mirror of
https://repo.dactyloidae.xyz/Dactyloidae/UXP.git
synced 2026-09-20 23:37:33 +09:00
Roll back to ANGLE/2845
This commit is contained in:
parent
59321284d8
commit
581db453db
582 changed files with 22757 additions and 56816 deletions
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@ -6,6 +6,23 @@
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#ifndef GLSLANG_SHADERLANG_H_
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#define GLSLANG_SHADERLANG_H_
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#if defined(COMPONENT_BUILD) && !defined(ANGLE_TRANSLATOR_STATIC)
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#if defined(_WIN32) || defined(_WIN64)
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#if defined(ANGLE_TRANSLATOR_IMPLEMENTATION)
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#define COMPILER_EXPORT __declspec(dllexport)
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#else
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#define COMPILER_EXPORT __declspec(dllimport)
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#endif // defined(ANGLE_TRANSLATOR_IMPLEMENTATION)
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#else // defined(_WIN32) || defined(_WIN64)
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#define COMPILER_EXPORT __attribute__((visibility("default")))
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#endif
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#else // defined(COMPONENT_BUILD) && !defined(ANGLE_TRANSLATOR_STATIC)
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#define COMPILER_EXPORT
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#endif
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#include <stddef.h>
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#include "KHR/khrplatform.h"
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@ -32,10 +49,9 @@ typedef unsigned int GLenum;
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// Version number for shader translation API.
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// It is incremented every time the API changes.
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#define ANGLE_SH_VERSION 167
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#define ANGLE_SH_VERSION 155
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enum ShShaderSpec
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{
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typedef enum {
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SH_GLES2_SPEC,
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SH_WEBGL_SPEC,
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@ -44,9 +60,31 @@ enum ShShaderSpec
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SH_GLES3_1_SPEC,
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SH_WEBGL3_SPEC,
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};
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enum ShShaderOutput
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// The CSS Shaders spec is a subset of the WebGL spec.
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//
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// In both CSS vertex and fragment shaders, ANGLE:
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// (1) Reserves the "css_" prefix.
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// (2) Renames the main function to css_main.
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// (3) Disables the gl_MaxDrawBuffers built-in.
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//
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// In CSS fragment shaders, ANGLE:
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// (1) Disables the gl_FragColor built-in.
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// (2) Disables the gl_FragData built-in.
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// (3) Enables the css_MixColor built-in.
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// (4) Enables the css_ColorMatrix built-in.
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//
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// After passing a CSS shader through ANGLE, the browser is expected to append
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// a new main function to it.
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// This new main function will call the css_main function.
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// It may also perform additional operations like varying assignment, texture
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// access, and gl_FragColor assignment in order to implement the CSS Shaders
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// blend modes.
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//
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SH_CSS_SHADERS_SPEC
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} ShShaderSpec;
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typedef enum
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{
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// ESSL output only supported in some configurations.
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SH_ESSL_OUTPUT = 0x8B45,
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@ -65,171 +103,166 @@ enum ShShaderOutput
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SH_GLSL_440_CORE_OUTPUT = 0x8B87,
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SH_GLSL_450_CORE_OUTPUT = 0x8B88,
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// HLSL output only supported in some configurations.
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// Deprecated:
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SH_HLSL_OUTPUT = 0x8B48,
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SH_HLSL9_OUTPUT = 0x8B48,
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SH_HLSL11_OUTPUT = 0x8B49,
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// Prefer using these to specify HLSL output type:
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SH_HLSL_3_0_OUTPUT = 0x8B48, // D3D 9
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SH_HLSL_4_1_OUTPUT = 0x8B49, // D3D 11
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SH_HLSL_4_0_FL9_3_OUTPUT = 0x8B4A // D3D 11 feature level 9_3
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};
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} ShShaderOutput;
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// Compile options.
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typedef enum {
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SH_VALIDATE = 0,
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SH_VALIDATE_LOOP_INDEXING = 0x0001,
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SH_INTERMEDIATE_TREE = 0x0002,
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SH_OBJECT_CODE = 0x0004,
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SH_VARIABLES = 0x0008,
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SH_LINE_DIRECTIVES = 0x0010,
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SH_SOURCE_PATH = 0x0020,
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SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX = 0x0040,
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// If a sampler array index happens to be a loop index,
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// 1) if its type is integer, unroll the loop.
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// 2) if its type is float, fail the shader compile.
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// This is to work around a mac driver bug.
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SH_UNROLL_FOR_LOOP_WITH_SAMPLER_ARRAY_INDEX = 0x0080,
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using ShCompileOptions = uint64_t;
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// This is needed only as a workaround for certain OpenGL driver bugs.
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SH_EMULATE_BUILT_IN_FUNCTIONS = 0x0100,
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const ShCompileOptions SH_VALIDATE = 0;
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const ShCompileOptions SH_VALIDATE_LOOP_INDEXING = UINT64_C(1) << 0;
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const ShCompileOptions SH_INTERMEDIATE_TREE = UINT64_C(1) << 1;
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const ShCompileOptions SH_OBJECT_CODE = UINT64_C(1) << 2;
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const ShCompileOptions SH_VARIABLES = UINT64_C(1) << 3;
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const ShCompileOptions SH_LINE_DIRECTIVES = UINT64_C(1) << 4;
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const ShCompileOptions SH_SOURCE_PATH = UINT64_C(1) << 5;
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const ShCompileOptions SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX = UINT64_C(1) << 6;
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// If a sampler array index happens to be a loop index,
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// 1) if its type is integer, unroll the loop.
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// 2) if its type is float, fail the shader compile.
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// This is to work around a mac driver bug.
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const ShCompileOptions SH_UNROLL_FOR_LOOP_WITH_SAMPLER_ARRAY_INDEX = UINT64_C(1) << 7;
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// This is an experimental flag to enforce restrictions that aim to prevent
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// timing attacks.
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// It generates compilation errors for shaders that could expose sensitive
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// texture information via the timing channel.
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// To use this flag, you must compile the shader under the WebGL spec
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// (using the SH_WEBGL_SPEC flag).
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SH_TIMING_RESTRICTIONS = 0x0200,
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// This flag works around bug in Intel Mac drivers related to abs(i) where
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// i is an integer.
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const ShCompileOptions SH_EMULATE_ABS_INT_FUNCTION = UINT64_C(1) << 8;
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// This flag prints the dependency graph that is used to enforce timing
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// restrictions on fragment shaders.
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// This flag only has an effect if all of the following are true:
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// - The shader spec is SH_WEBGL_SPEC.
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// - The compile options contain the SH_TIMING_RESTRICTIONS flag.
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// - The shader type is GL_FRAGMENT_SHADER.
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SH_DEPENDENCY_GRAPH = 0x0400,
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// Enforce the GLSL 1.017 Appendix A section 7 packing restrictions.
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// This flag only enforces (and can only enforce) the packing
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// restrictions for uniform variables in both vertex and fragment
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// shaders. ShCheckVariablesWithinPackingLimits() lets embedders
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// enforce the packing restrictions for varying variables during
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// program link time.
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const ShCompileOptions SH_ENFORCE_PACKING_RESTRICTIONS = UINT64_C(1) << 9;
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// Enforce the GLSL 1.017 Appendix A section 7 packing restrictions.
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// This flag only enforces (and can only enforce) the packing
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// restrictions for uniform variables in both vertex and fragment
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// shaders. ShCheckVariablesWithinPackingLimits() lets embedders
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// enforce the packing restrictions for varying variables during
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// program link time.
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SH_ENFORCE_PACKING_RESTRICTIONS = 0x0800,
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// This flag ensures all indirect (expression-based) array indexing
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// is clamped to the bounds of the array. This ensures, for example,
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// that you cannot read off the end of a uniform, whether an array
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// vec234, or mat234 type. The ShArrayIndexClampingStrategy enum,
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// specified in the ShBuiltInResources when constructing the
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// compiler, selects the strategy for the clamping implementation.
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const ShCompileOptions SH_CLAMP_INDIRECT_ARRAY_BOUNDS = UINT64_C(1) << 10;
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// This flag ensures all indirect (expression-based) array indexing
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// is clamped to the bounds of the array. This ensures, for example,
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// that you cannot read off the end of a uniform, whether an array
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// vec234, or mat234 type. The ShArrayIndexClampingStrategy enum,
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// specified in the ShBuiltInResources when constructing the
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// compiler, selects the strategy for the clamping implementation.
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SH_CLAMP_INDIRECT_ARRAY_BOUNDS = 0x1000,
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// This flag limits the complexity of an expression.
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const ShCompileOptions SH_LIMIT_EXPRESSION_COMPLEXITY = UINT64_C(1) << 11;
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// This flag limits the complexity of an expression.
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SH_LIMIT_EXPRESSION_COMPLEXITY = 0x2000,
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// This flag limits the depth of the call stack.
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const ShCompileOptions SH_LIMIT_CALL_STACK_DEPTH = UINT64_C(1) << 12;
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// This flag limits the depth of the call stack.
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SH_LIMIT_CALL_STACK_DEPTH = 0x4000,
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// This flag initializes gl_Position to vec4(0,0,0,0) at the
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// beginning of the vertex shader's main(), and has no effect in the
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// fragment shader. It is intended as a workaround for drivers which
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// incorrectly fail to link programs if gl_Position is not written.
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const ShCompileOptions SH_INIT_GL_POSITION = UINT64_C(1) << 13;
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// This flag initializes gl_Position to vec4(0,0,0,0) at the
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// beginning of the vertex shader's main(), and has no effect in the
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// fragment shader. It is intended as a workaround for drivers which
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// incorrectly fail to link programs if gl_Position is not written.
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SH_INIT_GL_POSITION = 0x8000,
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// This flag replaces
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// "a && b" with "a ? b : false",
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// "a || b" with "a ? true : b".
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// This is to work around a MacOSX driver bug that |b| is executed
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// independent of |a|'s value.
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const ShCompileOptions SH_UNFOLD_SHORT_CIRCUIT = UINT64_C(1) << 14;
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// This flag replaces
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// "a && b" with "a ? b : false",
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// "a || b" with "a ? true : b".
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// This is to work around a MacOSX driver bug that |b| is executed
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// independent of |a|'s value.
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SH_UNFOLD_SHORT_CIRCUIT = 0x10000,
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// This flag initializes output variables to 0 at the beginning of main().
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// It is to avoid undefined behaviors.
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const ShCompileOptions SH_INIT_OUTPUT_VARIABLES = UINT64_C(1) << 15;
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// This flag initializes output variables to 0 at the beginning of main().
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// It is to avoid undefined behaviors.
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SH_INIT_OUTPUT_VARIABLES = 0x20000,
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// TODO(zmo): obsolete, remove after ANGLE roll into Chromium.
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SH_INIT_VARYINGS_WITHOUT_STATIC_USE = 0x20000,
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// This flag scalarizes vec/ivec/bvec/mat constructor args.
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// It is intended as a workaround for Linux/Mac driver bugs.
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const ShCompileOptions SH_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS = UINT64_C(1) << 16;
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// This flag scalarizes vec/ivec/bvec/mat constructor args.
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// It is intended as a workaround for Linux/Mac driver bugs.
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SH_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS = 0x40000,
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// This flag overwrites a struct name with a unique prefix.
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// It is intended as a workaround for drivers that do not handle
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// struct scopes correctly, including all Mac drivers and Linux AMD.
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const ShCompileOptions SH_REGENERATE_STRUCT_NAMES = UINT64_C(1) << 17;
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// This flag overwrites a struct name with a unique prefix.
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// It is intended as a workaround for drivers that do not handle
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// struct scopes correctly, including all Mac drivers and Linux AMD.
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SH_REGENERATE_STRUCT_NAMES = 0x80000,
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// This flag makes the compiler not prune unused function early in the
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// compilation process. Pruning coupled with SH_LIMIT_CALL_STACK_DEPTH
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// helps avoid bad shaders causing stack overflows.
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const ShCompileOptions SH_DONT_PRUNE_UNUSED_FUNCTIONS = UINT64_C(1) << 18;
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// This flag makes the compiler not prune unused function early in the
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// compilation process. Pruning coupled with SH_LIMIT_CALL_STACK_DEPTH
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// helps avoid bad shaders causing stack overflows.
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SH_DONT_PRUNE_UNUSED_FUNCTIONS = 0x100000,
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// This flag works around a bug in NVIDIA 331 series drivers related
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// to pow(x, y) where y is a constant vector.
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const ShCompileOptions SH_REMOVE_POW_WITH_CONSTANT_EXPONENT = UINT64_C(1) << 19;
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// This flag works around a bug in NVIDIA 331 series drivers related
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// to pow(x, y) where y is a constant vector.
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SH_REMOVE_POW_WITH_CONSTANT_EXPONENT = 0x200000,
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// This flag works around bugs in Mac drivers related to do-while by
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// transforming them into an other construct.
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const ShCompileOptions SH_REWRITE_DO_WHILE_LOOPS = UINT64_C(1) << 20;
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// This flag works around bugs in Mac drivers related to do-while by
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// transforming them into an other construct.
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SH_REWRITE_DO_WHILE_LOOPS = 0x400000,
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// This flag works around a bug in the HLSL compiler optimizer that folds certain
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// constant pow expressions incorrectly. Only applies to the HLSL back-end. It works
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// by expanding the integer pow expressions into a series of multiplies.
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const ShCompileOptions SH_EXPAND_SELECT_HLSL_INTEGER_POW_EXPRESSIONS = UINT64_C(1) << 21;
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// This flag works around a bug in the HLSL compiler optimizer that folds certain
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// constant pow expressions incorrectly. Only applies to the HLSL back-end. It works
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// by expanding the integer pow expressions into a series of multiplies.
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SH_EXPAND_SELECT_HLSL_INTEGER_POW_EXPRESSIONS = 0x800000,
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// Flatten "#pragma STDGL invariant(all)" into the declarations of
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// varying variables and built-in GLSL variables. This compiler
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// option is enabled automatically when needed.
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const ShCompileOptions SH_FLATTEN_PRAGMA_STDGL_INVARIANT_ALL = UINT64_C(1) << 22;
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// Flatten "#pragma STDGL invariant(all)" into the declarations of
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// varying variables and built-in GLSL variables. This compiler
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// option is enabled automatically when needed.
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SH_FLATTEN_PRAGMA_STDGL_INVARIANT_ALL = 0x1000000,
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// Some drivers do not take into account the base level of the texture in the results of the
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// HLSL GetDimensions builtin. This flag instructs the compiler to manually add the base level
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// offsetting.
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const ShCompileOptions SH_HLSL_GET_DIMENSIONS_IGNORES_BASE_LEVEL = UINT64_C(1) << 23;
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// Some drivers do not take into account the base level of the texture in the results of the
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// HLSL GetDimensions builtin. This flag instructs the compiler to manually add the base level
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// offsetting.
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SH_HLSL_GET_DIMENSIONS_IGNORES_BASE_LEVEL = 0x2000000,
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// This flag works around an issue in translating GLSL function texelFetchOffset on
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// INTEL drivers. It works by translating texelFetchOffset into texelFetch.
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const ShCompileOptions SH_REWRITE_TEXELFETCHOFFSET_TO_TEXELFETCH = UINT64_C(1) << 24;
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// This flag works around condition bug of for and while loops in Intel Mac OSX drivers.
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// Condition calculation is not correct. Rewrite it from "CONDITION" to "CONDITION && true".
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const ShCompileOptions SH_ADD_AND_TRUE_TO_LOOP_CONDITION = UINT64_C(1) << 25;
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// This flag works around a bug in evaluating unary minus operator on integer on some INTEL
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// drivers. It works by translating -(int) into ~(int) + 1.
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const ShCompileOptions SH_REWRITE_INTEGER_UNARY_MINUS_OPERATOR = UINT64_C(1) << 26;
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// This flag works around a bug in evaluating isnan() on some INTEL D3D and Mac OSX drivers.
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// It works by using an expression to emulate this function.
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const ShCompileOptions SH_EMULATE_ISNAN_FLOAT_FUNCTION = UINT64_C(1) << 27;
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// This flag will use all uniforms of unused std140 and shared uniform blocks at the
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// beginning of the vertex/fragment shader's main(). It is intended as a workaround for Mac
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// drivers with shader version 4.10. In those drivers, they will treat unused
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// std140 and shared uniform blocks' members as inactive. However, WebGL2.0 based on
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// OpenGL ES3.0.4 requires all members of a named uniform block declared with a shared or std140
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// layout qualifier to be considered active. The uniform block itself is also considered active.
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const ShCompileOptions SH_USE_UNUSED_STANDARD_SHARED_BLOCKS = UINT64_C(1) << 28;
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// This flag will keep invariant declaration for input in fragment shader for GLSL >=4.20 on AMD.
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// From GLSL >= 4.20, it's optional to add invariant for fragment input, but GPU vendors have
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// different implementations about this. Some drivers forbid invariant in fragment for GLSL>= 4.20,
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// e.g. Linux Mesa, some drivers treat that as optional, e.g. NVIDIA, some drivers require invariant
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// must match between vertex and fragment shader, e.g. AMD. The behavior on AMD is obviously wrong.
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// Remove invariant for input in fragment shader to workaround the restriction on Intel Mesa.
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// But don't remove on AMD Linux to avoid triggering the bug on AMD.
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const ShCompileOptions SH_DONT_REMOVE_INVARIANT_FOR_FRAGMENT_INPUT = UINT64_C(1) << 29;
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// Due to spec difference between GLSL 4.1 or lower and ESSL3, some platforms (for example, Mac OSX
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// core profile) require a variable's "invariant"/"centroid" qualifiers to match between vertex and
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// fragment shader. A simple solution to allow such shaders to link is to omit the two qualifiers.
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// Note that the two flags only take effect on ESSL3 input shaders translated to GLSL 4.1 or lower.
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// TODO(zmo): This is not a good long-term solution. Simply dropping these qualifiers may break some
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// developers' content. A more complex workaround of dynamically generating, compiling, and
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// re-linking shaders that use these qualifiers should be implemented.
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const ShCompileOptions SH_REMOVE_INVARIANT_AND_CENTROID_FOR_ESSL3 = UINT64_C(1) << 30;
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// This flag works around an issue in translating GLSL function texelFetchOffset on
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// INTEL drivers. It works by translating texelFetchOffset into texelFetch.
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SH_REWRITE_TEXELFETCHOFFSET_TO_TEXELFETCH = 0x4000000,
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} ShCompileOptions;
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// Defines alternate strategies for implementing array index clamping.
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enum ShArrayIndexClampingStrategy
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{
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// Use the clamp intrinsic for array index clamping.
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SH_CLAMP_WITH_CLAMP_INTRINSIC = 1,
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typedef enum {
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// Use the clamp intrinsic for array index clamping.
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SH_CLAMP_WITH_CLAMP_INTRINSIC = 1,
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// Use a user-defined function for array index clamping.
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SH_CLAMP_WITH_USER_DEFINED_INT_CLAMP_FUNCTION
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};
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// Use a user-defined function for array index clamping.
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SH_CLAMP_WITH_USER_DEFINED_INT_CLAMP_FUNCTION
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} ShArrayIndexClampingStrategy;
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//
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// Driver must call this first, once, before doing any other
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// compiler operations.
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// If the function succeeds, the return value is true, else false.
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//
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COMPILER_EXPORT bool ShInitialize();
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//
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// Driver should call this at shutdown.
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// If the function succeeds, the return value is true, else false.
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//
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COMPILER_EXPORT bool ShFinalize();
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// The 64 bits hash function. The first parameter is the input string; the
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// second parameter is the string length.
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using ShHashFunction64 = khronos_uint64_t (*)(const char *, size_t);
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typedef khronos_uint64_t (*ShHashFunction64)(const char*, size_t);
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//
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// Implementation dependent built-in resources (constants and extensions).
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// The names for these resources has been obtained by stripping gl_/GL_.
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//
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struct ShBuiltInResources
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typedef struct
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{
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// Constants.
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int MaxVertexAttribs;
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@ -361,7 +394,15 @@ struct ShBuiltInResources
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// maximum number of buffer object storage in machine units
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int MaxAtomicCounterBufferSize;
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};
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||||
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} ShBuiltInResources;
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//
|
||||
// Initialize built-in resources with minimum expected values.
|
||||
// Parameters:
|
||||
// resources: The object to initialize. Will be comparable with memcmp.
|
||||
//
|
||||
COMPILER_EXPORT void ShInitBuiltInResources(ShBuiltInResources *resources);
|
||||
|
||||
//
|
||||
// ShHandle held by but opaque to the driver. It is allocated,
|
||||
|
|
@ -370,26 +411,7 @@ struct ShBuiltInResources
|
|||
//
|
||||
// If handle creation fails, 0 will be returned.
|
||||
//
|
||||
using ShHandle = void *;
|
||||
|
||||
//
|
||||
// Driver must call this first, once, before doing any other
|
||||
// compiler operations.
|
||||
// If the function succeeds, the return value is true, else false.
|
||||
//
|
||||
bool ShInitialize();
|
||||
//
|
||||
// Driver should call this at shutdown.
|
||||
// If the function succeeds, the return value is true, else false.
|
||||
//
|
||||
bool ShFinalize();
|
||||
|
||||
//
|
||||
// Initialize built-in resources with minimum expected values.
|
||||
// Parameters:
|
||||
// resources: The object to initialize. Will be comparable with memcmp.
|
||||
//
|
||||
void ShInitBuiltInResources(ShBuiltInResources *resources);
|
||||
typedef void *ShHandle;
|
||||
|
||||
//
|
||||
// Returns the a concatenated list of the items in ShBuiltInResources as a
|
||||
|
|
@ -397,7 +419,7 @@ void ShInitBuiltInResources(ShBuiltInResources *resources);
|
|||
// This function must be updated whenever ShBuiltInResources is changed.
|
||||
// Parameters:
|
||||
// handle: Specifies the handle of the compiler to be used.
|
||||
const std::string &ShGetBuiltInResourcesString(const ShHandle handle);
|
||||
COMPILER_EXPORT const std::string &ShGetBuiltInResourcesString(const ShHandle handle);
|
||||
|
||||
//
|
||||
// Driver calls these to create and destroy compiler objects.
|
||||
|
|
@ -412,11 +434,12 @@ const std::string &ShGetBuiltInResourcesString(const ShHandle handle);
|
|||
// 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 ShConstructCompiler(sh::GLenum type,
|
||||
ShShaderSpec spec,
|
||||
ShShaderOutput output,
|
||||
const ShBuiltInResources *resources);
|
||||
void ShDestruct(ShHandle handle);
|
||||
COMPILER_EXPORT ShHandle ShConstructCompiler(
|
||||
sh::GLenum type,
|
||||
ShShaderSpec spec,
|
||||
ShShaderOutput output,
|
||||
const ShBuiltInResources *resources);
|
||||
COMPILER_EXPORT void ShDestruct(ShHandle handle);
|
||||
|
||||
//
|
||||
// Compiles the given shader source.
|
||||
|
|
@ -436,42 +459,45 @@ void ShDestruct(ShHandle handle);
|
|||
// 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 sh::GetInfoLog().
|
||||
// Can be queried by calling ShGetInfoLog().
|
||||
// SH_OBJECT_CODE: Translates intermediate tree to glsl or hlsl shader.
|
||||
// Can be queried by calling sh::GetObjectCode().
|
||||
// Can be queried by calling ShGetObjectCode().
|
||||
// SH_VARIABLES: Extracts attributes, uniforms, and varyings.
|
||||
// Can be queried by calling ShGetVariableInfo().
|
||||
//
|
||||
bool ShCompile(const ShHandle handle,
|
||||
const char *const shaderStrings[],
|
||||
size_t numStrings,
|
||||
ShCompileOptions compileOptions);
|
||||
COMPILER_EXPORT bool ShCompile(
|
||||
const ShHandle handle,
|
||||
const char * const shaderStrings[],
|
||||
size_t numStrings,
|
||||
int compileOptions);
|
||||
|
||||
// Clears the results from the previous compilation.
|
||||
void ShClearResults(const ShHandle handle);
|
||||
COMPILER_EXPORT void ShClearResults(const ShHandle handle);
|
||||
|
||||
// Return the version of the shader language.
|
||||
int ShGetShaderVersion(const ShHandle handle);
|
||||
COMPILER_EXPORT int ShGetShaderVersion(const ShHandle handle);
|
||||
|
||||
// Return the currently set language output type.
|
||||
ShShaderOutput ShGetShaderOutputType(const ShHandle handle);
|
||||
COMPILER_EXPORT ShShaderOutput ShGetShaderOutputType(
|
||||
const ShHandle handle);
|
||||
|
||||
// Returns null-terminated information log for a compiled shader.
|
||||
// Parameters:
|
||||
// handle: Specifies the compiler
|
||||
const std::string &ShGetInfoLog(const ShHandle handle);
|
||||
COMPILER_EXPORT const std::string &ShGetInfoLog(const ShHandle handle);
|
||||
|
||||
// Returns null-terminated object code for a compiled shader.
|
||||
// Parameters:
|
||||
// handle: Specifies the compiler
|
||||
const std::string &ShGetObjectCode(const ShHandle handle);
|
||||
COMPILER_EXPORT const std::string &ShGetObjectCode(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> *ShGetNameHashingMap(const ShHandle handle);
|
||||
COMPILER_EXPORT const std::map<std::string, std::string> *ShGetNameHashingMap(
|
||||
const ShHandle handle);
|
||||
|
||||
// Shader variable inspection.
|
||||
// Returns a pointer to a list of variables of the designated type.
|
||||
|
|
@ -479,12 +505,18 @@ const std::map<std::string, std::string> *ShGetNameHashingMap(const ShHandle han
|
|||
// Returns NULL on failure.
|
||||
// Parameters:
|
||||
// handle: Specifies the compiler
|
||||
const std::vector<sh::Uniform> *ShGetUniforms(const ShHandle handle);
|
||||
const std::vector<sh::Varying> *ShGetVaryings(const ShHandle handle);
|
||||
const std::vector<sh::Attribute> *ShGetAttributes(const ShHandle handle);
|
||||
const std::vector<sh::OutputVariable> *ShGetOutputVariables(const ShHandle handle);
|
||||
const std::vector<sh::InterfaceBlock> *ShGetInterfaceBlocks(const ShHandle handle);
|
||||
sh::WorkGroupSize ShGetComputeShaderLocalGroupSize(const ShHandle handle);
|
||||
COMPILER_EXPORT const std::vector<sh::Uniform> *ShGetUniforms(const ShHandle handle);
|
||||
COMPILER_EXPORT const std::vector<sh::Varying> *ShGetVaryings(const ShHandle handle);
|
||||
COMPILER_EXPORT const std::vector<sh::Attribute> *ShGetAttributes(const ShHandle handle);
|
||||
COMPILER_EXPORT const std::vector<sh::OutputVariable> *ShGetOutputVariables(const ShHandle handle);
|
||||
COMPILER_EXPORT const std::vector<sh::InterfaceBlock> *ShGetInterfaceBlocks(const ShHandle handle);
|
||||
COMPILER_EXPORT sh::WorkGroupSize ShGetComputeShaderLocalGroupSize(const ShHandle handle);
|
||||
|
||||
typedef struct
|
||||
{
|
||||
sh::GLenum type;
|
||||
int size;
|
||||
} ShVariableInfo;
|
||||
|
||||
// Returns true if the passed in variables pack in maxVectors following
|
||||
// the packing rules from the GLSL 1.017 spec, Appendix A, section 7.
|
||||
|
|
@ -493,8 +525,9 @@ sh::WorkGroupSize ShGetComputeShaderLocalGroupSize(const ShHandle handle);
|
|||
// Parameters:
|
||||
// maxVectors: the available rows of registers.
|
||||
// variables: an array of variables.
|
||||
bool ShCheckVariablesWithinPackingLimits(int maxVectors,
|
||||
const std::vector<sh::ShaderVariable> &variables);
|
||||
COMPILER_EXPORT bool ShCheckVariablesWithinPackingLimits(
|
||||
int maxVectors,
|
||||
const std::vector<sh::ShaderVariable> &variables);
|
||||
|
||||
// Gives the compiler-assigned register for an interface block.
|
||||
// The method writes the value to the output variable "indexOut".
|
||||
|
|
@ -503,155 +536,14 @@ bool ShCheckVariablesWithinPackingLimits(int maxVectors,
|
|||
// handle: Specifies the compiler
|
||||
// interfaceBlockName: Specifies the interface block
|
||||
// indexOut: output variable that stores the assigned register
|
||||
bool ShGetInterfaceBlockRegister(const ShHandle handle,
|
||||
const std::string &interfaceBlockName,
|
||||
unsigned int *indexOut);
|
||||
COMPILER_EXPORT bool ShGetInterfaceBlockRegister(const ShHandle handle,
|
||||
const std::string &interfaceBlockName,
|
||||
unsigned int *indexOut);
|
||||
|
||||
// Gives a map from uniform names to compiler-assigned registers in the default
|
||||
// interface block. Note that the map contains also registers of samplers that
|
||||
// have been extracted from structs.
|
||||
const std::map<std::string, unsigned int> *ShGetUniformRegisterMap(const ShHandle handle);
|
||||
|
||||
// Temporary duplicate of the scoped APIs, to be removed when we roll ANGLE and fix Chromium.
|
||||
// TODO(jmadill): Consolidate with these APIs once we roll ANGLE.
|
||||
|
||||
namespace sh
|
||||
{
|
||||
|
||||
//
|
||||
// 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 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 sh::GetInfoLog().
|
||||
// SH_OBJECT_CODE: Translates intermediate tree to glsl or hlsl shader.
|
||||
// Can be queried by calling sh::GetObjectCode().
|
||||
// SH_VARIABLES: Extracts attributes, uniforms, and varyings.
|
||||
// Can be queried by calling ShGetVariableInfo().
|
||||
//
|
||||
bool Compile(const ShHandle handle,
|
||||
const char *const shaderStrings[],
|
||||
size_t numStrings,
|
||||
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.
|
||||
// Parameters:
|
||||
// handle: Specifies the compiler
|
||||
const std::string &GetObjectCode(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::Uniform> *GetUniforms(const ShHandle handle);
|
||||
const std::vector<sh::Varying> *GetVaryings(const ShHandle handle);
|
||||
const std::vector<sh::Attribute> *GetAttributes(const ShHandle handle);
|
||||
const std::vector<sh::OutputVariable> *GetOutputVariables(const ShHandle handle);
|
||||
const std::vector<sh::InterfaceBlock> *GetInterfaceBlocks(const ShHandle handle);
|
||||
sh::WorkGroupSize GetComputeShaderLocalGroupSize(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 SH_ENFORCE_PACKING_RESTRICTIONS
|
||||
// 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 an interface block.
|
||||
// The method writes the value to the output variable "indexOut".
|
||||
// Returns true if it found a valid interface block, false otherwise.
|
||||
// Parameters:
|
||||
// handle: Specifies the compiler
|
||||
// interfaceBlockName: Specifies the interface block
|
||||
// indexOut: output variable that stores the assigned register
|
||||
bool GetInterfaceBlockRegister(const ShHandle handle,
|
||||
const std::string &interfaceBlockName,
|
||||
unsigned int *indexOut);
|
||||
|
||||
// Gives a map from uniform names to compiler-assigned registers in the default interface 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);
|
||||
|
||||
} // namespace sh
|
||||
COMPILER_EXPORT const std::map<std::string, unsigned int> *ShGetUniformRegisterMap(
|
||||
const ShHandle handle);
|
||||
|
||||
#endif // GLSLANG_SHADERLANG_H_
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue