1 // 2 // Copyright (c) 2002-2013 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 _COMPILER_INTERFACE_INCLUDED_ 7 #define _COMPILER_INTERFACE_INCLUDED_ 8 9 #if defined(COMPONENT_BUILD) && !defined(ANGLE_TRANSLATOR_STATIC) 10 #if defined(_WIN32) || defined(_WIN64) 11 12 #if defined(ANGLE_TRANSLATOR_IMPLEMENTATION) 13 #define COMPILER_EXPORT __declspec(dllexport) 14 #else 15 #define COMPILER_EXPORT __declspec(dllimport) 16 #endif // defined(ANGLE_TRANSLATOR_IMPLEMENTATION) 17 18 #else // defined(_WIN32) || defined(_WIN64) 19 #define COMPILER_EXPORT __attribute__((visibility("default"))) 20 #endif 21 22 #else // defined(COMPONENT_BUILD) && !defined(ANGLE_TRANSLATOR_STATIC) 23 #define COMPILER_EXPORT 24 #endif 25 26 #include "KHR/khrplatform.h" 27 #include <stddef.h> 28 29 // 30 // This is the platform independent interface between an OGL driver 31 // and the shading language compiler. 32 // 33 34 #ifdef __cplusplus 35 extern "C" { 36 #endif 37 38 // Version number for shader translation API. 39 // It is incremented every time the API changes. 40 #define ANGLE_SH_VERSION 125 41 42 // 43 // The names of the following enums have been derived by replacing GL prefix 44 // with SH. For example, SH_INFO_LOG_LENGTH is equivalent to GL_INFO_LOG_LENGTH. 45 // The enum values are also equal to the values of their GL counterpart. This 46 // is done to make it easier for applications to use the shader library. 47 // 48 typedef enum { 49 SH_FRAGMENT_SHADER = 0x8B30, 50 SH_VERTEX_SHADER = 0x8B31 51 } ShShaderType; 52 53 typedef enum { 54 SH_GLES2_SPEC = 0x8B40, 55 SH_WEBGL_SPEC = 0x8B41, 56 57 // The CSS Shaders spec is a subset of the WebGL spec. 58 // 59 // In both CSS vertex and fragment shaders, ANGLE: 60 // (1) Reserves the "css_" prefix. 61 // (2) Renames the main function to css_main. 62 // (3) Disables the gl_MaxDrawBuffers built-in. 63 // 64 // In CSS fragment shaders, ANGLE: 65 // (1) Disables the gl_FragColor built-in. 66 // (2) Disables the gl_FragData built-in. 67 // (3) Enables the css_MixColor built-in. 68 // (4) Enables the css_ColorMatrix built-in. 69 // 70 // After passing a CSS shader through ANGLE, the browser is expected to append 71 // a new main function to it. 72 // This new main function will call the css_main function. 73 // It may also perform additional operations like varying assignment, texture 74 // access, and gl_FragColor assignment in order to implement the CSS Shaders 75 // blend modes. 76 // 77 SH_CSS_SHADERS_SPEC = 0x8B42 78 } ShShaderSpec; 79 80 typedef enum { 81 SH_ESSL_OUTPUT = 0x8B45, 82 SH_GLSL_OUTPUT = 0x8B46, 83 SH_HLSL_OUTPUT = 0x8B47, 84 SH_HLSL9_OUTPUT = 0x8B47, 85 SH_HLSL11_OUTPUT = 0x8B48 86 } ShShaderOutput; 87 88 typedef enum { 89 SH_NONE = 0, 90 SH_INT = 0x1404, 91 SH_UNSIGNED_INT = 0x1405, 92 SH_FLOAT = 0x1406, 93 SH_FLOAT_VEC2 = 0x8B50, 94 SH_FLOAT_VEC3 = 0x8B51, 95 SH_FLOAT_VEC4 = 0x8B52, 96 SH_INT_VEC2 = 0x8B53, 97 SH_INT_VEC3 = 0x8B54, 98 SH_INT_VEC4 = 0x8B55, 99 SH_UNSIGNED_INT_VEC2 = 0x8DC6, 100 SH_UNSIGNED_INT_VEC3 = 0x8DC7, 101 SH_UNSIGNED_INT_VEC4 = 0x8DC8, 102 SH_BOOL = 0x8B56, 103 SH_BOOL_VEC2 = 0x8B57, 104 SH_BOOL_VEC3 = 0x8B58, 105 SH_BOOL_VEC4 = 0x8B59, 106 SH_FLOAT_MAT2 = 0x8B5A, 107 SH_FLOAT_MAT3 = 0x8B5B, 108 SH_FLOAT_MAT4 = 0x8B5C, 109 SH_FLOAT_MAT2x3 = 0x8B65, 110 SH_FLOAT_MAT2x4 = 0x8B66, 111 SH_FLOAT_MAT3x2 = 0x8B67, 112 SH_FLOAT_MAT3x4 = 0x8B68, 113 SH_FLOAT_MAT4x2 = 0x8B69, 114 SH_FLOAT_MAT4x3 = 0x8B6A, 115 SH_SAMPLER_2D = 0x8B5E, 116 SH_SAMPLER_3D = 0x8B5F, 117 SH_SAMPLER_CUBE = 0x8B60, 118 SH_SAMPLER_2D_RECT_ARB = 0x8B63, 119 SH_SAMPLER_EXTERNAL_OES = 0x8D66, 120 SH_SAMPLER_2D_ARRAY = 0x8DC1, 121 SH_INT_SAMPLER_2D = 0x8DCA, 122 SH_INT_SAMPLER_3D = 0x8DCB, 123 SH_INT_SAMPLER_CUBE = 0x8DCC, 124 SH_INT_SAMPLER_2D_ARRAY = 0x8DCF, 125 SH_UNSIGNED_INT_SAMPLER_2D = 0x8DD2, 126 SH_UNSIGNED_INT_SAMPLER_3D = 0x8DD3, 127 SH_UNSIGNED_INT_SAMPLER_CUBE = 0x8DD4, 128 SH_UNSIGNED_INT_SAMPLER_2D_ARRAY = 0x8DD7, 129 SH_SAMPLER_2D_SHADOW = 0x8B62, 130 SH_SAMPLER_CUBE_SHADOW = 0x8DC5, 131 SH_SAMPLER_2D_ARRAY_SHADOW = 0x8DC4 132 } ShDataType; 133 134 typedef enum { 135 SH_PRECISION_HIGHP = 0x5001, 136 SH_PRECISION_MEDIUMP = 0x5002, 137 SH_PRECISION_LOWP = 0x5003, 138 SH_PRECISION_UNDEFINED = 0 139 } ShPrecisionType; 140 141 typedef enum { 142 SH_INFO_LOG_LENGTH = 0x8B84, 143 SH_OBJECT_CODE_LENGTH = 0x8B88, // GL_SHADER_SOURCE_LENGTH 144 SH_ACTIVE_UNIFORMS = 0x8B86, 145 SH_ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87, 146 SH_ACTIVE_ATTRIBUTES = 0x8B89, 147 SH_ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A, 148 SH_VARYINGS = 0x8BBB, 149 SH_VARYING_MAX_LENGTH = 0x8BBC, 150 SH_MAPPED_NAME_MAX_LENGTH = 0x6000, 151 SH_NAME_MAX_LENGTH = 0x6001, 152 SH_HASHED_NAME_MAX_LENGTH = 0x6002, 153 SH_HASHED_NAMES_COUNT = 0x6003, 154 SH_ACTIVE_UNIFORMS_ARRAY = 0x6004, 155 SH_SHADER_VERSION = 0x6005, 156 SH_ACTIVE_INTERFACE_BLOCKS_ARRAY = 0x6006, 157 SH_ACTIVE_OUTPUT_VARIABLES_ARRAY = 0x6007, 158 SH_ACTIVE_ATTRIBUTES_ARRAY = 0x6008, 159 SH_ACTIVE_VARYINGS_ARRAY = 0x6009, 160 SH_RESOURCES_STRING_LENGTH = 0x600A, 161 SH_OUTPUT_TYPE = 0x600B 162 } ShShaderInfo; 163 164 // Compile options. 165 typedef enum { 166 SH_VALIDATE = 0, 167 SH_VALIDATE_LOOP_INDEXING = 0x0001, 168 SH_INTERMEDIATE_TREE = 0x0002, 169 SH_OBJECT_CODE = 0x0004, 170 SH_VARIABLES = 0x0008, 171 SH_LINE_DIRECTIVES = 0x0010, 172 SH_SOURCE_PATH = 0x0020, 173 SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX = 0x0040, 174 // If a sampler array index happens to be a loop index, 175 // 1) if its type is integer, unroll the loop. 176 // 2) if its type is float, fail the shader compile. 177 // This is to work around a mac driver bug. 178 SH_UNROLL_FOR_LOOP_WITH_SAMPLER_ARRAY_INDEX = 0x0080, 179 180 // This is needed only as a workaround for certain OpenGL driver bugs. 181 SH_EMULATE_BUILT_IN_FUNCTIONS = 0x0100, 182 183 // This is an experimental flag to enforce restrictions that aim to prevent 184 // timing attacks. 185 // It generates compilation errors for shaders that could expose sensitive 186 // texture information via the timing channel. 187 // To use this flag, you must compile the shader under the WebGL spec 188 // (using the SH_WEBGL_SPEC flag). 189 SH_TIMING_RESTRICTIONS = 0x0200, 190 191 // This flag prints the dependency graph that is used to enforce timing 192 // restrictions on fragment shaders. 193 // This flag only has an effect if all of the following are true: 194 // - The shader spec is SH_WEBGL_SPEC. 195 // - The compile options contain the SH_TIMING_RESTRICTIONS flag. 196 // - The shader type is SH_FRAGMENT_SHADER. 197 SH_DEPENDENCY_GRAPH = 0x0400, 198 199 // Enforce the GLSL 1.017 Appendix A section 7 packing restrictions. 200 // This flag only enforces (and can only enforce) the packing 201 // restrictions for uniform variables in both vertex and fragment 202 // shaders. ShCheckVariablesWithinPackingLimits() lets embedders 203 // enforce the packing restrictions for varying variables during 204 // program link time. 205 SH_ENFORCE_PACKING_RESTRICTIONS = 0x0800, 206 207 // This flag ensures all indirect (expression-based) array indexing 208 // is clamped to the bounds of the array. This ensures, for example, 209 // that you cannot read off the end of a uniform, whether an array 210 // vec234, or mat234 type. The ShArrayIndexClampingStrategy enum, 211 // specified in the ShBuiltInResources when constructing the 212 // compiler, selects the strategy for the clamping implementation. 213 SH_CLAMP_INDIRECT_ARRAY_BOUNDS = 0x1000, 214 215 // This flag limits the complexity of an expression. 216 SH_LIMIT_EXPRESSION_COMPLEXITY = 0x2000, 217 218 // This flag limits the depth of the call stack. 219 SH_LIMIT_CALL_STACK_DEPTH = 0x4000, 220 221 // This flag initializes gl_Position to vec4(0,0,0,0) at the 222 // beginning of the vertex shader's main(), and has no effect in the 223 // fragment shader. It is intended as a workaround for drivers which 224 // incorrectly fail to link programs if gl_Position is not written. 225 SH_INIT_GL_POSITION = 0x8000, 226 227 // This flag replaces 228 // "a && b" with "a ? b : false", 229 // "a || b" with "a ? true : b". 230 // This is to work around a MacOSX driver bug that |b| is executed 231 // independent of |a|'s value. 232 SH_UNFOLD_SHORT_CIRCUIT = 0x10000, 233 234 // This flag initializes varyings without static use in vertex shader 235 // at the beginning of main(), and has no effects in the fragment shader. 236 // It is intended as a workaround for drivers which incorrectly optimize 237 // out such varyings and cause a link failure. 238 SH_INIT_VARYINGS_WITHOUT_STATIC_USE = 0x20000, 239 } ShCompileOptions; 240 241 // Defines alternate strategies for implementing array index clamping. 242 typedef enum { 243 // Use the clamp intrinsic for array index clamping. 244 SH_CLAMP_WITH_CLAMP_INTRINSIC = 1, 245 246 // Use a user-defined function for array index clamping. 247 SH_CLAMP_WITH_USER_DEFINED_INT_CLAMP_FUNCTION 248 } ShArrayIndexClampingStrategy; 249 250 // 251 // Driver must call this first, once, before doing any other 252 // compiler operations. 253 // If the function succeeds, the return value is nonzero, else zero. 254 // 255 COMPILER_EXPORT int ShInitialize(); 256 // 257 // Driver should call this at shutdown. 258 // If the function succeeds, the return value is nonzero, else zero. 259 // 260 COMPILER_EXPORT int ShFinalize(); 261 262 // The 64 bits hash function. The first parameter is the input string; the 263 // second parameter is the string length. 264 typedef khronos_uint64_t (*ShHashFunction64)(const char*, size_t); 265 266 // 267 // Implementation dependent built-in resources (constants and extensions). 268 // The names for these resources has been obtained by stripping gl_/GL_. 269 // 270 typedef struct 271 { 272 // Constants. 273 int MaxVertexAttribs; 274 int MaxVertexUniformVectors; 275 int MaxVaryingVectors; 276 int MaxVertexTextureImageUnits; 277 int MaxCombinedTextureImageUnits; 278 int MaxTextureImageUnits; 279 int MaxFragmentUniformVectors; 280 int MaxDrawBuffers; 281 282 // Extensions. 283 // Set to 1 to enable the extension, else 0. 284 int OES_standard_derivatives; 285 int OES_EGL_image_external; 286 int ARB_texture_rectangle; 287 int EXT_draw_buffers; 288 int EXT_frag_depth; 289 int EXT_shader_texture_lod; 290 291 // Set to 1 if highp precision is supported in the fragment language. 292 // Default is 0. 293 int FragmentPrecisionHigh; 294 295 // GLSL ES 3.0 constants. 296 int MaxVertexOutputVectors; 297 int MaxFragmentInputVectors; 298 int MinProgramTexelOffset; 299 int MaxProgramTexelOffset; 300 301 // Name Hashing. 302 // Set a 64 bit hash function to enable user-defined name hashing. 303 // Default is NULL. 304 ShHashFunction64 HashFunction; 305 306 // Selects a strategy to use when implementing array index clamping. 307 // Default is SH_CLAMP_WITH_CLAMP_INTRINSIC. 308 ShArrayIndexClampingStrategy ArrayIndexClampingStrategy; 309 310 // The maximum complexity an expression can be. 311 int MaxExpressionComplexity; 312 313 // The maximum depth a call stack can be. 314 int MaxCallStackDepth; 315 } ShBuiltInResources; 316 317 // 318 // Initialize built-in resources with minimum expected values. 319 // 320 COMPILER_EXPORT void ShInitBuiltInResources(ShBuiltInResources* resources); 321 322 // 323 // ShHandle held by but opaque to the driver. It is allocated, 324 // managed, and de-allocated by the compiler. Its contents 325 // are defined by and used by the compiler. 326 // 327 // If handle creation fails, 0 will be returned. 328 // 329 typedef void* ShHandle; 330 331 // 332 // Returns the a concatenated list of the items in ShBuiltInResources as a string. 333 // This function must be updated whenever ShBuiltInResources is changed. 334 // Parameters: 335 // handle: Specifies the handle of the compiler to be used. 336 // outStringLen: Specifies the size of the buffer, in number of characters. The size 337 // of the buffer required to store the resources string can be obtained 338 // by calling ShGetInfo with SH_RESOURCES_STRING_LENGTH. 339 // outStr: Returns a null-terminated string representing all the built-in resources. 340 COMPILER_EXPORT void ShGetBuiltInResourcesString(const ShHandle handle, size_t outStringLen, char *outStr); 341 342 // 343 // Driver calls these to create and destroy compiler objects. 344 // 345 // Returns the handle of constructed compiler, null if the requested compiler is 346 // not supported. 347 // Parameters: 348 // type: Specifies the type of shader - SH_FRAGMENT_SHADER or SH_VERTEX_SHADER. 349 // spec: Specifies the language spec the compiler must conform to - 350 // SH_GLES2_SPEC or SH_WEBGL_SPEC. 351 // output: Specifies the output code type - SH_ESSL_OUTPUT, SH_GLSL_OUTPUT, 352 // SH_HLSL9_OUTPUT or SH_HLSL11_OUTPUT. 353 // resources: Specifies the built-in resources. 354 COMPILER_EXPORT ShHandle ShConstructCompiler( 355 ShShaderType type, 356 ShShaderSpec spec, 357 ShShaderOutput output, 358 const ShBuiltInResources* resources); 359 COMPILER_EXPORT void ShDestruct(ShHandle handle); 360 361 // 362 // Compiles the given shader source. 363 // If the function succeeds, the return value is nonzero, else zero. 364 // Parameters: 365 // handle: Specifies the handle of compiler to be used. 366 // shaderStrings: Specifies an array of pointers to null-terminated strings 367 // containing the shader source code. 368 // numStrings: Specifies the number of elements in shaderStrings array. 369 // compileOptions: A mask containing the following parameters: 370 // SH_VALIDATE: Validates shader to ensure that it conforms to the spec 371 // specified during compiler construction. 372 // SH_VALIDATE_LOOP_INDEXING: Validates loop and indexing in the shader to 373 // ensure that they do not exceed the minimum 374 // functionality mandated in GLSL 1.0 spec, 375 // Appendix A, Section 4 and 5. 376 // There is no need to specify this parameter when 377 // compiling for WebGL - it is implied. 378 // SH_INTERMEDIATE_TREE: Writes intermediate tree to info log. 379 // Can be queried by calling ShGetInfoLog(). 380 // SH_OBJECT_CODE: Translates intermediate tree to glsl or hlsl shader. 381 // Can be queried by calling ShGetObjectCode(). 382 // SH_VARIABLES: Extracts attributes, uniforms, and varyings. 383 // Can be queried by calling ShGetVariableInfo(). 384 // 385 COMPILER_EXPORT int ShCompile( 386 const ShHandle handle, 387 const char* const shaderStrings[], 388 size_t numStrings, 389 int compileOptions 390 ); 391 392 // Returns a parameter from a compiled shader. 393 // Parameters: 394 // handle: Specifies the compiler 395 // pname: Specifies the parameter to query. 396 // The following parameters are defined: 397 // SH_INFO_LOG_LENGTH: the number of characters in the information log 398 // including the null termination character. 399 // SH_OBJECT_CODE_LENGTH: the number of characters in the object code 400 // including the null termination character. 401 // SH_ACTIVE_ATTRIBUTES: the number of active attribute variables. 402 // SH_ACTIVE_ATTRIBUTE_MAX_LENGTH: the length of the longest active attribute 403 // variable name including the null 404 // termination character. 405 // SH_ACTIVE_UNIFORMS: the number of active uniform variables. 406 // SH_ACTIVE_UNIFORM_MAX_LENGTH: the length of the longest active uniform 407 // variable name including the null 408 // termination character. 409 // SH_VARYINGS: the number of varying variables. 410 // SH_VARYING_MAX_LENGTH: the length of the longest varying variable name 411 // including the null termination character. 412 // SH_MAPPED_NAME_MAX_LENGTH: the length of the mapped variable name including 413 // the null termination character. 414 // SH_NAME_MAX_LENGTH: the max length of a user-defined name including the 415 // null termination character. 416 // SH_HASHED_NAME_MAX_LENGTH: the max length of a hashed name including the 417 // null termination character. 418 // SH_HASHED_NAMES_COUNT: the number of hashed names from the latest compile. 419 // SH_SHADER_VERSION: the version of the shader language 420 // SH_OUTPUT_TYPE: the currently set language output type 421 // 422 // params: Requested parameter 423 COMPILER_EXPORT void ShGetInfo(const ShHandle handle, 424 ShShaderInfo pname, 425 size_t* params); 426 427 // Returns nul-terminated information log for a compiled shader. 428 // Parameters: 429 // handle: Specifies the compiler 430 // infoLog: Specifies an array of characters that is used to return 431 // the information log. It is assumed that infoLog has enough memory 432 // to accomodate the information log. The size of the buffer required 433 // to store the returned information log can be obtained by calling 434 // ShGetInfo with SH_INFO_LOG_LENGTH. 435 COMPILER_EXPORT void ShGetInfoLog(const ShHandle handle, char* infoLog); 436 437 // Returns null-terminated object code for a compiled shader. 438 // Parameters: 439 // handle: Specifies the compiler 440 // infoLog: Specifies an array of characters that is used to return 441 // the object code. It is assumed that infoLog has enough memory to 442 // accomodate the object code. The size of the buffer required to 443 // store the returned object code can be obtained by calling 444 // ShGetInfo with SH_OBJECT_CODE_LENGTH. 445 COMPILER_EXPORT void ShGetObjectCode(const ShHandle handle, char* objCode); 446 447 // Returns information about a shader variable. 448 // Parameters: 449 // handle: Specifies the compiler 450 // variableType: Specifies the variable type; options include 451 // SH_ACTIVE_ATTRIBUTES, SH_ACTIVE_UNIFORMS, SH_VARYINGS. 452 // index: Specifies the index of the variable to be queried. 453 // length: Returns the number of characters actually written in the string 454 // indicated by name (excluding the null terminator) if a value other 455 // than NULL is passed. 456 // size: Returns the size of the variable. 457 // type: Returns the data type of the variable. 458 // precision: Returns the precision of the variable. 459 // staticUse: Returns 1 if the variable is accessed in a statement after 460 // pre-processing, whether or not run-time flow of control will 461 // cause that statement to be executed. 462 // Returns 0 otherwise. 463 // name: Returns a null terminated string containing the name of the 464 // variable. It is assumed that name has enough memory to accormodate 465 // the variable name. The size of the buffer required to store the 466 // variable name can be obtained by calling ShGetInfo with 467 // SH_ACTIVE_ATTRIBUTE_MAX_LENGTH, SH_ACTIVE_UNIFORM_MAX_LENGTH, 468 // SH_VARYING_MAX_LENGTH. 469 // mappedName: Returns a null terminated string containing the mapped name of 470 // the variable, It is assumed that mappedName has enough memory 471 // (SH_MAPPED_NAME_MAX_LENGTH), or NULL if don't care about the 472 // mapped name. If the name is not mapped, then name and mappedName 473 // are the same. 474 COMPILER_EXPORT void ShGetVariableInfo(const ShHandle handle, 475 ShShaderInfo variableType, 476 int index, 477 size_t* length, 478 int* size, 479 ShDataType* type, 480 ShPrecisionType* precision, 481 int* staticUse, 482 char* name, 483 char* mappedName); 484 485 // Returns information about a name hashing entry from the latest compile. 486 // Parameters: 487 // handle: Specifies the compiler 488 // index: Specifies the index of the name hashing entry to be queried. 489 // name: Returns a null terminated string containing the user defined name. 490 // It is assumed that name has enough memory to accomodate the name. 491 // The size of the buffer required to store the user defined name can 492 // be obtained by calling ShGetInfo with SH_NAME_MAX_LENGTH. 493 // hashedName: Returns a null terminated string containing the hashed name of 494 // the uniform variable, It is assumed that hashedName has enough 495 // memory to accomodate the name. The size of the buffer required 496 // to store the name can be obtained by calling ShGetInfo with 497 // SH_HASHED_NAME_MAX_LENGTH. 498 COMPILER_EXPORT void ShGetNameHashingEntry(const ShHandle handle, 499 int index, 500 char* name, 501 char* hashedName); 502 503 // Returns a parameter from a compiled shader. 504 // Parameters: 505 // handle: Specifies the compiler 506 // pname: Specifies the parameter to query. 507 // The following parameters are defined: 508 // SH_ACTIVE_UNIFORMS_ARRAY: an STL vector of active uniforms. Valid only for 509 // HLSL output. 510 // params: Requested parameter 511 COMPILER_EXPORT void ShGetInfoPointer(const ShHandle handle, 512 ShShaderInfo pname, 513 void** params); 514 515 typedef struct 516 { 517 ShDataType type; 518 int size; 519 } ShVariableInfo; 520 521 // Returns 1 if the passed in variables pack in maxVectors following 522 // the packing rules from the GLSL 1.017 spec, Appendix A, section 7. 523 // Returns 0 otherwise. Also look at the SH_ENFORCE_PACKING_RESTRICTIONS 524 // flag above. 525 // Parameters: 526 // maxVectors: the available rows of registers. 527 // varInfoArray: an array of variable info (types and sizes). 528 // varInfoArraySize: the size of the variable array. 529 COMPILER_EXPORT int ShCheckVariablesWithinPackingLimits( 530 int maxVectors, 531 ShVariableInfo* varInfoArray, 532 size_t varInfoArraySize); 533 534 #ifdef __cplusplus 535 } 536 #endif 537 538 #endif // _COMPILER_INTERFACE_INCLUDED_ 539