DXR is a code search and navigation tool aimed at making sense of large projects. It supports full-text and regex searches as well as structural queries.

Mercurial (5b81998bb7ab)

VCS Links

Line Code
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418
//
// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
#ifndef _COMPILER_INTERFACE_INCLUDED_
#define _COMPILER_INTERFACE_INCLUDED_

#if defined(COMPONENT_BUILD)
#if defined(_WIN32) || defined(_WIN64)

#if defined(COMPILER_IMPLEMENTATION)
#define COMPILER_EXPORT __declspec(dllexport)
#else
#define COMPILER_EXPORT __declspec(dllimport)
#endif  // defined(COMPILER_IMPLEMENTATION)

#else  // defined(WIN32)
#define COMPILER_EXPORT __attribute__((visibility("default")))
#endif

#else  // defined(COMPONENT_BUILD)
#define COMPILER_EXPORT
#endif

#include "khrplatform.h"
#include <stddef.h>

//
// This is the platform independent interface between an OGL driver
// and the shading language compiler.
//

#ifdef __cplusplus
extern "C" {
#endif

// Version number for shader translation API.
// It is incremented everytime the API changes.
#define ANGLE_SH_VERSION 110

//
// The names of the following enums have been derived by replacing GL prefix
// with SH. For example, SH_INFO_LOG_LENGTH is equivalent to GL_INFO_LOG_LENGTH.
// The enum values are also equal to the values of their GL counterpart. This
// is done to make it easier for applications to use the shader library.
//
typedef enum {
  SH_FRAGMENT_SHADER = 0x8B30,
  SH_VERTEX_SHADER   = 0x8B31
} ShShaderType;

typedef enum {
  SH_GLES2_SPEC = 0x8B40,
  SH_WEBGL_SPEC = 0x8B41,

  // The CSS Shaders spec is a subset of the WebGL spec.
  //
  // In both CSS vertex and fragment shaders, ANGLE:
  // (1) Reserves the "css_" prefix.
  // (2) Renames the main function to css_main.
  // (3) Disables the gl_MaxDrawBuffers built-in.
  //
  // In CSS fragment shaders, ANGLE:
  // (1) Disables the gl_FragColor built-in.
  // (2) Disables the gl_FragData built-in.
  // (3) Enables the css_MixColor built-in.
  // (4) Enables the css_ColorMatrix built-in.
  //
  // After passing a CSS shader through ANGLE, the browser is expected to append
  // a new main function to it.
  // This new main function will call the css_main function.
  // It may also perform additional operations like varying assignment, texture
  // access, and gl_FragColor assignment in order to implement the CSS Shaders
  // blend modes.
  //
  SH_CSS_SHADERS_SPEC = 0x8B42
} ShShaderSpec;

typedef enum {
  SH_ESSL_OUTPUT = 0x8B45,
  SH_GLSL_OUTPUT = 0x8B46,
  SH_HLSL_OUTPUT = 0x8B47
} ShShaderOutput;

typedef enum {
  SH_NONE           = 0,
  SH_INT            = 0x1404,
  SH_FLOAT          = 0x1406,
  SH_FLOAT_VEC2     = 0x8B50,
  SH_FLOAT_VEC3     = 0x8B51,
  SH_FLOAT_VEC4     = 0x8B52,
  SH_INT_VEC2       = 0x8B53,
  SH_INT_VEC3       = 0x8B54,
  SH_INT_VEC4       = 0x8B55,
  SH_BOOL           = 0x8B56,
  SH_BOOL_VEC2      = 0x8B57,
  SH_BOOL_VEC3      = 0x8B58,
  SH_BOOL_VEC4      = 0x8B59,
  SH_FLOAT_MAT2     = 0x8B5A,
  SH_FLOAT_MAT3     = 0x8B5B,
  SH_FLOAT_MAT4     = 0x8B5C,
  SH_SAMPLER_2D     = 0x8B5E,
  SH_SAMPLER_CUBE   = 0x8B60,
  SH_SAMPLER_2D_RECT_ARB = 0x8B63,
  SH_SAMPLER_EXTERNAL_OES = 0x8D66
} ShDataType;

typedef enum {
  SH_INFO_LOG_LENGTH             =  0x8B84,
  SH_OBJECT_CODE_LENGTH          =  0x8B88,  // GL_SHADER_SOURCE_LENGTH
  SH_ACTIVE_UNIFORMS             =  0x8B86,
  SH_ACTIVE_UNIFORM_MAX_LENGTH   =  0x8B87,
  SH_ACTIVE_ATTRIBUTES           =  0x8B89,
  SH_ACTIVE_ATTRIBUTE_MAX_LENGTH =  0x8B8A,
  SH_MAPPED_NAME_MAX_LENGTH      =  0x6000,
  SH_NAME_MAX_LENGTH             =  0x6001,
  SH_HASHED_NAME_MAX_LENGTH      =  0x6002,
  SH_HASHED_NAMES_COUNT          =  0x6003
} ShShaderInfo;

// Compile options.
typedef enum {
  SH_VALIDATE                = 0,
  SH_VALIDATE_LOOP_INDEXING  = 0x0001,
  SH_INTERMEDIATE_TREE       = 0x0002,
  SH_OBJECT_CODE             = 0x0004,
  SH_ATTRIBUTES_UNIFORMS     = 0x0008,
  SH_LINE_DIRECTIVES         = 0x0010,
  SH_SOURCE_PATH             = 0x0020,
  SH_MAP_LONG_VARIABLE_NAMES = 0x0040,
  SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX = 0x0080,

  // This is needed only as a workaround for certain OpenGL driver bugs.
  SH_EMULATE_BUILT_IN_FUNCTIONS = 0x0100,

  // This is an experimental flag to enforce restrictions that aim to prevent 
  // timing attacks.
  // It generates compilation errors for shaders that could expose sensitive
  // texture information via the timing channel.
  // To use this flag, you must compile the shader under the WebGL spec
  // (using the SH_WEBGL_SPEC flag).
  SH_TIMING_RESTRICTIONS = 0x0200,
    
  // This flag prints the dependency graph that is used to enforce timing
  // restrictions on fragment shaders.
  // This flag only has an effect if all of the following are true:
  // - The shader spec is SH_WEBGL_SPEC.
  // - The compile options contain the SH_TIMING_RESTRICTIONS flag.
  // - The shader type is SH_FRAGMENT_SHADER.
  SH_DEPENDENCY_GRAPH = 0x0400,

  // Enforce the GLSL 1.017 Appendix A section 7 packing restrictions.
  SH_ENFORCE_PACKING_RESTRICTIONS = 0x0800,

  // This flag ensures all indirect (expression-based) array indexing
  // is clamped to the bounds of the array. This ensures, for example,
  // that you cannot read off the end of a uniform, whether an array
  // vec234, or mat234 type. The ShArrayIndexClampingStrategy enum,
  // specified in the ShBuiltInResources when constructing the
  // compiler, selects the strategy for the clamping implementation.
  SH_CLAMP_INDIRECT_ARRAY_BOUNDS = 0x1000
} ShCompileOptions;

// Defines alternate strategies for implementing array index clamping.
typedef enum {
  // Use the clamp intrinsic for array index clamping.
  SH_CLAMP_WITH_CLAMP_INTRINSIC = 1,

  // Use a user-defined function for array index clamping.
  SH_CLAMP_WITH_USER_DEFINED_INT_CLAMP_FUNCTION
} ShArrayIndexClampingStrategy;

//
// Driver must call this first, once, before doing any other
// compiler operations.
// If the function succeeds, the return value is nonzero, else zero.
//
COMPILER_EXPORT int ShInitialize();
//
// Driver should call this at shutdown.
// If the function succeeds, the return value is nonzero, else zero.
//
COMPILER_EXPORT int ShFinalize();

// The 64 bits hash function. The first parameter is the input string; the
// second parameter is the string length.
typedef khronos_uint64_t (*ShHashFunction64)(const char*, size_t);

//
// Implementation dependent built-in resources (constants and extensions).
// The names for these resources has been obtained by stripping gl_/GL_.
//
typedef struct
{
    // Constants.
    int MaxVertexAttribs;
    int MaxVertexUniformVectors;
    int MaxVaryingVectors;
    int MaxVertexTextureImageUnits;
    int MaxCombinedTextureImageUnits;
    int MaxTextureImageUnits;
    int MaxFragmentUniformVectors;
    int MaxDrawBuffers;

    // Extensions.
    // Set to 1 to enable the extension, else 0.
    int OES_standard_derivatives;
    int OES_EGL_image_external;
    int ARB_texture_rectangle;
    int EXT_draw_buffers;

    // Set to 1 if highp precision is supported in the fragment language.
    // Default is 0.
    int FragmentPrecisionHigh;

    // Name Hashing.
    // Set a 64 bit hash function to enable user-defined name hashing.
    // Default is NULL.
    ShHashFunction64 HashFunction;

    // Selects a strategy to use when implementing array index clamping.
    // Default is SH_CLAMP_WITH_CLAMP_INTRINSIC.
    ShArrayIndexClampingStrategy ArrayIndexClampingStrategy;
} ShBuiltInResources;

//
// Initialize built-in resources with minimum expected values.
//
COMPILER_EXPORT void ShInitBuiltInResources(ShBuiltInResources* resources);

//
// ShHandle held by but opaque to the driver.  It is allocated,
// managed, and de-allocated by the compiler. It's contents 
// are defined by and used by the compiler.
//
// If handle creation fails, 0 will be returned.
//
typedef void* ShHandle;

//
// Driver calls these to create and destroy compiler objects.
//
// Returns the handle of constructed compiler, null if the requested compiler is
// not supported.
// Parameters:
// type: Specifies the type of shader - SH_FRAGMENT_SHADER or SH_VERTEX_SHADER.
// spec: Specifies the language spec the compiler must conform to -
//       SH_GLES2_SPEC or SH_WEBGL_SPEC.
// output: Specifies the output code type - SH_ESSL_OUTPUT, SH_GLSL_OUTPUT,
//         or SH_HLSL_OUTPUT.
// resources: Specifies the built-in resources.
COMPILER_EXPORT ShHandle ShConstructCompiler(
    ShShaderType type,
    ShShaderSpec spec,
    ShShaderOutput output,
    const ShBuiltInResources* resources);
COMPILER_EXPORT void ShDestruct(ShHandle handle);

//
// Compiles the given shader source.
// If the function succeeds, the return value is nonzero, else zero.
// Parameters:
// handle: Specifies the handle of compiler to be used.
// shaderStrings: Specifies an array of pointers to null-terminated strings
//                containing the shader source code.
// numStrings: Specifies the number of elements in shaderStrings array.
// compileOptions: A mask containing the following parameters:
// SH_VALIDATE: Validates shader to ensure that it conforms to the spec
//              specified during compiler construction.
// SH_VALIDATE_LOOP_INDEXING: Validates loop and indexing in the shader to
//                            ensure that they do not exceed the minimum
//                            functionality mandated in GLSL 1.0 spec,
//                            Appendix A, Section 4 and 5.
//                            There is no need to specify this parameter when
//                            compiling for WebGL - it is implied.
// SH_INTERMEDIATE_TREE: Writes intermediate tree to info log.
//                       Can be queried by calling ShGetInfoLog().
// SH_OBJECT_CODE: Translates intermediate tree to glsl or hlsl shader.
//                 Can be queried by calling ShGetObjectCode().
// SH_ATTRIBUTES_UNIFORMS: Extracts attributes and uniforms.
//                         Can be queried by calling ShGetActiveAttrib() and
//                         ShGetActiveUniform().
//
COMPILER_EXPORT int ShCompile(
    const ShHandle handle,
    const char* const shaderStrings[],
    size_t numStrings,
    int compileOptions
    );

// Returns a parameter from a compiled shader.
// Parameters:
// handle: Specifies the compiler
// pname: Specifies the parameter to query.
// The following parameters are defined:
// SH_INFO_LOG_LENGTH: the number of characters in the information log
//                     including the null termination character.
// SH_OBJECT_CODE_LENGTH: the number of characters in the object code
//                        including the null termination character.
// SH_ACTIVE_ATTRIBUTES: the number of active attribute variables.
// SH_ACTIVE_ATTRIBUTE_MAX_LENGTH: the length of the longest active attribute
//                                 variable name including the null
//                                 termination character.
// SH_ACTIVE_UNIFORMS: the number of active uniform variables.
// SH_ACTIVE_UNIFORM_MAX_LENGTH: the length of the longest active uniform
//                               variable name including the null
//                               termination character.
// SH_MAPPED_NAME_MAX_LENGTH: the length of the mapped variable name including
//                            the null termination character.
// SH_NAME_MAX_LENGTH: the max length of a user-defined name including the
//                     null termination character.
// SH_HASHED_NAME_MAX_LENGTH: the max length of a hashed name including the
//                            null termination character.
// SH_HASHED_NAMES_COUNT: the number of hashed names from the latest compile.
//
// params: Requested parameter
COMPILER_EXPORT void ShGetInfo(const ShHandle handle,
                               ShShaderInfo pname,
                               size_t* params);

// Returns nul-terminated information log for a compiled shader.
// Parameters:
// handle: Specifies the compiler
// infoLog: Specifies an array of characters that is used to return
//          the information log. It is assumed that infoLog has enough memory
//          to accomodate the information log. The size of the buffer required
//          to store the returned information log can be obtained by calling
//          ShGetInfo with SH_INFO_LOG_LENGTH.
COMPILER_EXPORT void ShGetInfoLog(const ShHandle handle, char* infoLog);

// Returns null-terminated object code for a compiled shader.
// Parameters:
// handle: Specifies the compiler
// infoLog: Specifies an array of characters that is used to return
//          the object code. It is assumed that infoLog has enough memory to
//          accomodate the object code. The size of the buffer required to
//          store the returned object code can be obtained by calling
//          ShGetInfo with SH_OBJECT_CODE_LENGTH.
COMPILER_EXPORT void ShGetObjectCode(const ShHandle handle, char* objCode);

// Returns information about an active attribute variable.
// Parameters:
// handle: Specifies the compiler
// index: Specifies the index of the attribute variable to be queried.
// length: Returns the number of characters actually written in the string
//         indicated by name (excluding the null terminator) if a value other
//         than NULL is passed.
// size: Returns the size of the attribute variable.
// type: Returns the data type of the attribute variable.
// name: Returns a null terminated string containing the name of the
//       attribute variable. It is assumed that name has enough memory to
//       accomodate the attribute variable name. The size of the buffer
//       required to store the attribute variable name can be obtained by
//       calling ShGetInfo with SH_ACTIVE_ATTRIBUTE_MAX_LENGTH.
// mappedName: Returns a null terminated string containing the mapped name of
//             the attribute variable, It is assumed that mappedName has enough
//             memory (SH_MAPPED_NAME_MAX_LENGTH), or NULL if don't care
//             about the mapped name. If the name is not mapped, then name and
//             mappedName are the same.
COMPILER_EXPORT void ShGetActiveAttrib(const ShHandle handle,
                                       int index,
                                       size_t* length,
                                       int* size,
                                       ShDataType* type,
                                       char* name,
                                       char* mappedName);

// Returns information about an active uniform variable.
// Parameters:
// handle: Specifies the compiler
// index: Specifies the index of the uniform variable to be queried.
// length: Returns the number of characters actually written in the string
//         indicated by name (excluding the null terminator) if a value
//         other than NULL is passed.
// size: Returns the size of the uniform variable.
// type: Returns the data type of the uniform variable.
// name: Returns a null terminated string containing the name of the
//       uniform variable. It is assumed that name has enough memory to
//       accomodate the uniform variable name. The size of the buffer required
//       to store the uniform variable name can be obtained by calling
//       ShGetInfo with SH_ACTIVE_UNIFORMS_MAX_LENGTH.
// mappedName: Returns a null terminated string containing the mapped name of
//             the uniform variable, It is assumed that mappedName has enough
//             memory (SH_MAPPED_NAME_MAX_LENGTH), or NULL if don't care
//             about the mapped name. If the name is not mapped, then name and
//             mappedName are the same.
COMPILER_EXPORT void ShGetActiveUniform(const ShHandle handle,
                                        int index,
                                        size_t* length,
                                        int* size,
                                        ShDataType* type,
                                        char* name,
                                        char* mappedName);

// Returns information about a name hashing entry from the latest compile.
// Parameters:
// handle: Specifies the compiler
// index: Specifies the index of the name hashing entry to be queried.
// name: Returns a null terminated string containing the user defined name.
//       It is assumed that name has enough memory to accomodate the name.
//       The size of the buffer required to store the user defined name can
//       be obtained by calling ShGetInfo with SH_NAME_MAX_LENGTH.
// hashedName: Returns a null terminated string containing the hashed name of
//             the uniform variable, It is assumed that hashedName has enough
//             memory to accomodate the name. The size of the buffer required
//             to store the name can be obtained by calling ShGetInfo with
//             SH_HASHED_NAME_MAX_LENGTH.
COMPILER_EXPORT void ShGetNameHashingEntry(const ShHandle handle,
                                           int index,
                                           char* name,
                                           char* hashedName);

#ifdef __cplusplus
}
#endif

#endif // _COMPILER_INTERFACE_INCLUDED_