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