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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