will be comparable with memcmp. // void InitBuiltInResources(ShBuiltInResources *resources); // // 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. const std::string &GetBuiltInResourcesString(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 - for example SH_ESSL_OUTPUT, SH_GLSL_OUTPUT, // SH_HLSL_3_0_OUTPUT or SH_HLSL_4_1_OUTPUT. Note: Each output type may only // be supported in some configurations. // resources: Specifies the built-in resources. ShHandle ConstructCompiler(sh::GLenum type, ShShaderSpec spec, ShShaderOutput output, const ShBuiltInResources *resources); void Destruct(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 sh::GetInfoLog(). // SH_OBJECT_CODE: Translates intermediate tree to glsl or hlsl shader, or SPIR-V binary. // Can be queried by calling sh::GetObjectCode(). // SH_VARIABLES: Extracts attributes, uniforms, and varyings. // Can be queried by calling ShGetVariableInfo(). // bool Compile(const ShHandle handle, const char *const shaderStrings[], size_t numStrings, ShCompileOptions compileOptions); // Clears the results from the previous compilation. void ClearResults(const ShHandle handle); // Return the version of the shader language. int GetShaderVersion(const ShHandle handle); // Return the currently set language output type. ShShaderOutput GetShaderOutputType(const ShHandle handle); // Returns null-terminated information log for a compiled shader. // Parameters: // handle: Specifies the compiler const std::string &GetInfoLog(const ShHandle handle); // Returns null-terminated object code for a compiled shader. Only valid for output types that // generate human-readable code (GLSL, ESSL or HLSL). // Parameters: // handle: Specifies the compiler const std::string &GetObjectCode(const ShHandle handle); // Returns object binary blob for a compiled shader. Only valid for output types that // generate binary blob (SPIR-V). // Parameters: // handle: Specifies the compiler const BinaryBlob &GetObjectBinaryBlob(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 const std::map *GetNameHashingMap(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 const std::vector *GetUniforms(const ShHandle handle); const std::vector *GetVaryings(const ShHandle handle); const std::vector *GetInputVaryings(const ShHandle handle); const std::vector *GetOutputVaryings(const ShHandle handle); const std::vector *GetAttributes(const ShHandle handle); const std::vector *GetOutputVariables(const ShHandle handle); const std::vector *GetInterfaceBlocks(const ShHandle handle); const std::vector *GetUniformBlocks(const ShHandle handle); const std::vector *GetShaderStorageBlocks(const ShHandle handle); sh::WorkGroupSize GetComputeShaderLocalGroupSize(const ShHandle handle); // Returns the number of views specified through the num_views layout qualifier. If num_views is // not set, the function returns -1. int GetVertexShaderNumViews(const ShHandle handle); // Returns true if compiler has injected instructions for early fragment tests as an optimization bool HasEarlyFragmentTestsOptimization(const ShHandle handle); // Returns specialization constant usage bits uint32_t GetShaderSpecConstUsageBits(const ShHandle handle); // Returns true if the passed in variables pack in maxVectors followingthe 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. // variables: an array of variables. bool CheckVariablesWithinPackingLimits(int maxVectors, const std::vector &variables); // Gives the compiler-assigned register for a shader storage block. // The method writes the value to the output variable "indexOut". // Returns true if it found a valid shader storage block, false otherwise. // Parameters: // handle: Specifies the compiler // shaderStorageBlockName: Specifies the shader storage block // indexOut: output variable that stores the assigned register bool GetShaderStorageBlockRegister(const ShHandle handle, const std::string &shaderStorageBlockName, unsigned int *indexOut); // Gives the compiler-assigned register for a uniform block. // The method writes the value to the output variable "indexOut". // Returns true if it found a valid uniform block, false otherwise. // Parameters: // handle: Specifies the compiler // uniformBlockName: Specifies the uniform block // indexOut: output variable that stores the assigned register bool GetUniformBlockRegister(const ShHandle handle, const std::string &uniformBlockName, unsigned int *indexOut); bool ShouldUniformBlockUseStructuredBuffer(const ShHandle handle, const std::string &uniformBlockName); const std::set *GetSlowCompilingUniformBlockSet(const ShHandle handle); // Gives a map from uniform names to compiler-assigned registers in the default uniform block. // Note that the map contains also registers of samplers that have been extracted from structs. const std::map *GetUniformRegisterMap(const ShHandle handle); // Sampler, image and atomic counters share registers(t type and u type), // GetReadonlyImage2DRegisterIndex and GetImage2DRegisterIndex return the first index into // a range of reserved registers for image2D/iimage2D/uimage2D variables. // Parameters: handle: Specifies the compiler unsigned int GetReadonlyImage2DRegisterIndex(const ShHandle handle); unsigned int GetImage2DRegisterIndex(const ShHandle handle); // The method records these used function names related with image2D/iimage2D/uimage2D, these // functions will be dynamically generated. // Parameters: // handle: Specifies the compiler const std::set *GetUsedImage2DFunctionNames(const ShHandle handle); bool HasValidGeometryShaderInputPrimitiveType(const ShHandle handle); bool HasValidGeometryShaderOutputPrimitiveType(const ShHandle handle); bool HasValidGeometryShaderMaxVertices(const ShHandle handle); bool HasValidTessGenMode(const ShHandle handle); bool HasValidTessGenSpacing(const ShHandle handle); bool HasValidTessGenVertexOrder(const ShHandle handle); bool HasValidTessGenPointMode(const ShHandle handle); GLenum GetGeometryShaderInputPrimitiveType(const ShHandle handle); GLenum GetGeometryShaderOutputPrimitiveType(const ShHandle handle); int GetGeometryShaderInvocations(const ShHandle handle); int GetGeometryShaderMaxVertices(const ShHandle handle); unsigned int GetShaderSharedMemorySize(const ShHandle handle); int GetTessControlShaderVertices(const ShHandle handle); GLenum GetTessGenMode(const ShHandle handle); GLenum GetTessGenSpacing(const ShHandle handle); GLenum GetTessGenVertexOrder(const ShHandle handle); GLenum GetTessGenPointMode(const ShHandle handle); // // Helper function to identify specs that are based on the WebGL spec. // inline bool IsWebGLBasedSpec(ShShaderSpec spec) { return (spec == SH_WEBGL_SPEC || spec == SH_WEBGL2_SPEC || spec == SH_WEBGL3_SPEC); } // // Helper function to identify DesktopGL specs // inline bool IsDesktopGLSpec(ShShaderSpec spec) { return spec == SH_GL_CORE_SPEC || spec == SH_GL_COMPATIBILITY_SPEC; } // Can't prefix with just _ because then we might introduce a double underscore, which is not safe // in GLSL (ESSL 3.00.6 section 3.8: All identifiers containing a double underscore are reserved for // use by the underlying implementation). u is short for user-defined. extern const char kUserDefinedNamePrefix[]; namespace vk { // Specialization constant ids enum class SpecializationConstantId : uint32_t { LineRasterEmulation = 0, SurfaceRotation = 1, DrawableWidth = 2, DrawableHeight = 3, InvalidEnum = 4, EnumCount = InvalidEnum, }; enum class SurfaceRotation : uint32_t { Identity, Rotated90Degrees, Rotated180Degrees, Rotated270Degrees, FlippedIdentity, FlippedRotated90Degrees, FlippedRotated180Degrees, FlippedRotated270Degrees, InvalidEnum, EnumCount = InvalidEnum, }; enum class SpecConstUsage : uint32_t { LineRasterEmulation = 0, YFlip = 1, Rotation = 2, DrawableSize = 3, InvalidEnum = 4, EnumCount = InvalidEnum, }; // Interface block name containing the aggregate default uniforms extern const char kDefaultUniformsNameVS[]; extern const char kDefaultUniformsNameTCS[]; extern const char kDefaultUniformsNameTES[]; extern const char kDefaultUniformsNameGS[]; extern const char kDefaultUniformsNameFS[]; extern const char kDefaultUniformsNameCS[]; // Interface block and variable names containing driver uniforms extern const char kDriverUniformsBlockName[]; extern const char kDriverUniformsVarName[]; // Interface block array name used for atomic counter emulation extern const char kAtomicCountersBlockName[]; // Line raster emulation varying extern const char kLineRasterEmulationPosition[]; // Transform feedback emulation support extern const char kXfbEmulationGetOffsetsFunctionName[]; extern const char kXfbEmulationCaptureFunctionName[]; extern const char kXfbEmulationBufferBlockName[]; extern const char kXfbEmulationBufferName[]; extern const char kXfbEmulationBufferFieldName[]; // Transform feedback extension support extern const char kXfbExtensionPositionOutName[]; // EXT_shader_framebuffer_fetch and EXT_shader_framebuffer_fetch_non_coherent extern const char kInputAttachmentName[]; } // namespace vk namespace mtl { // Specialization constant to enable GL_SAMPLE_COVERAGE_VALUE emulation. extern const char kCoverageMaskEnabledConstName[]; // Specialization constant to emulate rasterizer discard. extern const char kRasterizerDiscardEnabledConstName[]; } // namespace mtl // For backends that use glslang (the Vulkan shader compiler), i.e. Vulkan and Metal, call these to // initialize and finalize glslang itself. This can be called independently from Initialize() and // Finalize(). void InitializeGlslang(); void FinalizeGlslang(); } // namespace sh #endif // GLSLANG_SHADERLANG_H_