1//
2// Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6#ifndef _COMPILER_INTERFACE_INCLUDED_
7#define _COMPILER_INTERFACE_INCLUDED_
8
9#if defined(COMPONENT_BUILD)
10#if defined(_WIN32) || defined(_WIN64)
11
12#if defined(COMPILER_IMPLEMENTATION)
13#define COMPILER_EXPORT __declspec(dllexport)
14#else
15#define COMPILER_EXPORT __declspec(dllimport)
16#endif  // defined(COMPILER_IMPLEMENTATION)
17
18#else  // defined(WIN32)
19#define COMPILER_EXPORT __attribute__((visibility("default")))
20#endif
21
22#else  // defined(COMPONENT_BUILD)
23#define COMPILER_EXPORT
24#endif
25
26#include "KHR/khrplatform.h"
27#include <stddef.h>
28
29//
30// This is the platform independent interface between an OGL driver
31// and the shading language compiler.
32//
33
34#ifdef __cplusplus
35extern "C" {
36#endif
37
38// Version number for shader translation API.
39// It is incremented everytime the API changes.
40#define ANGLE_SH_VERSION 110
41
42//
43// The names of the following enums have been derived by replacing GL prefix
44// with SH. For example, SH_INFO_LOG_LENGTH is equivalent to GL_INFO_LOG_LENGTH.
45// The enum values are also equal to the values of their GL counterpart. This
46// is done to make it easier for applications to use the shader library.
47//
48typedef enum {
49  SH_FRAGMENT_SHADER = 0x8B30,
50  SH_VERTEX_SHADER   = 0x8B31
51} ShShaderType;
52
53typedef enum {
54  SH_GLES2_SPEC = 0x8B40,
55  SH_WEBGL_SPEC = 0x8B41,
56
57  // The CSS Shaders spec is a subset of the WebGL spec.
58  //
59  // In both CSS vertex and fragment shaders, ANGLE:
60  // (1) Reserves the "css_" prefix.
61  // (2) Renames the main function to css_main.
62  // (3) Disables the gl_MaxDrawBuffers built-in.
63  //
64  // In CSS fragment shaders, ANGLE:
65  // (1) Disables the gl_FragColor built-in.
66  // (2) Disables the gl_FragData built-in.
67  // (3) Enables the css_MixColor built-in.
68  // (4) Enables the css_ColorMatrix built-in.
69  //
70  // After passing a CSS shader through ANGLE, the browser is expected to append
71  // a new main function to it.
72  // This new main function will call the css_main function.
73  // It may also perform additional operations like varying assignment, texture
74  // access, and gl_FragColor assignment in order to implement the CSS Shaders
75  // blend modes.
76  //
77  SH_CSS_SHADERS_SPEC = 0x8B42
78} ShShaderSpec;
79
80typedef enum {
81  SH_ESSL_OUTPUT   = 0x8B45,
82  SH_GLSL_OUTPUT   = 0x8B46,
83  SH_HLSL_OUTPUT   = 0x8B47,
84  SH_HLSL9_OUTPUT  = 0x8B47,
85  SH_HLSL11_OUTPUT = 0x8B48
86} ShShaderOutput;
87
88typedef enum {
89  SH_NONE           = 0,
90  SH_INT            = 0x1404,
91  SH_FLOAT          = 0x1406,
92  SH_FLOAT_VEC2     = 0x8B50,
93  SH_FLOAT_VEC3     = 0x8B51,
94  SH_FLOAT_VEC4     = 0x8B52,
95  SH_INT_VEC2       = 0x8B53,
96  SH_INT_VEC3       = 0x8B54,
97  SH_INT_VEC4       = 0x8B55,
98  SH_BOOL           = 0x8B56,
99  SH_BOOL_VEC2      = 0x8B57,
100  SH_BOOL_VEC3      = 0x8B58,
101  SH_BOOL_VEC4      = 0x8B59,
102  SH_FLOAT_MAT2     = 0x8B5A,
103  SH_FLOAT_MAT3     = 0x8B5B,
104  SH_FLOAT_MAT4     = 0x8B5C,
105  SH_SAMPLER_2D     = 0x8B5E,
106  SH_SAMPLER_CUBE   = 0x8B60,
107  SH_SAMPLER_2D_RECT_ARB = 0x8B63,
108  SH_SAMPLER_EXTERNAL_OES = 0x8D66
109} ShDataType;
110
111typedef enum {
112  SH_INFO_LOG_LENGTH             =  0x8B84,
113  SH_OBJECT_CODE_LENGTH          =  0x8B88,  // GL_SHADER_SOURCE_LENGTH
114  SH_ACTIVE_UNIFORMS             =  0x8B86,
115  SH_ACTIVE_UNIFORM_MAX_LENGTH   =  0x8B87,
116  SH_ACTIVE_ATTRIBUTES           =  0x8B89,
117  SH_ACTIVE_ATTRIBUTE_MAX_LENGTH =  0x8B8A,
118  SH_MAPPED_NAME_MAX_LENGTH      =  0x6000,
119  SH_NAME_MAX_LENGTH             =  0x6001,
120  SH_HASHED_NAME_MAX_LENGTH      =  0x6002,
121  SH_HASHED_NAMES_COUNT          =  0x6003,
122  SH_ACTIVE_UNIFORMS_ARRAY       =  0x6004
123} ShShaderInfo;
124
125// Compile options.
126typedef enum {
127  SH_VALIDATE                = 0,
128  SH_VALIDATE_LOOP_INDEXING  = 0x0001,
129  SH_INTERMEDIATE_TREE       = 0x0002,
130  SH_OBJECT_CODE             = 0x0004,
131  SH_ATTRIBUTES_UNIFORMS     = 0x0008,
132  SH_LINE_DIRECTIVES         = 0x0010,
133  SH_SOURCE_PATH             = 0x0020,
134  SH_MAP_LONG_VARIABLE_NAMES = 0x0040,
135  SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX = 0x0080,
136
137  // This is needed only as a workaround for certain OpenGL driver bugs.
138  SH_EMULATE_BUILT_IN_FUNCTIONS = 0x0100,
139
140  // This is an experimental flag to enforce restrictions that aim to prevent
141  // timing attacks.
142  // It generates compilation errors for shaders that could expose sensitive
143  // texture information via the timing channel.
144  // To use this flag, you must compile the shader under the WebGL spec
145  // (using the SH_WEBGL_SPEC flag).
146  SH_TIMING_RESTRICTIONS = 0x0200,
147
148  // This flag prints the dependency graph that is used to enforce timing
149  // restrictions on fragment shaders.
150  // This flag only has an effect if all of the following are true:
151  // - The shader spec is SH_WEBGL_SPEC.
152  // - The compile options contain the SH_TIMING_RESTRICTIONS flag.
153  // - The shader type is SH_FRAGMENT_SHADER.
154  SH_DEPENDENCY_GRAPH = 0x0400,
155
156  // Enforce the GLSL 1.017 Appendix A section 7 packing restrictions.
157  SH_ENFORCE_PACKING_RESTRICTIONS = 0x0800,
158
159  // This flag ensures all indirect (expression-based) array indexing
160  // is clamped to the bounds of the array. This ensures, for example,
161  // that you cannot read off the end of a uniform, whether an array
162  // vec234, or mat234 type. The ShArrayIndexClampingStrategy enum,
163  // specified in the ShBuiltInResources when constructing the
164  // compiler, selects the strategy for the clamping implementation.
165  SH_CLAMP_INDIRECT_ARRAY_BOUNDS = 0x1000,
166
167  // This flag limits the complexity of an expression.
168  SH_LIMIT_EXPRESSION_COMPLEXITY = 0x2000,
169
170  // This flag limits the depth of the call stack.
171  SH_LIMIT_CALL_STACK_DEPTH = 0x4000,
172} ShCompileOptions;
173
174// Defines alternate strategies for implementing array index clamping.
175typedef enum {
176  // Use the clamp intrinsic for array index clamping.
177  SH_CLAMP_WITH_CLAMP_INTRINSIC = 1,
178
179  // Use a user-defined function for array index clamping.
180  SH_CLAMP_WITH_USER_DEFINED_INT_CLAMP_FUNCTION
181} ShArrayIndexClampingStrategy;
182
183//
184// Driver must call this first, once, before doing any other
185// compiler operations.
186// If the function succeeds, the return value is nonzero, else zero.
187//
188COMPILER_EXPORT int ShInitialize();
189//
190// Driver should call this at shutdown.
191// If the function succeeds, the return value is nonzero, else zero.
192//
193COMPILER_EXPORT int ShFinalize();
194
195// The 64 bits hash function. The first parameter is the input string; the
196// second parameter is the string length.
197typedef khronos_uint64_t (*ShHashFunction64)(const char*, size_t);
198
199//
200// Implementation dependent built-in resources (constants and extensions).
201// The names for these resources has been obtained by stripping gl_/GL_.
202//
203typedef struct
204{
205    // Constants.
206    int MaxVertexAttribs;
207    int MaxVertexUniformVectors;
208    int MaxVaryingVectors;
209    int MaxVertexTextureImageUnits;
210    int MaxCombinedTextureImageUnits;
211    int MaxTextureImageUnits;
212    int MaxFragmentUniformVectors;
213    int MaxDrawBuffers;
214
215    // Extensions.
216    // Set to 1 to enable the extension, else 0.
217    int OES_standard_derivatives;
218    int OES_EGL_image_external;
219    int ARB_texture_rectangle;
220    int EXT_draw_buffers;
221    int EXT_frag_depth;
222
223    // Set to 1 if highp precision is supported in the fragment language.
224    // Default is 0.
225    int FragmentPrecisionHigh;
226
227    // Name Hashing.
228    // Set a 64 bit hash function to enable user-defined name hashing.
229    // Default is NULL.
230    ShHashFunction64 HashFunction;
231
232    // Selects a strategy to use when implementing array index clamping.
233    // Default is SH_CLAMP_WITH_CLAMP_INTRINSIC.
234    ShArrayIndexClampingStrategy ArrayIndexClampingStrategy;
235
236    // The maximum complexity an expression can be.
237    int MaxExpressionComplexity;
238
239    // The maximum depth a call stack can be.
240    int MaxCallStackDepth;
241} ShBuiltInResources;
242
243//
244// Initialize built-in resources with minimum expected values.
245//
246COMPILER_EXPORT void ShInitBuiltInResources(ShBuiltInResources* resources);
247
248//
249// ShHandle held by but opaque to the driver.  It is allocated,
250// managed, and de-allocated by the compiler. It's contents
251// are defined by and used by the compiler.
252//
253// If handle creation fails, 0 will be returned.
254//
255typedef void* ShHandle;
256
257//
258// Driver calls these to create and destroy compiler objects.
259//
260// Returns the handle of constructed compiler, null if the requested compiler is
261// not supported.
262// Parameters:
263// type: Specifies the type of shader - SH_FRAGMENT_SHADER or SH_VERTEX_SHADER.
264// spec: Specifies the language spec the compiler must conform to -
265//       SH_GLES2_SPEC or SH_WEBGL_SPEC.
266// output: Specifies the output code type - SH_ESSL_OUTPUT, SH_GLSL_OUTPUT,
267//         SH_HLSL9_OUTPUT or SH_HLSL11_OUTPUT.
268// resources: Specifies the built-in resources.
269COMPILER_EXPORT ShHandle ShConstructCompiler(
270    ShShaderType type,
271    ShShaderSpec spec,
272    ShShaderOutput output,
273    const ShBuiltInResources* resources);
274COMPILER_EXPORT void ShDestruct(ShHandle handle);
275
276//
277// Compiles the given shader source.
278// If the function succeeds, the return value is nonzero, else zero.
279// Parameters:
280// handle: Specifies the handle of compiler to be used.
281// shaderStrings: Specifies an array of pointers to null-terminated strings
282//                containing the shader source code.
283// numStrings: Specifies the number of elements in shaderStrings array.
284// compileOptions: A mask containing the following parameters:
285// SH_VALIDATE: Validates shader to ensure that it conforms to the spec
286//              specified during compiler construction.
287// SH_VALIDATE_LOOP_INDEXING: Validates loop and indexing in the shader to
288//                            ensure that they do not exceed the minimum
289//                            functionality mandated in GLSL 1.0 spec,
290//                            Appendix A, Section 4 and 5.
291//                            There is no need to specify this parameter when
292//                            compiling for WebGL - it is implied.
293// SH_INTERMEDIATE_TREE: Writes intermediate tree to info log.
294//                       Can be queried by calling ShGetInfoLog().
295// SH_OBJECT_CODE: Translates intermediate tree to glsl or hlsl shader.
296//                 Can be queried by calling ShGetObjectCode().
297// SH_ATTRIBUTES_UNIFORMS: Extracts attributes and uniforms.
298//                         Can be queried by calling ShGetActiveAttrib() and
299//                         ShGetActiveUniform().
300//
301COMPILER_EXPORT int ShCompile(
302    const ShHandle handle,
303    const char* const shaderStrings[],
304    size_t numStrings,
305    int compileOptions
306    );
307
308// Returns a parameter from a compiled shader.
309// Parameters:
310// handle: Specifies the compiler
311// pname: Specifies the parameter to query.
312// The following parameters are defined:
313// SH_INFO_LOG_LENGTH: the number of characters in the information log
314//                     including the null termination character.
315// SH_OBJECT_CODE_LENGTH: the number of characters in the object code
316//                        including the null termination character.
317// SH_ACTIVE_ATTRIBUTES: the number of active attribute variables.
318// SH_ACTIVE_ATTRIBUTE_MAX_LENGTH: the length of the longest active attribute
319//                                 variable name including the null
320//                                 termination character.
321// SH_ACTIVE_UNIFORMS: the number of active uniform variables.
322// SH_ACTIVE_UNIFORM_MAX_LENGTH: the length of the longest active uniform
323//                               variable name including the null
324//                               termination character.
325// SH_MAPPED_NAME_MAX_LENGTH: the length of the mapped variable name including
326//                            the null termination character.
327// SH_NAME_MAX_LENGTH: the max length of a user-defined name including the
328//                     null termination character.
329// SH_HASHED_NAME_MAX_LENGTH: the max length of a hashed name including the
330//                            null termination character.
331// SH_HASHED_NAMES_COUNT: the number of hashed names from the latest compile.
332//
333// params: Requested parameter
334COMPILER_EXPORT void ShGetInfo(const ShHandle handle,
335                               ShShaderInfo pname,
336                               size_t* params);
337
338// Returns nul-terminated information log for a compiled shader.
339// Parameters:
340// handle: Specifies the compiler
341// infoLog: Specifies an array of characters that is used to return
342//          the information log. It is assumed that infoLog has enough memory
343//          to accomodate the information log. The size of the buffer required
344//          to store the returned information log can be obtained by calling
345//          ShGetInfo with SH_INFO_LOG_LENGTH.
346COMPILER_EXPORT void ShGetInfoLog(const ShHandle handle, char* infoLog);
347
348// Returns null-terminated object code for a compiled shader.
349// Parameters:
350// handle: Specifies the compiler
351// infoLog: Specifies an array of characters that is used to return
352//          the object code. It is assumed that infoLog has enough memory to
353//          accomodate the object code. The size of the buffer required to
354//          store the returned object code can be obtained by calling
355//          ShGetInfo with SH_OBJECT_CODE_LENGTH.
356COMPILER_EXPORT void ShGetObjectCode(const ShHandle handle, char* objCode);
357
358// Returns information about an active attribute variable.
359// Parameters:
360// handle: Specifies the compiler
361// index: Specifies the index of the attribute variable to be queried.
362// length: Returns the number of characters actually written in the string
363//         indicated by name (excluding the null terminator) if a value other
364//         than NULL is passed.
365// size: Returns the size of the attribute variable.
366// type: Returns the data type of the attribute variable.
367// name: Returns a null terminated string containing the name of the
368//       attribute variable. It is assumed that name has enough memory to
369//       accomodate the attribute variable name. The size of the buffer
370//       required to store the attribute variable name can be obtained by
371//       calling ShGetInfo with SH_ACTIVE_ATTRIBUTE_MAX_LENGTH.
372// mappedName: Returns a null terminated string containing the mapped name of
373//             the attribute variable, It is assumed that mappedName has enough
374//             memory (SH_MAPPED_NAME_MAX_LENGTH), or NULL if don't care
375//             about the mapped name. If the name is not mapped, then name and
376//             mappedName are the same.
377COMPILER_EXPORT void ShGetActiveAttrib(const ShHandle handle,
378                                       int index,
379                                       size_t* length,
380                                       int* size,
381                                       ShDataType* type,
382                                       char* name,
383                                       char* mappedName);
384
385// Returns information about an active uniform variable.
386// Parameters:
387// handle: Specifies the compiler
388// index: Specifies the index of the uniform variable to be queried.
389// length: Returns the number of characters actually written in the string
390//         indicated by name (excluding the null terminator) if a value
391//         other than NULL is passed.
392// size: Returns the size of the uniform variable.
393// type: Returns the data type of the uniform variable.
394// name: Returns a null terminated string containing the name of the
395//       uniform variable. It is assumed that name has enough memory to
396//       accomodate the uniform variable name. The size of the buffer required
397//       to store the uniform variable name can be obtained by calling
398//       ShGetInfo with SH_ACTIVE_UNIFORMS_MAX_LENGTH.
399// mappedName: Returns a null terminated string containing the mapped name of
400//             the uniform variable, It is assumed that mappedName has enough
401//             memory (SH_MAPPED_NAME_MAX_LENGTH), or NULL if don't care
402//             about the mapped name. If the name is not mapped, then name and
403//             mappedName are the same.
404COMPILER_EXPORT void ShGetActiveUniform(const ShHandle handle,
405                                        int index,
406                                        size_t* length,
407                                        int* size,
408                                        ShDataType* type,
409                                        char* name,
410                                        char* mappedName);
411
412// Returns information about a name hashing entry from the latest compile.
413// Parameters:
414// handle: Specifies the compiler
415// index: Specifies the index of the name hashing entry to be queried.
416// name: Returns a null terminated string containing the user defined name.
417//       It is assumed that name has enough memory to accomodate the name.
418//       The size of the buffer required to store the user defined name can
419//       be obtained by calling ShGetInfo with SH_NAME_MAX_LENGTH.
420// hashedName: Returns a null terminated string containing the hashed name of
421//             the uniform variable, It is assumed that hashedName has enough
422//             memory to accomodate the name. The size of the buffer required
423//             to store the name can be obtained by calling ShGetInfo with
424//             SH_HASHED_NAME_MAX_LENGTH.
425COMPILER_EXPORT void ShGetNameHashingEntry(const ShHandle handle,
426                                           int index,
427                                           char* name,
428                                           char* hashedName);
429
430// Returns a parameter from a compiled shader.
431// Parameters:
432// handle: Specifies the compiler
433// pname: Specifies the parameter to query.
434// The following parameters are defined:
435// SH_ACTIVE_UNIFORMS_ARRAY: an STL vector of active uniforms. Valid only for
436//                           HLSL output.
437// params: Requested parameter
438COMPILER_EXPORT void ShGetInfoPointer(const ShHandle handle,
439                                      ShShaderInfo pname,
440                                      void** params);
441
442#ifdef __cplusplus
443}
444#endif
445
446#endif // _COMPILER_INTERFACE_INCLUDED_
447