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 354
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 for MSL
76 SH_MSL_METAL_OUTPUT = 0x8B4D,
77
78 // Output for WGSL
79 SH_WGSL_OUTPUT = 0x8B4E,
80 };
81
82 struct ShCompileOptionsMetal
83 {
84 // Direct-to-metal backend constants:
85
86 // Binding index for driver uniforms:
87 int driverUniformsBindingIndex = 0;
88 // Binding index for default uniforms:
89 int defaultUniformsBindingIndex = 0;
90 // Binding index for UBO's argument buffer
91 int UBOArgumentBufferBindingIndex = 0;
92
93 bool generateShareableShaders = false;
94
95 // Insert asm("") instructions into loop bodies, telling the compiler that all loops have side
96 // effects and cannot be optimized out.
97 bool injectAsmStatementIntoLoopBodies = false;
98 };
99
100 // For ANGLE_shader_pixel_local_storage.
101 // Instructs the compiler which pixel local storage configuration to generate code for.
102 enum class ShPixelLocalStorageType : uint8_t
103 {
104 NotSupported,
105 ImageLoadStore,
106 FramebufferFetch,
107 PixelLocalStorageEXT, // GL_EXT_shader_pixel_local_storage.
108 };
109
110 // For ANGLE_shader_pixel_local_storage_coherent.
111 // Instructs the compiler which fragment synchronization method to use, if any.
112 enum class ShFragmentSynchronizationType : uint8_t
113 {
114 NotSupported, // Fragments cannot be ordered or synchronized.
115
116 Automatic, // Fragments are automatically raster-ordered and synchronized.
117
118 FragmentShaderInterlock_NV_GL,
119 FragmentShaderOrdering_INTEL_GL,
120 FragmentShaderInterlock_ARB_GL, // Also compiles to SPV_EXT_fragment_shader_interlock.
121
122 RasterizerOrderViews_D3D,
123
124 RasterOrderGroups_Metal,
125
126 InvalidEnum,
127 EnumCount = InvalidEnum,
128 };
129
130 struct ShPixelLocalStorageOptions
131 {
132 ShPixelLocalStorageType type = ShPixelLocalStorageType::NotSupported;
133
134 // For ANGLE_shader_pixel_local_storage_coherent.
135 ShFragmentSynchronizationType fragmentSyncType = ShFragmentSynchronizationType::NotSupported;
136
137 // ShPixelLocalStorageType::ImageLoadStore only: Can we use rgba8/rgba8i/rgba8ui image formats?
138 // Or do we need to manually pack and unpack from r32i/r32ui?
139 bool supportsNativeRGBA8ImageFormats = false;
140
141 // anglebug.com/7792 -- Metal [[raster_order_group()]] does not work for read_write textures on
142 // AMD when the render pass doesn't have a color attachment on slot 0. To work around this we
143 // attach one of the PLS textures to GL_COLOR_ATTACHMENT0, if there isn't one already.
144 bool renderPassNeedsAMDRasterOrderGroupsWorkaround = false;
145 };
146
147 struct ShCompileOptions
148 {
149 ShCompileOptions();
150 ShCompileOptions(const ShCompileOptions &other);
151 ShCompileOptions &operator=(const ShCompileOptions &other);
152
153 // Translates intermediate tree to glsl, hlsl, msl, or SPIR-V binary. Can be queried by
154 // calling sh::GetObjectCode().
155 uint64_t objectCode : 1;
156
157 // Whether debug info should be output in the shader.
158 uint64_t outputDebugInfo : 1;
159
160 // Tracks the source path for shaders. Can be queried with getSourcePath().
161 uint64_t sourcePath : 1;
162
163 // Whether the internal representation of the AST should be output.
164 uint64_t intermediateTree : 1;
165
166 // If requested, validates the AST after every transformation. Useful for debugging.
167 uint64_t validateAST : 1;
168
169 // Validates loop and indexing in the shader to ensure that they do not exceed the minimum
170 // functionality mandated in GLSL 1.0 spec, Appendix A, Section 4 and 5. There is no need to
171 // specify this parameter when compiling for WebGL - it is implied.
172 uint64_t validateLoopIndexing : 1;
173
174 // Emits #line directives in HLSL.
175 uint64_t lineDirectives : 1;
176
177 // Due to spec difference between GLSL 4.1 or lower and ESSL3, some platforms (for example, Mac
178 // OSX core profile) require a variable's "invariant"/"centroid" qualifiers to match between
179 // vertex and fragment shader. A simple solution to allow such shaders to link is to omit the
180 // two qualifiers. AMD driver in Linux requires invariant qualifier to match between vertex and
181 // fragment shaders, while ESSL3 disallows invariant qualifier in fragment shader and GLSL >=
182 // 4.2 doesn't require invariant qualifier to match between shaders. Remove invariant qualifier
183 // from vertex shader to workaround AMD driver bug.
184 // Note that the two flags take effect on ESSL3 input shaders translated to GLSL 4.1 or lower
185 // and to GLSL 4.2 or newer on Linux AMD.
186 // TODO(zmo): This is not a good long-term solution. Simply dropping these qualifiers may break
187 // some developers' content. A more complex workaround of dynamically generating, compiling, and
188 // re-linking shaders that use these qualifiers should be implemented.
189 uint64_t removeInvariantAndCentroidForESSL3 : 1;
190
191 // This flag works around bug in Intel Mac drivers related to abs(i) where i is an integer.
192 uint64_t emulateAbsIntFunction : 1;
193
194 // Enforce the GLSL 1.017 Appendix A section 7 packing restrictions. This flag only enforces
195 // (and can only enforce) the packing restrictions for uniform variables in both vertex and
196 // fragment shaders. ShCheckVariablesWithinPackingLimits() lets embedders enforce the packing
197 // restrictions for varying variables during program link time.
198 uint64_t enforcePackingRestrictions : 1;
199
200 // This flag ensures all indirect (expression-based) array indexing is clamped to the bounds of
201 // the array. This ensures, for example, that you cannot read off the end of a uniform, whether
202 // an array vec234, or mat234 type.
203 uint64_t clampIndirectArrayBounds : 1;
204
205 // This flag limits the complexity of an expression.
206 uint64_t limitExpressionComplexity : 1;
207
208 // This flag limits the depth of the call stack.
209 uint64_t limitCallStackDepth : 1;
210
211 // This flag initializes gl_Position to vec4(0,0,0,0) at the beginning of the vertex shader's
212 // main(), and has no effect in the fragment shader. It is intended as a workaround for drivers
213 // which incorrectly fail to link programs if gl_Position is not written.
214 uint64_t initGLPosition : 1;
215
216 // This flag replaces
217 // "a && b" with "a ? b : false",
218 // "a || b" with "a ? true : b".
219 // This is to work around a MacOSX driver bug that |b| is executed independent of |a|'s value.
220 uint64_t unfoldShortCircuit : 1;
221
222 // This flag initializes output variables to 0 at the beginning of main(). It is to avoid
223 // undefined behaviors.
224 uint64_t initOutputVariables : 1;
225
226 // This flag scalarizes vec/ivec/bvec/mat constructor args. It is intended as a workaround for
227 // Linux/Mac driver bugs.
228 uint64_t scalarizeVecAndMatConstructorArgs : 1;
229
230 // This flag overwrites a struct name with a unique prefix. It is intended as a workaround for
231 // drivers that do not handle struct scopes correctly, including all Mac drivers and Linux AMD.
232 uint64_t regenerateStructNames : 1;
233
234 // This flag works around bugs in Mac drivers related to do-while by transforming them into an
235 // other construct.
236 uint64_t rewriteDoWhileLoops : 1;
237
238 // This flag works around a bug in the HLSL compiler optimizer that folds certain constant pow
239 // expressions incorrectly. Only applies to the HLSL back-end. It works by expanding the integer
240 // pow expressions into a series of multiplies.
241 uint64_t expandSelectHLSLIntegerPowExpressions : 1;
242
243 // Flatten "#pragma STDGL invariant(all)" into the declarations of varying variables and
244 // built-in GLSL variables. This compiler option is enabled automatically when needed.
245 uint64_t flattenPragmaSTDGLInvariantAll : 1;
246
247 // Some drivers do not take into account the base level of the texture in the results of the
248 // HLSL GetDimensions builtin. This flag instructs the compiler to manually add the base level
249 // offsetting.
250 uint64_t HLSLGetDimensionsIgnoresBaseLevel : 1;
251
252 // This flag works around an issue in translating GLSL function texelFetchOffset on INTEL
253 // drivers. It works by translating texelFetchOffset into texelFetch.
254 uint64_t rewriteTexelFetchOffsetToTexelFetch : 1;
255
256 // This flag works around condition bug of for and while loops in Intel Mac OSX drivers.
257 // Condition calculation is not correct. Rewrite it from "CONDITION" to "CONDITION && true".
258 uint64_t addAndTrueToLoopCondition : 1;
259
260 // This flag works around a bug in evaluating unary minus operator on integer on some INTEL
261 // drivers. It works by translating -(int) into ~(int) + 1.
262 uint64_t rewriteIntegerUnaryMinusOperator : 1;
263
264 // This flag works around a bug in evaluating isnan() on some INTEL D3D and Mac OSX drivers. It
265 // works by using an expression to emulate this function.
266 uint64_t emulateIsnanFloatFunction : 1;
267
268 // This flag will use all uniforms of unused std140 and shared uniform blocks at the beginning
269 // of the vertex/fragment shader's main(). It is intended as a workaround for Mac drivers with
270 // shader version 4.10. In those drivers, they will treat unused std140 and shared uniform
271 // blocks' members as inactive. However, WebGL2.0 based on OpenGL ES3.0.4 requires all members
272 // of a named uniform block declared with a shared or std140 layout qualifier to be considered
273 // active. The uniform block itself is also considered active.
274 uint64_t useUnusedStandardSharedBlocks : 1;
275
276 // This flag works around a bug in unary minus operator on float numbers on Intel Mac OSX 10.11
277 // drivers. It works by translating -float into 0.0 - float.
278 uint64_t rewriteFloatUnaryMinusOperator : 1;
279
280 // This flag works around a bug in evaluating atan(y, x) on some NVIDIA OpenGL drivers. It
281 // works by using an expression to emulate this function.
282 uint64_t emulateAtan2FloatFunction : 1;
283
284 // Set to initialize uninitialized local and global temporary variables. Should only be used
285 // with GLSL output. In HLSL output variables are initialized regardless of if this flag is set.
286 uint64_t initializeUninitializedLocals : 1;
287
288 // The flag modifies the shader in the following way:
289 //
290 // Every occurrence of gl_InstanceID is replaced by the global temporary variable InstanceID.
291 // Every occurrence of gl_ViewID_OVR is replaced by the varying variable ViewID_OVR.
292 // At the beginning of the body of main() in a vertex shader the following initializers are
293 // added:
294 // ViewID_OVR = uint(gl_InstanceID) % num_views;
295 // InstanceID = gl_InstanceID / num_views;
296 // ViewID_OVR is added as a varying variable to both the vertex and fragment shaders.
297 uint64_t initializeBuiltinsForInstancedMultiview : 1;
298
299 // With the flag enabled the GLSL/ESSL vertex shader is modified to include code for viewport
300 // selection in the following way:
301 // - Code to enable the extension ARB_shader_viewport_layer_array/NV_viewport_array2 is
302 // included.
303 // - Code to select the viewport index or layer is inserted at the beginning of main after
304 // ViewID_OVR's initialization.
305 // - A declaration of the uniform multiviewBaseViewLayerIndex.
306 // Note: The initializeBuiltinsForInstancedMultiview flag also has to be enabled to have the
307 // temporary variable ViewID_OVR declared and initialized.
308 uint64_t selectViewInNvGLSLVertexShader : 1;
309
310 // If the flag is enabled, gl_PointSize is clamped to the maximum point size specified in
311 // ShBuiltInResources in vertex shaders.
312 uint64_t clampPointSize : 1;
313
314 // This flag indicates whether advanced blend equation should be emulated. Currently only
315 // implemented for the Vulkan backend.
316 uint64_t addAdvancedBlendEquationsEmulation : 1;
317
318 // Don't use loops to initialize uninitialized variables. Only has an effect if some kind of
319 // variable initialization is turned on.
320 uint64_t dontUseLoopsToInitializeVariables : 1;
321
322 // Don't use D3D constant register zero when allocating space for uniforms. This is targeted to
323 // work around a bug in NVIDIA D3D driver version 388.59 where in very specific cases the driver
324 // would not handle constant register zero correctly. Only has an effect on HLSL translation.
325 uint64_t skipD3DConstantRegisterZero : 1;
326
327 // Clamp gl_FragDepth to the range [0.0, 1.0] in case it is statically used.
328 uint64_t clampFragDepth : 1;
329
330 // Rewrite expressions like "v.x = z = expression;". Works around a bug in NVIDIA OpenGL drivers
331 // prior to version 397.31.
332 uint64_t rewriteRepeatedAssignToSwizzled : 1;
333
334 // Rewrite gl_DrawID as a uniform int
335 uint64_t emulateGLDrawID : 1;
336
337 // This flag initializes shared variables to 0. It is to avoid ompute shaders being able to
338 // read undefined values that could be coming from another webpage/application.
339 uint64_t initSharedVariables : 1;
340
341 // Forces the value returned from an atomic operations to be always be resolved. This is
342 // targeted to workaround a bug in NVIDIA D3D driver where the return value from
343 // RWByteAddressBuffer.InterlockedAdd does not get resolved when used in the .yzw components of
344 // a RWByteAddressBuffer.Store operation. Only has an effect on HLSL translation.
345 // http://anglebug.com/3246
346 uint64_t forceAtomicValueResolution : 1;
347
348 // Rewrite gl_BaseVertex and gl_BaseInstance as uniform int
349 uint64_t emulateGLBaseVertexBaseInstance : 1;
350
351 // Emulate seamful cube map sampling for OpenGL ES2.0. Currently only applies to the Vulkan
352 // backend, as is done after samplers are moved out of structs. Can likely be made to work on
353 // the other backends as well.
354 uint64_t emulateSeamfulCubeMapSampling : 1;
355
356 // This flag controls how to translate WEBGL_video_texture sampling function.
357 uint64_t takeVideoTextureAsExternalOES : 1;
358
359 // This flag works around a inconsistent behavior in Mac AMD driver where gl_VertexID doesn't
360 // include base vertex value. It replaces gl_VertexID with (gl_VertexID + angle_BaseVertex) when
361 // angle_BaseVertex is available.
362 uint64_t addBaseVertexToVertexID : 1;
363
364 // This works around the dynamic lvalue indexing of swizzled vectors on various platforms.
365 uint64_t removeDynamicIndexingOfSwizzledVector : 1;
366
367 // This flag works around a slow fxc compile performance issue with dynamic uniform indexing.
368 uint64_t allowTranslateUniformBlockToStructuredBuffer : 1;
369
370 // This flag allows us to add a decoration for layout(yuv) in shaders.
371 uint64_t addVulkanYUVLayoutQualifier : 1;
372
373 // This flag allows disabling ARB_texture_rectangle on a per-compile basis. This is necessary
374 // for WebGL contexts becuase ARB_texture_rectangle may be necessary for the WebGL
375 // implementation internally but shouldn't be exposed to WebGL user code.
376 uint64_t disableARBTextureRectangle : 1;
377
378 // This flag works around a driver bug by rewriting uses of row-major matrices as column-major
379 // in ESSL 3.00 and greater shaders.
380 uint64_t rewriteRowMajorMatrices : 1;
381
382 // Drop any explicit precision qualifiers from shader.
383 uint64_t ignorePrecisionQualifiers : 1;
384
385 // Ask compiler to generate code for depth correction to conform to the Vulkan clip space. If
386 // VK_EXT_depth_clip_control is supported, this code is not generated, saving a uniform look up.
387 uint64_t addVulkanDepthCorrection : 1;
388
389 uint64_t forceShaderPrecisionHighpToMediump : 1;
390
391 // Allow compiler to use specialization constant to do pre-rotation and y flip.
392 uint64_t useSpecializationConstant : 1;
393
394 // Ask compiler to generate Vulkan transform feedback emulation support code.
395 uint64_t addVulkanXfbEmulationSupportCode : 1;
396
397 // Ask compiler to generate Vulkan transform feedback support code when using the
398 // VK_EXT_transform_feedback extension.
399 uint64_t addVulkanXfbExtensionSupportCode : 1;
400
401 // This flag initializes fragment shader's output variables to zero at the beginning of the
402 // fragment shader's main(). It is intended as a workaround for drivers which get context lost
403 // if gl_FragColor is not written.
404 uint64_t initFragmentOutputVariables : 1;
405
406 // Always write explicit location layout qualifiers for fragment outputs.
407 uint64_t explicitFragmentLocations : 1;
408
409 // Insert explicit casts for float/double/unsigned/signed int on macOS 10.15 with Intel driver
410 uint64_t addExplicitBoolCasts : 1;
411
412 // Add round() after applying dither. This works around a Qualcomm quirk where values can get
413 // ceil()ed instead.
414 uint64_t roundOutputAfterDithering : 1;
415
416 // issuetracker.google.com/274859104 add OpQuantizeToF16 instruction to cast
417 // mediump floating-point values to 16 bit. ARM compiler utilized RelaxedPrecision
418 // to minimize type case and keep a mediump float as 32 bit when assigning it with
419 // a highp floating-point value. It is possible that GLSL shader code is comparing
420 // two meiump values, but ARM compiler is comparing a 32 bit value with a 16 bit value,
421 // causing the comparison to fail.
422 uint64_t castMediumpFloatTo16Bit : 1;
423
424 // anglebug.com/7527: packUnorm4x8 fails on Pixel 4 if it is not passed a highp vec4.
425 // TODO(anglebug.com/7527): This workaround is currently only applied for pixel local storage.
426 // We may want to apply it generally.
427 uint64_t passHighpToPackUnormSnormBuiltins : 1;
428
429 // Use an integer uniform to pass a bitset of enabled clip distances.
430 uint64_t emulateClipDistanceState : 1;
431
432 // Use a uniform to emulate GL_CLIP_ORIGIN_EXT state.
433 uint64_t emulateClipOrigin : 1;
434
435 // issuetracker.google.com/266235549 add aliased memory decoration to ssbo if the variable is
436 // not declared with "restrict" memory qualifier in GLSL
437 uint64_t aliasedUnlessRestrict : 1;
438
439 // Use fragment shaders to compute and set coverage mask based on the alpha value
440 uint64_t emulateAlphaToCoverage : 1;
441
442 // Rescope globals that are only used in one function to be function-local.
443 uint64_t rescopeGlobalVariables : 1;
444
445 // Pre-transform explicit cubemap derivatives for Apple GPUs.
446 uint64_t preTransformTextureCubeGradDerivatives : 1;
447
448 // Workaround for a driver bug with the use of the OpSelect SPIR-V instruction.
449 uint64_t avoidOpSelectWithMismatchingRelaxedPrecision : 1;
450
451 // Whether SPIR-V 1.4 can be emitted. If not set, SPIR-V 1.3 is emitted.
452 uint64_t emitSPIRV14 : 1;
453
454 ShCompileOptionsMetal metal;
455 ShPixelLocalStorageOptions pls;
456 };
457
458 // The 64 bits hash function. The first parameter is the input string; the
459 // second parameter is the string length.
460 using ShHashFunction64 = khronos_uint64_t (*)(const char *, size_t);
461
462 //
463 // Implementation dependent built-in resources (constants and extensions).
464 // The names for these resources has been obtained by stripping gl_/GL_.
465 //
466 struct ShBuiltInResources
467 {
468 ShBuiltInResources();
469 ShBuiltInResources(const ShBuiltInResources &other);
470 ShBuiltInResources &operator=(const ShBuiltInResources &other);
471
472 // Constants.
473 int MaxVertexAttribs;
474 int MaxVertexUniformVectors;
475 int MaxVaryingVectors;
476 int MaxVertexTextureImageUnits;
477 int MaxCombinedTextureImageUnits;
478 int MaxTextureImageUnits;
479 int MaxFragmentUniformVectors;
480 int MaxDrawBuffers;
481
482 // Extensions.
483 // Set to 1 to enable the extension, else 0.
484 int OES_standard_derivatives;
485 int OES_EGL_image_external;
486 int OES_EGL_image_external_essl3;
487 int NV_EGL_stream_consumer_external;
488 int ARB_texture_rectangle;
489 int EXT_blend_func_extended;
490 int EXT_conservative_depth;
491 int EXT_draw_buffers;
492 int EXT_frag_depth;
493 int EXT_shader_texture_lod;
494 int EXT_shader_framebuffer_fetch;
495 int EXT_shader_framebuffer_fetch_non_coherent;
496 int NV_shader_framebuffer_fetch;
497 int NV_shader_noperspective_interpolation;
498 int ARM_shader_framebuffer_fetch;
499 int OVR_multiview;
500 int OVR_multiview2;
501 int EXT_multisampled_render_to_texture;
502 int EXT_multisampled_render_to_texture2;
503 int EXT_YUV_target;
504 int EXT_geometry_shader;
505 int OES_geometry_shader;
506 int OES_shader_io_blocks;
507 int EXT_shader_io_blocks;
508 int EXT_gpu_shader5;
509 int OES_gpu_shader5;
510 int EXT_shader_non_constant_global_initializers;
511 int OES_texture_storage_multisample_2d_array;
512 int OES_texture_3D;
513 int ANGLE_shader_pixel_local_storage;
514 int ANGLE_texture_multisample;
515 int ANGLE_multi_draw;
516 // TODO(angleproject:3402) remove after chromium side removal to pass compilation
517 int ANGLE_base_vertex_base_instance;
518 int WEBGL_video_texture;
519 int APPLE_clip_distance;
520 int OES_texture_cube_map_array;
521 int EXT_texture_cube_map_array;
522 int EXT_shadow_samplers;
523 int OES_shader_multisample_interpolation;
524 int OES_shader_image_atomic;
525 int EXT_tessellation_shader;
526 int OES_tessellation_shader;
527 int OES_texture_buffer;
528 int EXT_texture_buffer;
529 int OES_sample_variables;
530 int EXT_clip_cull_distance;
531 int ANGLE_clip_cull_distance;
532 int EXT_primitive_bounding_box;
533 int OES_primitive_bounding_box;
534 int EXT_separate_shader_objects;
535 int ANGLE_base_vertex_base_instance_shader_builtin;
536 int ANDROID_extension_pack_es31a;
537 int KHR_blend_equation_advanced;
538
539 // Set to 1 to enable replacing GL_EXT_draw_buffers #extension directives
540 // with GL_NV_draw_buffers in ESSL output. This flag can be used to emulate
541 // EXT_draw_buffers by using it in combination with GLES3.0 glDrawBuffers
542 // function. This applies to Tegra K1 devices.
543 int NV_draw_buffers;
544
545 // Set to 1 if highp precision is supported in the ESSL 1.00 version of the
546 // fragment language. Does not affect versions of the language where highp
547 // support is mandatory.
548 // Default is 0.
549 int FragmentPrecisionHigh;
550
551 // GLSL ES 3.0 constants.
552 int MaxVertexOutputVectors;
553 int MaxFragmentInputVectors;
554 int MinProgramTexelOffset;
555 int MaxProgramTexelOffset;
556
557 // Extension constants.
558
559 // Value of GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT for OpenGL ES output context.
560 // Value of GL_MAX_DUAL_SOURCE_DRAW_BUFFERS for OpenGL output context.
561 // GLES SL version 100 gl_MaxDualSourceDrawBuffersEXT value for EXT_blend_func_extended.
562 int MaxDualSourceDrawBuffers;
563
564 // Value of GL_MAX_VIEWS_OVR.
565 int MaxViewsOVR;
566
567 // Name Hashing.
568 // Set a 64 bit hash function to enable user-defined name hashing.
569 // Default is NULL.
570 ShHashFunction64 HashFunction;
571
572 // The maximum complexity an expression can be when limitExpressionComplexity is turned on.
573 int MaxExpressionComplexity;
574
575 // The maximum depth of certain nestable statements (while, switch);
576 int MaxStatementDepth;
577
578 // The maximum depth a call stack can be.
579 int MaxCallStackDepth;
580
581 // The maximum number of parameters a function can have when limitExpressionComplexity is turned
582 // on.
583 int MaxFunctionParameters;
584
585 // GLES 3.1 constants
586
587 // texture gather offset constraints.
588 int MinProgramTextureGatherOffset;
589 int MaxProgramTextureGatherOffset;
590
591 // maximum number of available image units
592 int MaxImageUnits;
593
594 // OES_sample_variables constant
595 // maximum number of available samples
596 int MaxSamples;
597
598 // maximum number of image uniforms in a vertex shader
599 int MaxVertexImageUniforms;
600
601 // maximum number of image uniforms in a fragment shader
602 int MaxFragmentImageUniforms;
603
604 // maximum number of image uniforms in a compute shader
605 int MaxComputeImageUniforms;
606
607 // maximum total number of image uniforms in a program
608 int MaxCombinedImageUniforms;
609
610 // maximum number of uniform locations
611 int MaxUniformLocations;
612
613 // maximum number of ssbos and images in a shader
614 int MaxCombinedShaderOutputResources;
615
616 // maximum number of groups in each dimension
617 std::array<int, 3> MaxComputeWorkGroupCount;
618 // maximum number of threads per work group in each dimension
619 std::array<int, 3> MaxComputeWorkGroupSize;
620
621 // maximum number of total uniform components
622 int MaxComputeUniformComponents;
623
624 // maximum number of texture image units in a compute shader
625 int MaxComputeTextureImageUnits;
626
627 // maximum number of atomic counters in a compute shader
628 int MaxComputeAtomicCounters;
629
630 // maximum number of atomic counter buffers in a compute shader
631 int MaxComputeAtomicCounterBuffers;
632
633 // maximum number of atomic counters in a vertex shader
634 int MaxVertexAtomicCounters;
635
636 // maximum number of atomic counters in a fragment shader
637 int MaxFragmentAtomicCounters;
638
639 // maximum number of atomic counters in a program
640 int MaxCombinedAtomicCounters;
641
642 // maximum binding for an atomic counter
643 int MaxAtomicCounterBindings;
644
645 // maximum number of atomic counter buffers in a vertex shader
646 int MaxVertexAtomicCounterBuffers;
647
648 // maximum number of atomic counter buffers in a fragment shader
649 int MaxFragmentAtomicCounterBuffers;
650
651 // maximum number of atomic counter buffers in a program
652 int MaxCombinedAtomicCounterBuffers;
653
654 // maximum number of buffer object storage in machine units
655 int MaxAtomicCounterBufferSize;
656
657 // maximum number of uniform block bindings
658 int MaxUniformBufferBindings;
659
660 // maximum number of shader storage buffer bindings
661 int MaxShaderStorageBufferBindings;
662
663 // minimum point size (lower limit from ALIASED_POINT_SIZE_RANGE)
664 float MinPointSize;
665
666 // maximum point size (higher limit from ALIASED_POINT_SIZE_RANGE)
667 float MaxPointSize;
668
669 // EXT_geometry_shader constants
670 int MaxGeometryUniformComponents;
671 int MaxGeometryUniformBlocks;
672 int MaxGeometryInputComponents;
673 int MaxGeometryOutputComponents;
674 int MaxGeometryOutputVertices;
675 int MaxGeometryTotalOutputComponents;
676 int MaxGeometryTextureImageUnits;
677 int MaxGeometryAtomicCounterBuffers;
678 int MaxGeometryAtomicCounters;
679 int MaxGeometryShaderStorageBlocks;
680 int MaxGeometryShaderInvocations;
681 int MaxGeometryImageUniforms;
682
683 // EXT_tessellation_shader constants
684 int MaxTessControlInputComponents;
685 int MaxTessControlOutputComponents;
686 int MaxTessControlTextureImageUnits;
687 int MaxTessControlUniformComponents;
688 int MaxTessControlTotalOutputComponents;
689 int MaxTessControlImageUniforms;
690 int MaxTessControlAtomicCounters;
691 int MaxTessControlAtomicCounterBuffers;
692
693 int MaxTessPatchComponents;
694 int MaxPatchVertices;
695 int MaxTessGenLevel;
696
697 int MaxTessEvaluationInputComponents;
698 int MaxTessEvaluationOutputComponents;
699 int MaxTessEvaluationTextureImageUnits;
700 int MaxTessEvaluationUniformComponents;
701 int MaxTessEvaluationImageUniforms;
702 int MaxTessEvaluationAtomicCounters;
703 int MaxTessEvaluationAtomicCounterBuffers;
704
705 // Subpixel bits used in rasterization.
706 int SubPixelBits;
707
708 // APPLE_clip_distance / EXT_clip_cull_distance / ANGLE_clip_cull_distance constants
709 int MaxClipDistances;
710 int MaxCullDistances;
711 int MaxCombinedClipAndCullDistances;
712
713 // ANGLE_shader_pixel_local_storage.
714 int MaxPixelLocalStoragePlanes;
715 int MaxColorAttachmentsWithActivePixelLocalStorage;
716 int MaxCombinedDrawBuffersAndPixelLocalStoragePlanes;
717 };
718
719 //
720 // ShHandle held by but opaque to the driver. It is allocated,
721 // managed, and de-allocated by the compiler. Its contents
722 // are defined by and used by the compiler.
723 //
724 // If handle creation fails, 0 will be returned.
725 //
726 using ShHandle = void *;
727
728 namespace sh
729 {
730 using BinaryBlob = std::vector<uint32_t>;
731 using ShaderBinaryBlob = std::vector<uint8_t>;
732
733 //
734 // Driver must call this first, once, before doing any other compiler operations.
735 // If the function succeeds, the return value is true, else false.
736 //
737 bool Initialize();
738 //
739 // Driver should call this at shutdown.
740 // If the function succeeds, the return value is true, else false.
741 //
742 bool Finalize();
743
744 //
745 // Initialize built-in resources with minimum expected values.
746 // Parameters:
747 // resources: The object to initialize. Will be comparable with memcmp.
748 //
749 void InitBuiltInResources(ShBuiltInResources *resources);
750
751 //
752 // Returns a copy of the current ShBuiltInResources stored in the compiler.
753 // Parameters:
754 // handle: Specifies the handle of the compiler to be used.
755 ShBuiltInResources GetBuiltInResources(const ShHandle handle);
756
757 //
758 // Returns the a concatenated list of the items in ShBuiltInResources as a null-terminated string.
759 // This function must be updated whenever ShBuiltInResources is changed.
760 // Parameters:
761 // handle: Specifies the handle of the compiler to be used.
762 const std::string &GetBuiltInResourcesString(const ShHandle handle);
763
764 //
765 // Driver calls these to create and destroy compiler objects.
766 //
767 // Returns the handle of constructed compiler, null if the requested compiler is not supported.
768 // Parameters:
769 // type: Specifies the type of shader - GL_FRAGMENT_SHADER or GL_VERTEX_SHADER.
770 // spec: Specifies the language spec the compiler must conform to - SH_GLES2_SPEC or SH_WEBGL_SPEC.
771 // output: Specifies the output code type - for example SH_ESSL_OUTPUT, SH_GLSL_OUTPUT,
772 // SH_HLSL_3_0_OUTPUT or SH_HLSL_4_1_OUTPUT. Note: Each output type may only
773 // be supported in some configurations.
774 // resources: Specifies the built-in resources.
775 ShHandle ConstructCompiler(sh::GLenum type,
776 ShShaderSpec spec,
777 ShShaderOutput output,
778 const ShBuiltInResources *resources);
779 void Destruct(ShHandle handle);
780
781 //
782 // Compiles the given shader source.
783 // If the function succeeds, the return value is true, else false.
784 // Parameters:
785 // handle: Specifies the handle of compiler to be used.
786 // shaderStrings: Specifies an array of pointers to null-terminated strings containing the shader
787 // source code.
788 // numStrings: Specifies the number of elements in shaderStrings array.
789 // compileOptions: A mask of compile options defined above.
790 bool Compile(const ShHandle handle,
791 const char *const shaderStrings[],
792 size_t numStrings,
793 const ShCompileOptions &compileOptions);
794
795 // Clears the results from the previous compilation.
796 void ClearResults(const ShHandle handle);
797
798 // Return the version of the shader language.
799 int GetShaderVersion(const ShHandle handle);
800
801 // Return the currently set language output type.
802 ShShaderOutput GetShaderOutputType(const ShHandle handle);
803
804 // Returns null-terminated information log for a compiled shader.
805 // Parameters:
806 // handle: Specifies the compiler
807 const std::string &GetInfoLog(const ShHandle handle);
808
809 // Returns null-terminated object code for a compiled shader. Only valid for output types that
810 // generate human-readable code (GLSL, ESSL or HLSL).
811 // Parameters:
812 // handle: Specifies the compiler
813 const std::string &GetObjectCode(const ShHandle handle);
814
815 // Returns object binary blob for a compiled shader. Only valid for output types that
816 // generate binary blob (SPIR-V).
817 // Parameters:
818 // handle: Specifies the compiler
819 const BinaryBlob &GetObjectBinaryBlob(const ShHandle handle);
820
821 // Returns a full binary for a compiled shader, to be loaded with glShaderBinary during runtime.
822 // Parameters:
823 // handle: Specifies the compiler
824 bool GetShaderBinary(const ShHandle handle,
825 const char *const shaderStrings[],
826 size_t numStrings,
827 const ShCompileOptions &compileOptions,
828 ShaderBinaryBlob *const binaryOut);
829
830 // Returns a (original_name, hash) map containing all the user defined names in the shader,
831 // including variable names, function names, struct names, and struct field names.
832 // Parameters:
833 // handle: Specifies the compiler
834 const std::map<std::string, std::string> *GetNameHashingMap(const ShHandle handle);
835
836 // Shader variable inspection.
837 // Returns a pointer to a list of variables of the designated type.
838 // (See ShaderVars.h for type definitions, included above)
839 // Returns NULL on failure.
840 // Parameters:
841 // handle: Specifies the compiler
842 const std::vector<sh::ShaderVariable> *GetUniforms(const ShHandle handle);
843 const std::vector<sh::ShaderVariable> *GetVaryings(const ShHandle handle);
844 const std::vector<sh::ShaderVariable> *GetInputVaryings(const ShHandle handle);
845 const std::vector<sh::ShaderVariable> *GetOutputVaryings(const ShHandle handle);
846 const std::vector<sh::ShaderVariable> *GetAttributes(const ShHandle handle);
847 const std::vector<sh::ShaderVariable> *GetOutputVariables(const ShHandle handle);
848 const std::vector<sh::InterfaceBlock> *GetInterfaceBlocks(const ShHandle handle);
849 const std::vector<sh::InterfaceBlock> *GetUniformBlocks(const ShHandle handle);
850 const std::vector<sh::InterfaceBlock> *GetShaderStorageBlocks(const ShHandle handle);
851 sh::WorkGroupSize GetComputeShaderLocalGroupSize(const ShHandle handle);
852 // Returns the number of views specified through the num_views layout qualifier. If num_views is
853 // not set, the function returns -1.
854 int GetVertexShaderNumViews(const ShHandle handle);
855
856 // Returns specialization constant usage bits
857 uint32_t GetShaderSpecConstUsageBits(const ShHandle handle);
858
859 // Returns true if the passed in variables pack in maxVectors followingthe packing rules from the
860 // GLSL 1.017 spec, Appendix A, section 7.
861 // Returns false otherwise. Also look at the enforcePackingRestrictions flag above.
862 // Parameters:
863 // maxVectors: the available rows of registers.
864 // variables: an array of variables.
865 bool CheckVariablesWithinPackingLimits(int maxVectors,
866 const std::vector<sh::ShaderVariable> &variables);
867
868 // Gives the compiler-assigned register for a shader storage block.
869 // The method writes the value to the output variable "indexOut".
870 // Returns true if it found a valid shader storage block, false otherwise.
871 // Parameters:
872 // handle: Specifies the compiler
873 // shaderStorageBlockName: Specifies the shader storage block
874 // indexOut: output variable that stores the assigned register
875 bool GetShaderStorageBlockRegister(const ShHandle handle,
876 const std::string &shaderStorageBlockName,
877 unsigned int *indexOut);
878
879 // Gives the compiler-assigned register for a uniform block.
880 // The method writes the value to the output variable "indexOut".
881 // Returns true if it found a valid uniform block, false otherwise.
882 // Parameters:
883 // handle: Specifies the compiler
884 // uniformBlockName: Specifies the uniform block
885 // indexOut: output variable that stores the assigned register
886 bool GetUniformBlockRegister(const ShHandle handle,
887 const std::string &uniformBlockName,
888 unsigned int *indexOut);
889
890 bool ShouldUniformBlockUseStructuredBuffer(const ShHandle handle,
891 const std::string &uniformBlockName);
892 const std::set<std::string> *GetSlowCompilingUniformBlockSet(const ShHandle handle);
893
894 // Gives a map from uniform names to compiler-assigned registers in the default uniform block.
895 // Note that the map contains also registers of samplers that have been extracted from structs.
896 const std::map<std::string, unsigned int> *GetUniformRegisterMap(const ShHandle handle);
897
898 // Sampler, image and atomic counters share registers(t type and u type),
899 // GetReadonlyImage2DRegisterIndex and GetImage2DRegisterIndex return the first index into
900 // a range of reserved registers for image2D/iimage2D/uimage2D variables.
901 // Parameters: handle: Specifies the compiler
902 unsigned int GetReadonlyImage2DRegisterIndex(const ShHandle handle);
903 unsigned int GetImage2DRegisterIndex(const ShHandle handle);
904
905 // The method records these used function names related with image2D/iimage2D/uimage2D, these
906 // functions will be dynamically generated.
907 // Parameters:
908 // handle: Specifies the compiler
909 const std::set<std::string> *GetUsedImage2DFunctionNames(const ShHandle handle);
910
911 uint8_t GetClipDistanceArraySize(const ShHandle handle);
912 uint8_t GetCullDistanceArraySize(const ShHandle handle);
913 GLenum GetGeometryShaderInputPrimitiveType(const ShHandle handle);
914 GLenum GetGeometryShaderOutputPrimitiveType(const ShHandle handle);
915 int GetGeometryShaderInvocations(const ShHandle handle);
916 int GetGeometryShaderMaxVertices(const ShHandle handle);
917 unsigned int GetShaderSharedMemorySize(const ShHandle handle);
918 int GetTessControlShaderVertices(const ShHandle handle);
919 GLenum GetTessGenMode(const ShHandle handle);
920 GLenum GetTessGenSpacing(const ShHandle handle);
921 GLenum GetTessGenVertexOrder(const ShHandle handle);
922 GLenum GetTessGenPointMode(const ShHandle handle);
923
924 // Returns a bitset of sh::MetadataFlags. This bundles various bits purely for convenience.
925 uint32_t GetMetadataFlags(const ShHandle handle);
926
927 // Returns the blend equation list supported in the fragment shader. This is a bitset of
928 // gl::BlendEquationType, and can only include bits from KHR_blend_equation_advanced.
929 uint32_t GetAdvancedBlendEquations(const ShHandle handle);
930
931 //
932 // Helper function to identify specs that are based on the WebGL spec.
933 //
IsWebGLBasedSpec(ShShaderSpec spec)934 inline bool IsWebGLBasedSpec(ShShaderSpec spec)
935 {
936 return (spec == SH_WEBGL_SPEC || spec == SH_WEBGL2_SPEC || spec == SH_WEBGL3_SPEC);
937 }
938
939 //
940 // Helper function to identify DesktopGL specs
941 //
IsDesktopGLSpec(ShShaderSpec spec)942 inline bool IsDesktopGLSpec(ShShaderSpec spec)
943 {
944 return spec == SH_GL_CORE_SPEC || spec == SH_GL_COMPATIBILITY_SPEC;
945 }
946
947 // Can't prefix with just _ because then we might introduce a double underscore, which is not safe
948 // in GLSL (ESSL 3.00.6 section 3.8: All identifiers containing a double underscore are reserved for
949 // use by the underlying implementation). u is short for user-defined.
950 extern const char kUserDefinedNamePrefix[];
951
952 enum class MetadataFlags
953 {
954 // Applicable to vertex shaders (technically all pre-rasterization shaders could use this flag,
955 // but the current and only user is GL, which does not support geometry/tessellation).
956 HasClipDistance,
957 // Applicable to fragment shaders
958 HasDiscard,
959 EnablesPerSampleShading,
960 HasInputAttachment0,
961 // Flag for attachment i is HasInputAttachment0 + i
962 HasInputAttachment7 = HasInputAttachment0 + 7,
963 // Applicable to geometry shaders
964 HasValidGeometryShaderInputPrimitiveType,
965 HasValidGeometryShaderOutputPrimitiveType,
966 HasValidGeometryShaderMaxVertices,
967 // Applicable to tessellation shaders
968 HasValidTessGenMode,
969 HasValidTessGenSpacing,
970 HasValidTessGenVertexOrder,
971 HasValidTessGenPointMode,
972
973 InvalidEnum,
974 EnumCount = InvalidEnum,
975 };
976
977 namespace vk
978 {
979
980 // Specialization constant ids
981 enum class SpecializationConstantId : uint32_t
982 {
983 SurfaceRotation = 0,
984 Dither = 1,
985
986 InvalidEnum = 2,
987 EnumCount = InvalidEnum,
988 };
989
990 enum class SpecConstUsage : uint32_t
991 {
992 Rotation = 0,
993 Dither = 1,
994
995 InvalidEnum = 2,
996 EnumCount = InvalidEnum,
997 };
998
999 enum ColorAttachmentDitherControl
1000 {
1001 // See comments in ContextVk::updateDither and EmulateDithering.cpp
1002 kDitherControlNoDither = 0,
1003 kDitherControlDither4444 = 1,
1004 kDitherControlDither5551 = 2,
1005 kDitherControlDither565 = 3,
1006 };
1007
1008 namespace spirv
1009 {
1010 enum NonSemanticInstruction
1011 {
1012 // The overview instruction containing information such as what predefined ids are present in
1013 // the SPIR-V. Simultaneously, this instruction identifies the location where the
1014 // types/constants/variables section ends and the functions section starts.
1015 kNonSemanticOverview,
1016 // The instruction identifying the entry to the shader, i.e. at the start of main()
1017 kNonSemanticEnter,
1018 // The instruction identifying where vertex or fragment data is output.
1019 // This is before return from main() in vertex, tessellation, and fragment shaders,
1020 // and before OpEmitVertex in geometry shaders.
1021 kNonSemanticOutput,
1022 // The instruction identifying the location where transform feedback emulation should be
1023 // written.
1024 kNonSemanticTransformFeedbackEmulation,
1025 };
1026
1027 // The non-semantic instruction id has many bits available. With kNonSemanticOverview, they are
1028 // used to provide additional overview details. Providing this information in the instruction's
1029 // payload require OpConstants and recovering those, which is unnecessary complexity.
1030 constexpr uint32_t kNonSemanticInstructionBits = 4;
1031 constexpr uint32_t kNonSemanticInstructionMask = 0xF;
1032 constexpr uint32_t kOverviewHasSampleRateShadingMask = 0x10;
1033 constexpr uint32_t kOverviewHasSampleIDMask = 0x20;
1034 constexpr uint32_t kOverviewHasOutputPerVertexMask = 0x40;
1035
1036 enum ReservedIds
1037 {
1038 kIdInvalid = 0,
1039
1040 // =============================================================================================
1041 // Ids that are fixed and are always present in the SPIR-V where applicable. The SPIR-V
1042 // transformer can thus reliably use these ids.
1043
1044 // Global information
1045 kIdNonSemanticInstructionSet,
1046 kIdEntryPoint,
1047
1048 // Basic types
1049 kIdVoid,
1050 kIdFloat,
1051 kIdVec2,
1052 kIdVec3,
1053 kIdVec4,
1054 kIdMat2,
1055 kIdMat3,
1056 kIdMat4,
1057 kIdInt,
1058 kIdIVec4,
1059 kIdUint,
1060
1061 // Common constants
1062 kIdIntZero,
1063 kIdIntOne,
1064 kIdIntTwo,
1065 kIdIntThree,
1066
1067 // Type pointers
1068 kIdIntInputTypePointer,
1069 kIdVec4OutputTypePointer,
1070 kIdIVec4FunctionTypePointer,
1071 kIdOutputPerVertexTypePointer,
1072
1073 // Pre-rotation and Z-correction support
1074 kIdTransformPositionFunction,
1075 kIdInputPerVertexBlockArray,
1076 kIdOutputPerVertexBlockArray,
1077 kIdOutputPerVertexVar,
1078
1079 // Transform feedback support
1080 kIdXfbEmulationGetOffsetsFunction,
1081 kIdXfbEmulationCaptureFunction,
1082 kIdXfbEmulationBufferVarZero,
1083 kIdXfbEmulationBufferVarOne,
1084 kIdXfbEmulationBufferVarTwo,
1085 kIdXfbEmulationBufferVarThree,
1086
1087 // Multisampling support
1088 kIdSampleID,
1089
1090 // =============================================================================================
1091 // ANGLE internal shader variables, which are not produced as ShaderVariables.
1092 // kIdShaderVariablesBegin marks the beginning of these ids. variableId -> info maps in the
1093 // backend can use |variableId - kIdShaderVariablesBegin| as key into a flat array.
1094 //
1095 // Note that for blocks, only the block id is in this section as that is the id used in the
1096 // variableId -> info maps.
1097 kIdShaderVariablesBegin,
1098
1099 // gl_PerVertex
1100 kIdInputPerVertexBlock = kIdShaderVariablesBegin,
1101 kIdOutputPerVertexBlock,
1102 // The driver and default uniform blocks
1103 kIdDriverUniformsBlock,
1104 kIdDefaultUniformsBlock,
1105 // The atomic counter block
1106 kIdAtomicCounterBlock,
1107 // Buffer block used for transform feedback emulation
1108 kIdXfbEmulationBufferBlockZero,
1109 kIdXfbEmulationBufferBlockOne,
1110 kIdXfbEmulationBufferBlockTwo,
1111 kIdXfbEmulationBufferBlockThree,
1112 // Additional varying added to hold untransformed gl_Position for transform feedback capture
1113 kIdXfbExtensionPosition,
1114 // Input attachments used for framebuffer fetch and advanced blend emulation
1115 kIdInputAttachment0,
1116 kIdInputAttachment7 = kIdInputAttachment0 + 7,
1117
1118 kIdFirstUnreserved,
1119 };
1120 } // namespace spirv
1121
1122 // Packing information for driver uniform's misc field:
1123 // - 1 bit for whether surface rotation results in swapped axes
1124 // - 5 bits for advanced blend equation
1125 // - 6 bits for sample count
1126 // - 8 bits for enabled clip planes
1127 // - 1 bit for whether depth should be transformed to Vulkan clip space
1128 // - 1 bit for whether alpha to coverage is enabled
1129 // - 10 bits unused
1130 constexpr uint32_t kDriverUniformsMiscSwapXYMask = 0x1;
1131 constexpr uint32_t kDriverUniformsMiscAdvancedBlendEquationOffset = 1;
1132 constexpr uint32_t kDriverUniformsMiscAdvancedBlendEquationMask = 0x1F;
1133 constexpr uint32_t kDriverUniformsMiscSampleCountOffset = 6;
1134 constexpr uint32_t kDriverUniformsMiscSampleCountMask = 0x3F;
1135 constexpr uint32_t kDriverUniformsMiscEnabledClipPlanesOffset = 12;
1136 constexpr uint32_t kDriverUniformsMiscEnabledClipPlanesMask = 0xFF;
1137 constexpr uint32_t kDriverUniformsMiscTransformDepthOffset = 20;
1138 constexpr uint32_t kDriverUniformsMiscTransformDepthMask = 0x1;
1139 constexpr uint32_t kDriverUniformsMiscAlphaToCoverageOffset = 21;
1140 constexpr uint32_t kDriverUniformsMiscAlphaToCoverageMask = 0x1;
1141 } // namespace vk
1142
1143 namespace mtl
1144 {
1145 // Specialization constant to enable multisampled rendering behavior.
1146 extern const char kMultisampledRenderingConstName[];
1147
1148 // Specialization constant to emulate rasterizer discard.
1149 extern const char kRasterizerDiscardEnabledConstName[];
1150
1151 // Specialization constant to enable depth write in fragment shaders.
1152 extern const char kDepthWriteEnabledConstName[];
1153
1154 // Specialization constant to enable alpha to coverage.
1155 extern const char kEmulateAlphaToCoverageConstName[];
1156
1157 // Specialization constant to write helper sample mask output.
1158 extern const char kWriteHelperSampleMaskConstName[];
1159
1160 // Specialization constant to enable sample mask output.
1161 extern const char kSampleMaskWriteEnabledConstName[];
1162 } // namespace mtl
1163
1164 } // namespace sh
1165
1166 #endif // GLSLANG_SHADERLANG_H_
1167