mirror of https://github.com/axmolengine/axmol.git
1015 lines
41 KiB
C++
1015 lines
41 KiB
C++
//
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// Copyright 2002 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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//
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#ifndef GLSLANG_SHADERLANG_H_
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#define GLSLANG_SHADERLANG_H_
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#include <stddef.h>
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#include "KHR/khrplatform.h"
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#include <array>
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#include <map>
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#include <set>
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#include <string>
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#include <vector>
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//
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// This is the platform independent interface between an OGL driver
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// and the shading language compiler.
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//
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// Note: make sure to increment ANGLE_SH_VERSION when changing ShaderVars.h
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#include "ShaderVars.h"
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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 321
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enum ShShaderSpec
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{
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SH_GLES2_SPEC,
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SH_WEBGL_SPEC,
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SH_GLES3_SPEC,
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SH_WEBGL2_SPEC,
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SH_GLES3_1_SPEC,
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SH_WEBGL3_SPEC,
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SH_GLES3_2_SPEC,
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SH_GL_CORE_SPEC,
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SH_GL_COMPATIBILITY_SPEC,
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};
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enum ShShaderOutput
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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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// GLSL output only supported in some configurations.
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SH_GLSL_COMPATIBILITY_OUTPUT = 0x8B46,
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// Note: GL introduced core profiles in 1.5.
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SH_GLSL_130_OUTPUT = 0x8B47,
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SH_GLSL_140_OUTPUT = 0x8B80,
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SH_GLSL_150_CORE_OUTPUT = 0x8B81,
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SH_GLSL_330_CORE_OUTPUT = 0x8B82,
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SH_GLSL_400_CORE_OUTPUT = 0x8B83,
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SH_GLSL_410_CORE_OUTPUT = 0x8B84,
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SH_GLSL_420_CORE_OUTPUT = 0x8B85,
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SH_GLSL_430_CORE_OUTPUT = 0x8B86,
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SH_GLSL_440_CORE_OUTPUT = 0x8B87,
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SH_GLSL_450_CORE_OUTPUT = 0x8B88,
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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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// Output SPIR-V for the Vulkan backend.
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SH_SPIRV_VULKAN_OUTPUT = 0x8B4B,
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// Output for MSL
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SH_MSL_METAL_OUTPUT = 0x8B4D,
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};
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struct ShCompileOptionsMetal
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{
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// Direct-to-metal backend constants:
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// Binding index for driver uniforms:
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int driverUniformsBindingIndex;
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// Binding index for default uniforms:
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int defaultUniformsBindingIndex;
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// Binding index for UBO's argument buffer
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int UBOArgumentBufferBindingIndex;
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};
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// For ANGLE_shader_pixel_local_storage.
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// Instructs the compiler which pixel local storage configuration to generate code for.
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enum class ShPixelLocalStorageType : uint8_t
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{
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NotSupported,
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ImageLoadStore,
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FramebufferFetch,
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PixelLocalStorageEXT, // GL_EXT_shader_pixel_local_storage.
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};
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// For ANGLE_shader_pixel_local_storage_coherent.
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// Instructs the compiler which fragment synchronization method to use, if any.
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enum class ShFragmentSynchronizationType : uint8_t
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{
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NotSupported, // Fragments cannot be ordered or synchronized.
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Automatic, // Fragments are automatically raster-ordered and synchronized.
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FragmentShaderInterlock_NV_GL,
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FragmentShaderOrdering_INTEL_GL,
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FragmentShaderInterlock_ARB_GL, // Also compiles to SPV_EXT_fragment_shader_interlock.
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RasterizerOrderViews_D3D,
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RasterOrderGroups_Metal,
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InvalidEnum,
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EnumCount = InvalidEnum,
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};
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struct ShPixelLocalStorageOptions
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{
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ShPixelLocalStorageType type = ShPixelLocalStorageType::NotSupported;
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// For ANGLE_shader_pixel_local_storage_coherent.
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ShFragmentSynchronizationType fragmentSyncType = ShFragmentSynchronizationType::NotSupported;
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// ShPixelLocalStorageType::ImageLoadStore only: Can we use rgba8/rgba8i/rgba8ui image formats?
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// Or do we need to manually pack and unpack from r32i/r32ui?
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bool supportsNativeRGBA8ImageFormats = false;
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// anglebug.com/7792 -- Metal [[raster_order_group()]] does not work for read_write textures on
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// AMD when the render pass doesn't have a color attachment on slot 0. To work around this we
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// attach one of the PLS textures to GL_COLOR_ATTACHMENT0, if there isn't one already.
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bool renderPassNeedsAMDRasterOrderGroupsWorkaround = false;
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};
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struct ShCompileOptions
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{
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ShCompileOptions();
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ShCompileOptions(const ShCompileOptions &other);
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ShCompileOptions &operator=(const ShCompileOptions &other);
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// Translates intermediate tree to glsl, hlsl, msl, or SPIR-V binary. Can be queried by
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// calling sh::GetObjectCode().
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uint64_t objectCode : 1;
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// Extracts attributes, uniforms, and varyings. Can be queried by calling ShGetVariableInfo().
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uint64_t variables : 1;
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// Tracks the source path for shaders. Can be queried with getSourcePath().
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uint64_t sourcePath : 1;
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// Whether the internal representation of the AST should be output.
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uint64_t intermediateTree : 1;
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// If requested, validates the AST after every transformation. Useful for debugging.
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uint64_t validateAST : 1;
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// Validates loop and indexing in the shader to ensure that they do not exceed the minimum
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// functionality mandated in GLSL 1.0 spec, Appendix A, Section 4 and 5. There is no need to
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// specify this parameter when compiling for WebGL - it is implied.
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uint64_t validateLoopIndexing : 1;
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// Emits #line directives in HLSL.
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uint64_t lineDirectives : 1;
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// Due to spec difference between GLSL 4.1 or lower and ESSL3, some platforms (for example, Mac
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// OSX core profile) require a variable's "invariant"/"centroid" qualifiers to match between
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// vertex and fragment shader. A simple solution to allow such shaders to link is to omit the
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// two qualifiers. AMD driver in Linux requires invariant qualifier to match between vertex and
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// fragment shaders, while ESSL3 disallows invariant qualifier in fragment shader and GLSL >=
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// 4.2 doesn't require invariant qualifier to match between shaders. Remove invariant qualifier
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// from vertex shader to workaround AMD driver bug.
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// Note that the two flags take effect on ESSL3 input shaders translated to GLSL 4.1 or lower
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// and to GLSL 4.2 or newer on Linux AMD.
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// TODO(zmo): This is not a good long-term solution. Simply dropping these qualifiers may break
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// some 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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uint64_t removeInvariantAndCentroidForESSL3 : 1;
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// This flag works around bug in Intel Mac drivers related to abs(i) where i is an integer.
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uint64_t emulateAbsIntFunction : 1;
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// Enforce the GLSL 1.017 Appendix A section 7 packing restrictions. This flag only enforces
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// (and can only enforce) the packing restrictions for uniform variables in both vertex and
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// fragment shaders. ShCheckVariablesWithinPackingLimits() lets embedders enforce the packing
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// restrictions for varying variables during program link time.
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uint64_t enforcePackingRestrictions : 1;
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// This flag ensures all indirect (expression-based) array indexing is clamped to the bounds of
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// the array. This ensures, for example, that you cannot read off the end of a uniform, whether
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// an array vec234, or mat234 type.
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uint64_t clampIndirectArrayBounds : 1;
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// This flag limits the complexity of an expression.
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uint64_t limitExpressionComplexity : 1;
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// This flag limits the depth of the call stack.
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uint64_t limitCallStackDepth : 1;
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// This flag initializes gl_Position to vec4(0,0,0,0) at the beginning of the vertex shader's
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// main(), and has no effect in the fragment shader. It is intended as a workaround for drivers
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// which incorrectly fail to link programs if gl_Position is not written.
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uint64_t initGLPosition : 1;
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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 independent of |a|'s value.
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uint64_t unfoldShortCircuit : 1;
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// This flag initializes output variables to 0 at the beginning of main(). It is to avoid
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// undefined behaviors.
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uint64_t initOutputVariables : 1;
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// This flag scalarizes vec/ivec/bvec/mat constructor args. It is intended as a workaround for
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// Linux/Mac driver bugs.
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uint64_t scalarizeVecAndMatConstructorArgs : 1;
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// This flag overwrites a struct name with a unique prefix. It is intended as a workaround for
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// drivers that do not handle struct scopes correctly, including all Mac drivers and Linux AMD.
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uint64_t regenerateStructNames : 1;
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// This flag works around bugs in Mac drivers related to do-while by transforming them into an
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// other construct.
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uint64_t rewriteDoWhileLoops : 1;
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// This flag works around a bug in the HLSL compiler optimizer that folds certain constant pow
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// expressions incorrectly. Only applies to the HLSL back-end. It works by expanding the integer
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// pow expressions into a series of multiplies.
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uint64_t expandSelectHLSLIntegerPowExpressions : 1;
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// Flatten "#pragma STDGL invariant(all)" into the declarations of varying variables and
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// built-in GLSL variables. This compiler option is enabled automatically when needed.
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uint64_t flattenPragmaSTDGLInvariantAll : 1;
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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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uint64_t HLSLGetDimensionsIgnoresBaseLevel : 1;
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// This flag works around an issue in translating GLSL function texelFetchOffset on INTEL
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// drivers. It works by translating texelFetchOffset into texelFetch.
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uint64_t rewriteTexelFetchOffsetToTexelFetch : 1;
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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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uint64_t addAndTrueToLoopCondition : 1;
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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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uint64_t rewriteIntegerUnaryMinusOperator : 1;
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// This flag works around a bug in evaluating isnan() on some INTEL D3D and Mac OSX drivers. It
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// works by using an expression to emulate this function.
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uint64_t emulateIsnanFloatFunction : 1;
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// This flag will use all uniforms of unused std140 and shared uniform blocks at the beginning
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// of the vertex/fragment shader's main(). It is intended as a workaround for Mac drivers with
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// shader version 4.10. In those drivers, they will treat unused std140 and shared uniform
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// blocks' members as inactive. However, WebGL2.0 based on OpenGL ES3.0.4 requires all members
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// of a named uniform block declared with a shared or std140 layout qualifier to be considered
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// active. The uniform block itself is also considered active.
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uint64_t useUnusedStandardSharedBlocks : 1;
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// This flag works around a bug in unary minus operator on float numbers on Intel Mac OSX 10.11
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// drivers. It works by translating -float into 0.0 - float.
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uint64_t rewriteFloatUnaryMinusOperator : 1;
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// This flag works around a bug in evaluating atan(y, x) on some NVIDIA OpenGL drivers. It
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// works by using an expression to emulate this function.
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uint64_t emulateAtan2FloatFunction : 1;
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// Set to initialize uninitialized local and global temporary variables. Should only be used
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// with GLSL output. In HLSL output variables are initialized regardless of if this flag is set.
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uint64_t initializeUninitializedLocals : 1;
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// The flag modifies the shader in the following way:
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//
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// Every occurrence of gl_InstanceID is replaced by the global temporary variable InstanceID.
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// Every occurrence of gl_ViewID_OVR is replaced by the varying variable ViewID_OVR.
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// At the beginning of the body of main() in a vertex shader the following initializers are
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// added:
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// ViewID_OVR = uint(gl_InstanceID) % num_views;
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// InstanceID = gl_InstanceID / num_views;
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// ViewID_OVR is added as a varying variable to both the vertex and fragment shaders.
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uint64_t initializeBuiltinsForInstancedMultiview : 1;
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// With the flag enabled the GLSL/ESSL vertex shader is modified to include code for viewport
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// selection in the following way:
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// - Code to enable the extension ARB_shader_viewport_layer_array/NV_viewport_array2 is
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// included.
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// - Code to select the viewport index or layer is inserted at the beginning of main after
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// ViewID_OVR's initialization.
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// - A declaration of the uniform multiviewBaseViewLayerIndex.
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// Note: The initializeBuiltinsForInstancedMultiview flag also has to be enabled to have the
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// temporary variable ViewID_OVR declared and initialized.
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uint64_t selectViewInNvGLSLVertexShader : 1;
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// If the flag is enabled, gl_PointSize is clamped to the maximum point size specified in
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// ShBuiltInResources in vertex shaders.
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uint64_t clampPointSize : 1;
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// This flag indicates whether advanced blend equation should be emulated. Currently only
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// implemented for the Vulkan backend.
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uint64_t addAdvancedBlendEquationsEmulation : 1;
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// Don't use loops to initialize uninitialized variables. Only has an effect if some kind of
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// variable initialization is turned on.
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uint64_t dontUseLoopsToInitializeVariables : 1;
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// Don't use D3D constant register zero when allocating space for uniforms. This is targeted to
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// work around a bug in NVIDIA D3D driver version 388.59 where in very specific cases the driver
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// would not handle constant register zero correctly. Only has an effect on HLSL translation.
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uint64_t skipD3DConstantRegisterZero : 1;
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// Clamp gl_FragDepth to the range [0.0, 1.0] in case it is statically used.
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uint64_t clampFragDepth : 1;
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// Rewrite expressions like "v.x = z = expression;". Works around a bug in NVIDIA OpenGL drivers
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// prior to version 397.31.
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uint64_t rewriteRepeatedAssignToSwizzled : 1;
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// Rewrite gl_DrawID as a uniform int
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uint64_t emulateGLDrawID : 1;
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// This flag initializes shared variables to 0. It is to avoid ompute shaders being able to
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// read undefined values that could be coming from another webpage/application.
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uint64_t initSharedVariables : 1;
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// Forces the value returned from an atomic operations to be always be resolved. This is
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// targeted to workaround a bug in NVIDIA D3D driver where the return value from
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// RWByteAddressBuffer.InterlockedAdd does not get resolved when used in the .yzw components of
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// a RWByteAddressBuffer.Store operation. Only has an effect on HLSL translation.
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// http://anglebug.com/3246
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uint64_t forceAtomicValueResolution : 1;
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// Rewrite gl_BaseVertex and gl_BaseInstance as uniform int
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uint64_t emulateGLBaseVertexBaseInstance : 1;
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// Emulate seamful cube map sampling for OpenGL ES2.0. Currently only applies to the Vulkan
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// backend, as is done after samplers are moved out of structs. Can likely be made to work on
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// the other backends as well.
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uint64_t emulateSeamfulCubeMapSampling : 1;
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// This flag controls how to translate WEBGL_video_texture sampling function.
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uint64_t takeVideoTextureAsExternalOES : 1;
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// This flag works around a inconsistent behavior in Mac AMD driver where gl_VertexID doesn't
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// include base vertex value. It replaces gl_VertexID with (gl_VertexID + angle_BaseVertex) when
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// angle_BaseVertex is available.
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uint64_t addBaseVertexToVertexID : 1;
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// This works around the dynamic lvalue indexing of swizzled vectors on various platforms.
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uint64_t removeDynamicIndexingOfSwizzledVector : 1;
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// This flag works around a slow fxc compile performance issue with dynamic uniform indexing.
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uint64_t allowTranslateUniformBlockToStructuredBuffer : 1;
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// This flag allows us to add a decoration for layout(yuv) in shaders.
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uint64_t addVulkanYUVLayoutQualifier : 1;
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// This flag allows disabling ARB_texture_rectangle on a per-compile basis. This is necessary
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// for WebGL contexts becuase ARB_texture_rectangle may be necessary for the WebGL
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// implementation internally but shouldn't be exposed to WebGL user code.
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uint64_t disableARBTextureRectangle : 1;
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// This flag works around a driver bug by rewriting uses of row-major matrices as column-major
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// in ESSL 3.00 and greater shaders.
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uint64_t rewriteRowMajorMatrices : 1;
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// Drop any explicit precision qualifiers from shader.
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uint64_t ignorePrecisionQualifiers : 1;
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// Ask compiler to generate code for depth correction to conform to the Vulkan clip space. If
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// VK_EXT_depth_clip_control is supported, this code is not generated, saving a uniform look up.
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uint64_t addVulkanDepthCorrection : 1;
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uint64_t forceShaderPrecisionHighpToMediump : 1;
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// Allow compiler to use specialization constant to do pre-rotation and y flip.
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uint64_t useSpecializationConstant : 1;
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// Ask compiler to generate Vulkan transform feedback emulation support code.
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uint64_t addVulkanXfbEmulationSupportCode : 1;
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// Ask compiler to generate Vulkan transform feedback support code when using the
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// VK_EXT_transform_feedback extension.
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uint64_t addVulkanXfbExtensionSupportCode : 1;
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// This flag initializes fragment shader's output variables to zero at the beginning of the
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// fragment shader's main(). It is intended as a workaround for drivers which get context lost
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// if gl_FragColor is not written.
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uint64_t initFragmentOutputVariables : 1;
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// Unused. Kept to avoid unnecessarily changing the layout of this structure and tripping up
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// the fuzzer's hash->bug map.
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uint64_t unused : 1;
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// Insert explicit casts for float/double/unsigned/signed int on macOS 10.15 with Intel driver
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uint64_t addExplicitBoolCasts : 1;
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// Add round() after applying dither. This works around a Qualcomm quirk where values can get
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// ceil()ed instead.
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uint64_t roundOutputAfterDithering : 1;
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// Even when the dividend and divisor have the same value some platforms do not return 1.0f.
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// Need to emit different division code for such platforms.
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uint64_t precisionSafeDivision : 1;
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// anglebug.com/7527: packUnorm4x8 fails on Pixel 4 if it is not passed a highp vec4.
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// TODO(anglebug.com/7527): This workaround is currently only applied for pixel local storage.
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// We may want to apply it generally.
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uint64_t passHighpToPackUnormSnormBuiltins : 1;
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// Use an integer uniform to pass a bitset of enabled clip distances.
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uint64_t emulateClipDistanceState : 1;
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ShCompileOptionsMetal metal;
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ShPixelLocalStorageOptions pls;
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};
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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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//
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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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{
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ShBuiltInResources();
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ShBuiltInResources(const ShBuiltInResources &other);
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ShBuiltInResources &operator=(const ShBuiltInResources &other);
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// Constants.
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int MaxVertexAttribs;
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int MaxVertexUniformVectors;
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int MaxVaryingVectors;
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int MaxVertexTextureImageUnits;
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int MaxCombinedTextureImageUnits;
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int MaxTextureImageUnits;
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int MaxFragmentUniformVectors;
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int MaxDrawBuffers;
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// 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_conservative_depth;
|
|
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 ANGLE_clip_cull_distance;
|
|
int EXT_primitive_bounding_box;
|
|
int OES_primitive_bounding_box;
|
|
int EXT_separate_shader_objects;
|
|
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 / ANGLE_clip_cull_distance constants
|
|
int MaxClipDistances;
|
|
int MaxCullDistances;
|
|
int MaxCombinedClipAndCullDistances;
|
|
|
|
// ANGLE_shader_pixel_local_storage.
|
|
int MaxPixelLocalStoragePlanes;
|
|
int MaxColorAttachmentsWithActivePixelLocalStorage;
|
|
int MaxCombinedDrawBuffersAndPixelLocalStoragePlanes;
|
|
};
|
|
|
|
//
|
|
// 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>;
|
|
using ShaderBinaryBlob = std::vector<uint8_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 a copy of the current ShBuiltInResources stored in the compiler.
|
|
// Parameters:
|
|
// handle: Specifies the handle of the compiler to be used.
|
|
ShBuiltInResources GetBuiltInResources(const ShHandle handle);
|
|
|
|
//
|
|
// 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 full binary for a compiled shader, to be loaded with glShaderBinary during runtime.
|
|
// Parameters:
|
|
// handle: Specifies the compiler
|
|
bool GetShaderBinary(const ShHandle handle,
|
|
const char *const shaderStrings[],
|
|
size_t numStrings,
|
|
const ShCompileOptions &compileOptions,
|
|
ShaderBinaryBlob *const binaryOut);
|
|
|
|
// 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);
|
|
|
|
uint8_t GetClipDistanceArraySize(const ShHandle handle);
|
|
uint8_t GetCullDistanceArraySize(const ShHandle handle);
|
|
bool HasClipDistanceInVertexShader(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,
|
|
};
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|
|
|
// Interface block name containing the aggregate default uniforms
|
|
extern const char kDefaultUniformsNameVS[];
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|
extern const char kDefaultUniformsNameTCS[];
|
|
extern const char kDefaultUniformsNameTES[];
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|
extern const char kDefaultUniformsNameGS[];
|
|
extern const char kDefaultUniformsNameFS[];
|
|
extern const char kDefaultUniformsNameCS[];
|
|
|
|
// Interface block and variable names containing driver uniforms
|
|
extern const char kDriverUniformsBlockName[];
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|
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
|
|
|
|
} // namespace sh
|
|
|
|
#endif // GLSLANG_SHADERLANG_H_
|