orca/ext/angle_headers/GLSLANG/ShaderLang.h

960 lines
38 KiB
C++

//
// Copyright 2002 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
#ifndef GLSLANG_SHADERLANG_H_
#define GLSLANG_SHADERLANG_H_
#include <stddef.h>
#include "KHR/khrplatform.h"
#include <array>
#include <map>
#include <set>
#include <string>
#include <vector>
//
// This is the platform independent interface between an OGL driver
// and the shading language compiler.
//
// Note: make sure to increment ANGLE_SH_VERSION when changing ShaderVars.h
#include "ShaderVars.h"
// Version number for shader translation API.
// It is incremented every time the API changes.
#define ANGLE_SH_VERSION 303
enum ShShaderSpec
{
SH_GLES2_SPEC,
SH_WEBGL_SPEC,
SH_GLES3_SPEC,
SH_WEBGL2_SPEC,
SH_GLES3_1_SPEC,
SH_WEBGL3_SPEC,
SH_GLES3_2_SPEC,
SH_GL_CORE_SPEC,
SH_GL_COMPATIBILITY_SPEC,
};
enum ShShaderOutput
{
// ESSL output only supported in some configurations.
SH_ESSL_OUTPUT = 0x8B45,
// GLSL output only supported in some configurations.
SH_GLSL_COMPATIBILITY_OUTPUT = 0x8B46,
// Note: GL introduced core profiles in 1.5.
SH_GLSL_130_OUTPUT = 0x8B47,
SH_GLSL_140_OUTPUT = 0x8B80,
SH_GLSL_150_CORE_OUTPUT = 0x8B81,
SH_GLSL_330_CORE_OUTPUT = 0x8B82,
SH_GLSL_400_CORE_OUTPUT = 0x8B83,
SH_GLSL_410_CORE_OUTPUT = 0x8B84,
SH_GLSL_420_CORE_OUTPUT = 0x8B85,
SH_GLSL_430_CORE_OUTPUT = 0x8B86,
SH_GLSL_440_CORE_OUTPUT = 0x8B87,
SH_GLSL_450_CORE_OUTPUT = 0x8B88,
// Prefer using these to specify HLSL output type:
SH_HLSL_3_0_OUTPUT = 0x8B48, // D3D 9
SH_HLSL_4_1_OUTPUT = 0x8B49, // D3D 11
SH_HLSL_4_0_FL9_3_OUTPUT = 0x8B4A, // D3D 11 feature level 9_3
// Output SPIR-V for the Vulkan backend.
SH_SPIRV_VULKAN_OUTPUT = 0x8B4B,
// Output SPIR-V to be cross compiled to Metal.
SH_SPIRV_METAL_OUTPUT = 0x8B4C,
// Output for MSL
SH_MSL_METAL_OUTPUT = 0x8B4D,
};
// For ANGLE_shader_pixel_local_storage_coherent.
// Instructs the compiler which fragment synchronization method to use, if any.
enum class ShFragmentSynchronizationType
{
NoSynchronization,
FragmentShaderInterlock_NV_GL,
FragmentShaderOrdering_INTEL_GL,
FragmentShaderInterlock_ARB_GL,
InvalidEnum,
EnumCount = InvalidEnum,
};
// Compile options.
struct ShCompileOptionsMetal
{
// Direct-to-metal backend constants:
// Binding index for driver uniforms:
int driverUniformsBindingIndex;
// Binding index for default uniforms:
int defaultUniformsBindingIndex;
// Binding index for UBO's argument buffer
int UBOArgumentBufferBindingIndex;
};
struct ShCompileOptionsPLS
{
// For ANGLE_shader_pixel_local_storage_coherent.
ShFragmentSynchronizationType fragmentSynchronizationType;
};
struct ShCompileOptions
{
// Translates intermediate tree to glsl, hlsl, msl, or SPIR-V binary. Can be queried by
// calling sh::GetObjectCode().
uint64_t objectCode : 1;
// Extracts attributes, uniforms, and varyings. Can be queried by calling ShGetVariableInfo().
uint64_t variables : 1;
// Tracks the source path for shaders. Can be queried with getSourcePath().
uint64_t sourcePath : 1;
// Whether the internal representation of the AST should be output.
uint64_t intermediateTree : 1;
// If requested, validates the AST after every transformation. Useful for debugging.
uint64_t validateAST : 1;
// 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.
uint64_t validateLoopIndexing : 1;
// Emits #line directives in HLSL.
uint64_t lineDirectives : 1;
// Due to spec difference between GLSL 4.1 or lower and ESSL3, some platforms (for example, Mac
// OSX core profile) require a variable's "invariant"/"centroid" qualifiers to match between
// vertex and fragment shader. A simple solution to allow such shaders to link is to omit the
// two qualifiers. AMD driver in Linux requires invariant qualifier to match between vertex and
// fragment shaders, while ESSL3 disallows invariant qualifier in fragment shader and GLSL >=
// 4.2 doesn't require invariant qualifier to match between shaders. Remove invariant qualifier
// from vertex shader to workaround AMD driver bug.
// Note that the two flags take effect on ESSL3 input shaders translated to GLSL 4.1 or lower
// and to GLSL 4.2 or newer on Linux AMD.
// TODO(zmo): This is not a good long-term solution. Simply dropping these qualifiers may break
// some developers' content. A more complex workaround of dynamically generating, compiling, and
// re-linking shaders that use these qualifiers should be implemented.
uint64_t removeInvariantAndCentroidForESSL3 : 1;
// This flag works around bug in Intel Mac drivers related to abs(i) where i is an integer.
uint64_t emulateAbsIntFunction : 1;
// Enforce the GLSL 1.017 Appendix A section 7 packing restrictions. This flag only enforces
// (and can only enforce) the packing restrictions for uniform variables in both vertex and
// fragment shaders. ShCheckVariablesWithinPackingLimits() lets embedders enforce the packing
// restrictions for varying variables during program link time.
uint64_t enforcePackingRestrictions : 1;
// 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.
uint64_t clampIndirectArrayBounds : 1;
// This flag limits the complexity of an expression.
uint64_t limitExpressionComplexity : 1;
// This flag limits the depth of the call stack.
uint64_t limitCallStackDepth : 1;
// This flag initializes gl_Position to vec4(0,0,0,0) at the beginning of the vertex shader's
// main(), and has no effect in the fragment shader. It is intended as a workaround for drivers
// which incorrectly fail to link programs if gl_Position is not written.
uint64_t initGLPosition : 1;
// This flag replaces
// "a && b" with "a ? b : false",
// "a || b" with "a ? true : b".
// This is to work around a MacOSX driver bug that |b| is executed independent of |a|'s value.
uint64_t unfoldShortCircuit : 1;
// This flag initializes output variables to 0 at the beginning of main(). It is to avoid
// undefined behaviors.
uint64_t initOutputVariables : 1;
// This flag scalarizes vec/ivec/bvec/mat constructor args. It is intended as a workaround for
// Linux/Mac driver bugs.
uint64_t scalarizeVecAndMatConstructorArgs : 1;
// This flag overwrites a struct name with a unique prefix. It is intended as a workaround for
// drivers that do not handle struct scopes correctly, including all Mac drivers and Linux AMD.
uint64_t regenerateStructNames : 1;
// This flag works around bugs in Mac drivers related to do-while by transforming them into an
// other construct.
uint64_t rewriteDoWhileLoops : 1;
// This flag works around a bug in the HLSL compiler optimizer that folds certain constant pow
// expressions incorrectly. Only applies to the HLSL back-end. It works by expanding the integer
// pow expressions into a series of multiplies.
uint64_t expandSelectHLSLIntegerPowExpressions : 1;
// Flatten "#pragma STDGL invariant(all)" into the declarations of varying variables and
// built-in GLSL variables. This compiler option is enabled automatically when needed.
uint64_t flattenPragmaSTDGLInvariantAll : 1;
// Some drivers do not take into account the base level of the texture in the results of the
// HLSL GetDimensions builtin. This flag instructs the compiler to manually add the base level
// offsetting.
uint64_t HLSLGetDimensionsIgnoresBaseLevel : 1;
// This flag works around an issue in translating GLSL function texelFetchOffset on INTEL
// drivers. It works by translating texelFetchOffset into texelFetch.
uint64_t rewriteTexelFetchOffsetToTexelFetch : 1;
// This flag works around condition bug of for and while loops in Intel Mac OSX drivers.
// Condition calculation is not correct. Rewrite it from "CONDITION" to "CONDITION && true".
uint64_t addAndTrueToLoopCondition : 1;
// This flag works around a bug in evaluating unary minus operator on integer on some INTEL
// drivers. It works by translating -(int) into ~(int) + 1.
uint64_t rewriteIntegerUnaryMinusOperator : 1;
// This flag works around a bug in evaluating isnan() on some INTEL D3D and Mac OSX drivers. It
// works by using an expression to emulate this function.
uint64_t emulateIsnanFloatFunction : 1;
// This flag will use all uniforms of unused std140 and shared uniform blocks at the beginning
// of the vertex/fragment shader's main(). It is intended as a workaround for Mac drivers with
// shader version 4.10. In those drivers, they will treat unused std140 and shared uniform
// blocks' members as inactive. However, WebGL2.0 based on OpenGL ES3.0.4 requires all members
// of a named uniform block declared with a shared or std140 layout qualifier to be considered
// active. The uniform block itself is also considered active.
uint64_t useUnusedStandardSharedBlocks : 1;
// This flag works around a bug in unary minus operator on float numbers on Intel Mac OSX 10.11
// drivers. It works by translating -float into 0.0 - float.
uint64_t rewriteFloatUnaryMinusOperator : 1;
// This flag works around a bug in evaluating atan(y, x) on some NVIDIA OpenGL drivers. It
// works by using an expression to emulate this function.
uint64_t emulateAtan2FloatFunction : 1;
// Set to initialize uninitialized local and global temporary variables. Should only be used
// with GLSL output. In HLSL output variables are initialized regardless of if this flag is set.
uint64_t initializeUninitializedLocals : 1;
// The flag modifies the shader in the following way:
//
// Every occurrence of gl_InstanceID is replaced by the global temporary variable InstanceID.
// Every occurrence of gl_ViewID_OVR is replaced by the varying variable ViewID_OVR.
// At the beginning of the body of main() in a vertex shader the following initializers are
// added:
// ViewID_OVR = uint(gl_InstanceID) % num_views;
// InstanceID = gl_InstanceID / num_views;
// ViewID_OVR is added as a varying variable to both the vertex and fragment shaders.
uint64_t initializeBuiltinsForInstancedMultiview : 1;
// With the flag enabled the GLSL/ESSL vertex shader is modified to include code for viewport
// selection in the following way:
// - Code to enable the extension ARB_shader_viewport_layer_array/NV_viewport_array2 is
// included.
// - Code to select the viewport index or layer is inserted at the beginning of main after
// ViewID_OVR's initialization.
// - A declaration of the uniform multiviewBaseViewLayerIndex.
// Note: The initializeBuiltinsForInstancedMultiview flag also has to be enabled to have the
// temporary variable ViewID_OVR declared and initialized.
uint64_t selectViewInNvGLSLVertexShader : 1;
// If the flag is enabled, gl_PointSize is clamped to the maximum point size specified in
// ShBuiltInResources in vertex shaders.
uint64_t clampPointSize : 1;
// This flag indicates whether advanced blend equation should be emulated. Currently only
// implemented for the Vulkan backend.
uint64_t addAdvancedBlendEquationsEmulation : 1;
// Don't use loops to initialize uninitialized variables. Only has an effect if some kind of
// variable initialization is turned on.
uint64_t dontUseLoopsToInitializeVariables : 1;
// Don't use D3D constant register zero when allocating space for uniforms. This is targeted to
// work around a bug in NVIDIA D3D driver version 388.59 where in very specific cases the driver
// would not handle constant register zero correctly. Only has an effect on HLSL translation.
uint64_t skipD3DConstantRegisterZero : 1;
// Clamp gl_FragDepth to the range [0.0, 1.0] in case it is statically used.
uint64_t clampFragDepth : 1;
// Rewrite expressions like "v.x = z = expression;". Works around a bug in NVIDIA OpenGL drivers
// prior to version 397.31.
uint64_t rewriteRepeatedAssignToSwizzled : 1;
// Rewrite gl_DrawID as a uniform int
uint64_t emulateGLDrawID : 1;
// This flag initializes shared variables to 0. It is to avoid ompute shaders being able to
// read undefined values that could be coming from another webpage/application.
uint64_t initSharedVariables : 1;
// Forces the value returned from an atomic operations to be always be resolved. This is
// targeted to workaround a bug in NVIDIA D3D driver where the return value from
// RWByteAddressBuffer.InterlockedAdd does not get resolved when used in the .yzw components of
// a RWByteAddressBuffer.Store operation. Only has an effect on HLSL translation.
// http://anglebug.com/3246
uint64_t forceAtomicValueResolution : 1;
// Rewrite gl_BaseVertex and gl_BaseInstance as uniform int
uint64_t emulateGLBaseVertexBaseInstance : 1;
// Emulate seamful cube map sampling for OpenGL ES2.0. Currently only applies to the Vulkan
// backend, as is done after samplers are moved out of structs. Can likely be made to work on
// the other backends as well.
uint64_t emulateSeamfulCubeMapSampling : 1;
// This flag controls how to translate WEBGL_video_texture sampling function.
uint64_t takeVideoTextureAsExternalOES : 1;
// This flag works around a inconsistent behavior in Mac AMD driver where gl_VertexID doesn't
// include base vertex value. It replaces gl_VertexID with (gl_VertexID + angle_BaseVertex) when
// angle_BaseVertex is available.
uint64_t addBaseVertexToVertexID : 1;
// This works around the dynamic lvalue indexing of swizzled vectors on various platforms.
uint64_t removeDynamicIndexingOfSwizzledVector : 1;
// This flag works around a slow fxc compile performance issue with dynamic uniform indexing.
uint64_t allowTranslateUniformBlockToStructuredBuffer : 1;
// This flag allows us to add a decoration for layout(yuv) in shaders.
uint64_t addVulkanYUVLayoutQualifier : 1;
// This flag allows disabling ARB_texture_rectangle on a per-compile basis. This is necessary
// for WebGL contexts becuase ARB_texture_rectangle may be necessary for the WebGL
// implementation internally but shouldn't be exposed to WebGL user code.
uint64_t disableARBTextureRectangle : 1;
// This flag works around a driver bug by rewriting uses of row-major matrices as column-major
// in ESSL 3.00 and greater shaders.
uint64_t rewriteRowMajorMatrices : 1;
// Drop any explicit precision qualifiers from shader.
uint64_t ignorePrecisionQualifiers : 1;
// Ask compiler to generate code for depth correction to conform to the Vulkan clip space. If
// VK_EXT_depth_clip_control is supported, this code is not generated, saving a uniform look up.
uint64_t addVulkanDepthCorrection : 1;
uint64_t forceShaderPrecisionHighpToMediump : 1;
// Allow compiler to use specialization constant to do pre-rotation and y flip.
uint64_t useSpecializationConstant : 1;
// Ask compiler to generate Vulkan transform feedback emulation support code.
uint64_t addVulkanXfbEmulationSupportCode : 1;
// Ask compiler to generate Vulkan transform feedback support code when using the
// VK_EXT_transform_feedback extension.
uint64_t addVulkanXfbExtensionSupportCode : 1;
// This flag initializes fragment shader's output variables to zero at the beginning of the
// fragment shader's main(). It is intended as a workaround for drivers which get context lost
// if gl_FragColor is not written.
uint64_t initFragmentOutputVariables : 1;
// Transitory flag to select between producing SPIR-V directly vs using glslang. Ignored in
// non-assert-enabled builds to avoid increasing ANGLE's binary size.
uint64_t generateSpirvThroughGlslang : 1;
// Insert explicit casts for float/double/unsigned/signed int on macOS 10.15 with Intel driver
uint64_t addExplicitBoolCasts : 1;
// Add round() after applying dither. This works around a Qualcomm quirk where values can get
// ceil()ed instead.
uint64_t roundOutputAfterDithering : 1;
// Even when the dividend and divisor have the same value some platforms do not return 1.0f.
// Need to emit different division code for such platforms.
uint64_t precisionSafeDivision : 1;
// anglebug.com/7527: packUnorm4x8 fails on Pixel 4 if it is not passed a highp vec4.
// TODO(anglebug.com/7527): This workaround is currently only applied for pixel local storage.
// We may want to apply it generally.
uint64_t passHighpToPackUnormSnormBuiltins : 1;
ShCompileOptionsMetal metal;
ShCompileOptionsPLS pls;
};
// The 64 bits hash function. The first parameter is the input string; the
// second parameter is the string length.
using ShHashFunction64 = khronos_uint64_t (*)(const char *, size_t);
//
// Implementation dependent built-in resources (constants and extensions).
// The names for these resources has been obtained by stripping gl_/GL_.
//
struct ShBuiltInResources
{
// Constants.
int MaxVertexAttribs;
int MaxVertexUniformVectors;
int MaxVaryingVectors;
int MaxVertexTextureImageUnits;
int MaxCombinedTextureImageUnits;
int MaxTextureImageUnits;
int MaxFragmentUniformVectors;
int MaxDrawBuffers;
// Extensions.
// Set to 1 to enable the extension, else 0.
int OES_standard_derivatives;
int OES_EGL_image_external;
int OES_EGL_image_external_essl3;
int NV_EGL_stream_consumer_external;
int ARB_texture_rectangle;
int EXT_blend_func_extended;
int EXT_draw_buffers;
int EXT_frag_depth;
int EXT_shader_texture_lod;
int EXT_shader_framebuffer_fetch;
int EXT_shader_framebuffer_fetch_non_coherent;
int NV_shader_framebuffer_fetch;
int NV_shader_noperspective_interpolation;
int ARM_shader_framebuffer_fetch;
int OVR_multiview;
int OVR_multiview2;
int EXT_multisampled_render_to_texture;
int EXT_multisampled_render_to_texture2;
int EXT_YUV_target;
int EXT_geometry_shader;
int OES_geometry_shader;
int OES_shader_io_blocks;
int EXT_shader_io_blocks;
int EXT_gpu_shader5;
int EXT_shader_non_constant_global_initializers;
int OES_texture_storage_multisample_2d_array;
int OES_texture_3D;
int ANGLE_shader_pixel_local_storage;
int ANGLE_texture_multisample;
int ANGLE_multi_draw;
// TODO(angleproject:3402) remove after chromium side removal to pass compilation
int ANGLE_base_vertex_base_instance;
int WEBGL_video_texture;
int APPLE_clip_distance;
int OES_texture_cube_map_array;
int EXT_texture_cube_map_array;
int EXT_shadow_samplers;
int OES_shader_multisample_interpolation;
int OES_shader_image_atomic;
int EXT_tessellation_shader;
int OES_texture_buffer;
int EXT_texture_buffer;
int OES_sample_variables;
int EXT_clip_cull_distance;
int EXT_primitive_bounding_box;
int OES_primitive_bounding_box;
int ANGLE_base_vertex_base_instance_shader_builtin;
int ANDROID_extension_pack_es31a;
int KHR_blend_equation_advanced;
// Set to 1 to enable replacing GL_EXT_draw_buffers #extension directives
// with GL_NV_draw_buffers in ESSL output. This flag can be used to emulate
// EXT_draw_buffers by using it in combination with GLES3.0 glDrawBuffers
// function. This applies to Tegra K1 devices.
int NV_draw_buffers;
// Set to 1 if highp precision is supported in the ESSL 1.00 version of the
// fragment language. Does not affect versions of the language where highp
// support is mandatory.
// Default is 0.
int FragmentPrecisionHigh;
// GLSL ES 3.0 constants.
int MaxVertexOutputVectors;
int MaxFragmentInputVectors;
int MinProgramTexelOffset;
int MaxProgramTexelOffset;
// Extension constants.
// Value of GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT for OpenGL ES output context.
// Value of GL_MAX_DUAL_SOURCE_DRAW_BUFFERS for OpenGL output context.
// GLES SL version 100 gl_MaxDualSourceDrawBuffersEXT value for EXT_blend_func_extended.
int MaxDualSourceDrawBuffers;
// Value of GL_MAX_VIEWS_OVR.
int MaxViewsOVR;
// Name Hashing.
// Set a 64 bit hash function to enable user-defined name hashing.
// Default is NULL.
ShHashFunction64 HashFunction;
// The maximum complexity an expression can be when limitExpressionComplexity is turned on.
int MaxExpressionComplexity;
// The maximum depth a call stack can be.
int MaxCallStackDepth;
// The maximum number of parameters a function can have when limitExpressionComplexity is turned
// on.
int MaxFunctionParameters;
// GLES 3.1 constants
// texture gather offset constraints.
int MinProgramTextureGatherOffset;
int MaxProgramTextureGatherOffset;
// maximum number of available image units
int MaxImageUnits;
// OES_sample_variables constant
// maximum number of available samples
int MaxSamples;
// maximum number of image uniforms in a vertex shader
int MaxVertexImageUniforms;
// maximum number of image uniforms in a fragment shader
int MaxFragmentImageUniforms;
// maximum number of image uniforms in a compute shader
int MaxComputeImageUniforms;
// maximum total number of image uniforms in a program
int MaxCombinedImageUniforms;
// maximum number of uniform locations
int MaxUniformLocations;
// maximum number of ssbos and images in a shader
int MaxCombinedShaderOutputResources;
// maximum number of groups in each dimension
std::array<int, 3> MaxComputeWorkGroupCount;
// maximum number of threads per work group in each dimension
std::array<int, 3> MaxComputeWorkGroupSize;
// maximum number of total uniform components
int MaxComputeUniformComponents;
// maximum number of texture image units in a compute shader
int MaxComputeTextureImageUnits;
// maximum number of atomic counters in a compute shader
int MaxComputeAtomicCounters;
// maximum number of atomic counter buffers in a compute shader
int MaxComputeAtomicCounterBuffers;
// maximum number of atomic counters in a vertex shader
int MaxVertexAtomicCounters;
// maximum number of atomic counters in a fragment shader
int MaxFragmentAtomicCounters;
// maximum number of atomic counters in a program
int MaxCombinedAtomicCounters;
// maximum binding for an atomic counter
int MaxAtomicCounterBindings;
// maximum number of atomic counter buffers in a vertex shader
int MaxVertexAtomicCounterBuffers;
// maximum number of atomic counter buffers in a fragment shader
int MaxFragmentAtomicCounterBuffers;
// maximum number of atomic counter buffers in a program
int MaxCombinedAtomicCounterBuffers;
// maximum number of buffer object storage in machine units
int MaxAtomicCounterBufferSize;
// maximum number of uniform block bindings
int MaxUniformBufferBindings;
// maximum number of shader storage buffer bindings
int MaxShaderStorageBufferBindings;
// maximum point size (higher limit from ALIASED_POINT_SIZE_RANGE)
float MaxPointSize;
// EXT_geometry_shader constants
int MaxGeometryUniformComponents;
int MaxGeometryUniformBlocks;
int MaxGeometryInputComponents;
int MaxGeometryOutputComponents;
int MaxGeometryOutputVertices;
int MaxGeometryTotalOutputComponents;
int MaxGeometryTextureImageUnits;
int MaxGeometryAtomicCounterBuffers;
int MaxGeometryAtomicCounters;
int MaxGeometryShaderStorageBlocks;
int MaxGeometryShaderInvocations;
int MaxGeometryImageUniforms;
// EXT_tessellation_shader constants
int MaxTessControlInputComponents;
int MaxTessControlOutputComponents;
int MaxTessControlTextureImageUnits;
int MaxTessControlUniformComponents;
int MaxTessControlTotalOutputComponents;
int MaxTessControlImageUniforms;
int MaxTessControlAtomicCounters;
int MaxTessControlAtomicCounterBuffers;
int MaxTessPatchComponents;
int MaxPatchVertices;
int MaxTessGenLevel;
int MaxTessEvaluationInputComponents;
int MaxTessEvaluationOutputComponents;
int MaxTessEvaluationTextureImageUnits;
int MaxTessEvaluationUniformComponents;
int MaxTessEvaluationImageUniforms;
int MaxTessEvaluationAtomicCounters;
int MaxTessEvaluationAtomicCounterBuffers;
// Subpixel bits used in rasterization.
int SubPixelBits;
// APPLE_clip_distance/EXT_clip_cull_distance constant
int MaxClipDistances;
int MaxCullDistances;
int MaxCombinedClipAndCullDistances;
};
//
// ShHandle held by but opaque to the driver. It is allocated,
// managed, and de-allocated by the compiler. Its contents
// are defined by and used by the compiler.
//
// If handle creation fails, 0 will be returned.
//
using ShHandle = void *;
namespace sh
{
using BinaryBlob = std::vector<uint32_t>;
//
// Driver must call this first, once, before doing any other compiler operations.
// If the function succeeds, the return value is true, else false.
//
bool Initialize();
//
// Driver should call this at shutdown.
// If the function succeeds, the return value is true, else false.
//
bool Finalize();
//
// Initialize built-in resources with minimum expected values.
// Parameters:
// resources: The object to initialize. Will be comparable with memcmp.
//
void InitBuiltInResources(ShBuiltInResources *resources);
//
// Returns the a concatenated list of the items in ShBuiltInResources as a null-terminated string.
// This function must be updated whenever ShBuiltInResources is changed.
// Parameters:
// handle: Specifies the handle of the compiler to be used.
const std::string &GetBuiltInResourcesString(const ShHandle handle);
//
// Driver calls these to create and destroy compiler objects.
//
// Returns the handle of constructed compiler, null if the requested compiler is not supported.
// Parameters:
// type: Specifies the type of shader - GL_FRAGMENT_SHADER or GL_VERTEX_SHADER.
// spec: Specifies the language spec the compiler must conform to - SH_GLES2_SPEC or SH_WEBGL_SPEC.
// output: Specifies the output code type - for example SH_ESSL_OUTPUT, SH_GLSL_OUTPUT,
// SH_HLSL_3_0_OUTPUT or SH_HLSL_4_1_OUTPUT. Note: Each output type may only
// be supported in some configurations.
// resources: Specifies the built-in resources.
ShHandle ConstructCompiler(sh::GLenum type,
ShShaderSpec spec,
ShShaderOutput output,
const ShBuiltInResources *resources);
void Destruct(ShHandle handle);
//
// Compiles the given shader source.
// If the function succeeds, the return value is true, else false.
// Parameters:
// handle: Specifies the handle of compiler to be used.
// shaderStrings: Specifies an array of pointers to null-terminated strings containing the shader
// source code.
// numStrings: Specifies the number of elements in shaderStrings array.
// compileOptions: A mask of compile options defined above.
bool Compile(const ShHandle handle,
const char *const shaderStrings[],
size_t numStrings,
const ShCompileOptions &compileOptions);
// Clears the results from the previous compilation.
void ClearResults(const ShHandle handle);
// Return the version of the shader language.
int GetShaderVersion(const ShHandle handle);
// Return the currently set language output type.
ShShaderOutput GetShaderOutputType(const ShHandle handle);
// Returns null-terminated information log for a compiled shader.
// Parameters:
// handle: Specifies the compiler
const std::string &GetInfoLog(const ShHandle handle);
// Returns null-terminated object code for a compiled shader. Only valid for output types that
// generate human-readable code (GLSL, ESSL or HLSL).
// Parameters:
// handle: Specifies the compiler
const std::string &GetObjectCode(const ShHandle handle);
// Returns object binary blob for a compiled shader. Only valid for output types that
// generate binary blob (SPIR-V).
// Parameters:
// handle: Specifies the compiler
const BinaryBlob &GetObjectBinaryBlob(const ShHandle handle);
// Returns a (original_name, hash) map containing all the user defined names in the shader,
// including variable names, function names, struct names, and struct field names.
// Parameters:
// handle: Specifies the compiler
const std::map<std::string, std::string> *GetNameHashingMap(const ShHandle handle);
// Shader variable inspection.
// Returns a pointer to a list of variables of the designated type.
// (See ShaderVars.h for type definitions, included above)
// Returns NULL on failure.
// Parameters:
// handle: Specifies the compiler
const std::vector<sh::ShaderVariable> *GetUniforms(const ShHandle handle);
const std::vector<sh::ShaderVariable> *GetVaryings(const ShHandle handle);
const std::vector<sh::ShaderVariable> *GetInputVaryings(const ShHandle handle);
const std::vector<sh::ShaderVariable> *GetOutputVaryings(const ShHandle handle);
const std::vector<sh::ShaderVariable> *GetAttributes(const ShHandle handle);
const std::vector<sh::ShaderVariable> *GetOutputVariables(const ShHandle handle);
const std::vector<sh::InterfaceBlock> *GetInterfaceBlocks(const ShHandle handle);
const std::vector<sh::InterfaceBlock> *GetUniformBlocks(const ShHandle handle);
const std::vector<sh::InterfaceBlock> *GetShaderStorageBlocks(const ShHandle handle);
sh::WorkGroupSize GetComputeShaderLocalGroupSize(const ShHandle handle);
// Returns the number of views specified through the num_views layout qualifier. If num_views is
// not set, the function returns -1.
int GetVertexShaderNumViews(const ShHandle handle);
// Returns true if the shader has specified the |sample| qualifier, implying that per-sample shading
// should be enabled
bool EnablesPerSampleShading(const ShHandle handle);
// Returns specialization constant usage bits
uint32_t GetShaderSpecConstUsageBits(const ShHandle handle);
// Returns true if the passed in variables pack in maxVectors followingthe packing rules from the
// GLSL 1.017 spec, Appendix A, section 7.
// Returns false otherwise. Also look at the enforcePackingRestrictions flag above.
// Parameters:
// maxVectors: the available rows of registers.
// variables: an array of variables.
bool CheckVariablesWithinPackingLimits(int maxVectors,
const std::vector<sh::ShaderVariable> &variables);
// Gives the compiler-assigned register for a shader storage block.
// The method writes the value to the output variable "indexOut".
// Returns true if it found a valid shader storage block, false otherwise.
// Parameters:
// handle: Specifies the compiler
// shaderStorageBlockName: Specifies the shader storage block
// indexOut: output variable that stores the assigned register
bool GetShaderStorageBlockRegister(const ShHandle handle,
const std::string &shaderStorageBlockName,
unsigned int *indexOut);
// Gives the compiler-assigned register for a uniform block.
// The method writes the value to the output variable "indexOut".
// Returns true if it found a valid uniform block, false otherwise.
// Parameters:
// handle: Specifies the compiler
// uniformBlockName: Specifies the uniform block
// indexOut: output variable that stores the assigned register
bool GetUniformBlockRegister(const ShHandle handle,
const std::string &uniformBlockName,
unsigned int *indexOut);
bool ShouldUniformBlockUseStructuredBuffer(const ShHandle handle,
const std::string &uniformBlockName);
const std::set<std::string> *GetSlowCompilingUniformBlockSet(const ShHandle handle);
// Gives a map from uniform names to compiler-assigned registers in the default uniform block.
// Note that the map contains also registers of samplers that have been extracted from structs.
const std::map<std::string, unsigned int> *GetUniformRegisterMap(const ShHandle handle);
// Sampler, image and atomic counters share registers(t type and u type),
// GetReadonlyImage2DRegisterIndex and GetImage2DRegisterIndex return the first index into
// a range of reserved registers for image2D/iimage2D/uimage2D variables.
// Parameters: handle: Specifies the compiler
unsigned int GetReadonlyImage2DRegisterIndex(const ShHandle handle);
unsigned int GetImage2DRegisterIndex(const ShHandle handle);
// The method records these used function names related with image2D/iimage2D/uimage2D, these
// functions will be dynamically generated.
// Parameters:
// handle: Specifies the compiler
const std::set<std::string> *GetUsedImage2DFunctionNames(const ShHandle handle);
bool HasDiscardInFragmentShader(const ShHandle handle);
bool HasValidGeometryShaderInputPrimitiveType(const ShHandle handle);
bool HasValidGeometryShaderOutputPrimitiveType(const ShHandle handle);
bool HasValidGeometryShaderMaxVertices(const ShHandle handle);
bool HasValidTessGenMode(const ShHandle handle);
bool HasValidTessGenSpacing(const ShHandle handle);
bool HasValidTessGenVertexOrder(const ShHandle handle);
bool HasValidTessGenPointMode(const ShHandle handle);
GLenum GetGeometryShaderInputPrimitiveType(const ShHandle handle);
GLenum GetGeometryShaderOutputPrimitiveType(const ShHandle handle);
int GetGeometryShaderInvocations(const ShHandle handle);
int GetGeometryShaderMaxVertices(const ShHandle handle);
unsigned int GetShaderSharedMemorySize(const ShHandle handle);
int GetTessControlShaderVertices(const ShHandle handle);
GLenum GetTessGenMode(const ShHandle handle);
GLenum GetTessGenSpacing(const ShHandle handle);
GLenum GetTessGenVertexOrder(const ShHandle handle);
GLenum GetTessGenPointMode(const ShHandle handle);
// Returns the blend equation list supported in the fragment shader. This is a bitset of
// gl::BlendEquationType, and can only include bits from KHR_blend_equation_advanced.
uint32_t GetAdvancedBlendEquations(const ShHandle handle);
//
// Helper function to identify specs that are based on the WebGL spec.
//
inline bool IsWebGLBasedSpec(ShShaderSpec spec)
{
return (spec == SH_WEBGL_SPEC || spec == SH_WEBGL2_SPEC || spec == SH_WEBGL3_SPEC);
}
//
// Helper function to identify DesktopGL specs
//
inline bool IsDesktopGLSpec(ShShaderSpec spec)
{
return spec == SH_GL_CORE_SPEC || spec == SH_GL_COMPATIBILITY_SPEC;
}
// Can't prefix with just _ because then we might introduce a double underscore, which is not safe
// in GLSL (ESSL 3.00.6 section 3.8: All identifiers containing a double underscore are reserved for
// use by the underlying implementation). u is short for user-defined.
extern const char kUserDefinedNamePrefix[];
namespace vk
{
// Specialization constant ids
enum class SpecializationConstantId : uint32_t
{
SurfaceRotation = 0,
Dither = 1,
InvalidEnum = 2,
EnumCount = InvalidEnum,
};
enum class SpecConstUsage : uint32_t
{
Rotation = 0,
Dither = 1,
InvalidEnum = 2,
EnumCount = InvalidEnum,
};
enum ColorAttachmentDitherControl
{
// See comments in ContextVk::updateDither and EmulateDithering.cpp
kDitherControlNoDither = 0,
kDitherControlDither4444 = 1,
kDitherControlDither5551 = 2,
kDitherControlDither565 = 3,
};
// Interface block name containing the aggregate default uniforms
extern const char kDefaultUniformsNameVS[];
extern const char kDefaultUniformsNameTCS[];
extern const char kDefaultUniformsNameTES[];
extern const char kDefaultUniformsNameGS[];
extern const char kDefaultUniformsNameFS[];
extern const char kDefaultUniformsNameCS[];
// Interface block and variable names containing driver uniforms
extern const char kDriverUniformsBlockName[];
extern const char kDriverUniformsVarName[];
// Packing information for driver uniform's misc field:
// - 1 bit for whether surface rotation results in swapped axes
// - 5 bits for advanced blend equation
// - 6 bits for sample count
// - 8 bits for enabled clip planes
// - 1 bit for whether depth should be transformed to Vulkan clip space
// - 11 bits unused
constexpr uint32_t kDriverUniformsMiscSwapXYMask = 0x1;
constexpr uint32_t kDriverUniformsMiscAdvancedBlendEquationOffset = 1;
constexpr uint32_t kDriverUniformsMiscAdvancedBlendEquationMask = 0x1F;
constexpr uint32_t kDriverUniformsMiscSampleCountOffset = 6;
constexpr uint32_t kDriverUniformsMiscSampleCountMask = 0x3F;
constexpr uint32_t kDriverUniformsMiscEnabledClipPlanesOffset = 12;
constexpr uint32_t kDriverUniformsMiscEnabledClipPlanesMask = 0xFF;
constexpr uint32_t kDriverUniformsMiscTransformDepthOffset = 20;
constexpr uint32_t kDriverUniformsMiscTransformDepthMask = 0x1;
// Interface block array name used for atomic counter emulation
extern const char kAtomicCountersBlockName[];
// Transform feedback emulation support
extern const char kXfbEmulationGetOffsetsFunctionName[];
extern const char kXfbEmulationCaptureFunctionName[];
extern const char kXfbEmulationBufferBlockName[];
extern const char kXfbEmulationBufferName[];
extern const char kXfbEmulationBufferFieldName[];
// Transform feedback extension support
extern const char kXfbExtensionPositionOutName[];
// Pre-rotation support
extern const char kTransformPositionFunctionName[];
// EXT_shader_framebuffer_fetch and EXT_shader_framebuffer_fetch_non_coherent
extern const char kInputAttachmentName[];
} // namespace vk
namespace mtl
{
// Specialization constant to enable GL_SAMPLE_COVERAGE_VALUE emulation.
extern const char kCoverageMaskEnabledConstName[];
// Specialization constant to emulate rasterizer discard.
extern const char kRasterizerDiscardEnabledConstName[];
// Specialization constant to enable depth write in fragment shaders.
extern const char kDepthWriteEnabledConstName[];
} // namespace mtl
// For backends that use glslang (the Vulkan shader compiler), i.e. Vulkan and Metal, call these to
// initialize and finalize glslang itself. This can be called independently from Initialize() and
// Finalize().
void InitializeGlslang();
void FinalizeGlslang();
} // namespace sh
#endif // GLSLANG_SHADERLANG_H_