| // |
| // Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| #ifndef _COMPILER_INTERFACE_INCLUDED_ |
| #define _COMPILER_INTERFACE_INCLUDED_ |
| |
| // |
| // This is the platform independent interface between an OGL driver |
| // and the shading language compiler. |
| // |
| |
| #ifdef __cplusplus |
| extern "C" { |
| #endif |
| |
| // Version number for shader translation API. |
| // It is incremented everytime the API changes. |
| #define SH_VERSION 103 |
| |
| // |
| // The names of the following enums have been derived by replacing GL prefix |
| // with SH. For example, SH_INFO_LOG_LENGTH is equivalent to GL_INFO_LOG_LENGTH. |
| // The enum values are also equal to the values of their GL counterpart. This |
| // is done to make it easier for applications to use the shader library. |
| // |
| typedef enum { |
| SH_FRAGMENT_SHADER = 0x8B30, |
| SH_VERTEX_SHADER = 0x8B31 |
| } ShShaderType; |
| |
| typedef enum { |
| SH_GLES2_SPEC = 0x8B40, |
| SH_WEBGL_SPEC = 0x8B41 |
| } ShShaderSpec; |
| |
| typedef enum { |
| SH_NONE = 0, |
| SH_INT = 0x1404, |
| SH_FLOAT = 0x1406, |
| SH_FLOAT_VEC2 = 0x8B50, |
| SH_FLOAT_VEC3 = 0x8B51, |
| SH_FLOAT_VEC4 = 0x8B52, |
| SH_INT_VEC2 = 0x8B53, |
| SH_INT_VEC3 = 0x8B54, |
| SH_INT_VEC4 = 0x8B55, |
| SH_BOOL = 0x8B56, |
| SH_BOOL_VEC2 = 0x8B57, |
| SH_BOOL_VEC3 = 0x8B58, |
| SH_BOOL_VEC4 = 0x8B59, |
| SH_FLOAT_MAT2 = 0x8B5A, |
| SH_FLOAT_MAT3 = 0x8B5B, |
| SH_FLOAT_MAT4 = 0x8B5C, |
| SH_SAMPLER_2D = 0x8B5E, |
| SH_SAMPLER_CUBE = 0x8B60 |
| } ShDataType; |
| |
| typedef enum { |
| SH_INFO_LOG_LENGTH = 0x8B84, |
| SH_OBJECT_CODE_LENGTH = 0x8B88, // GL_SHADER_SOURCE_LENGTH |
| SH_ACTIVE_UNIFORMS = 0x8B86, |
| SH_ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87, |
| SH_ACTIVE_ATTRIBUTES = 0x8B89, |
| SH_ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A |
| } ShShaderInfo; |
| |
| // Compile options. |
| typedef enum { |
| SH_VALIDATE = 0, |
| SH_VALIDATE_LOOP_INDEXING = 0x0001, |
| SH_INTERMEDIATE_TREE = 0x0002, |
| SH_OBJECT_CODE = 0x0004, |
| SH_ATTRIBUTES_UNIFORMS = 0x0008 |
| } ShCompileOptions; |
| |
| // |
| // Driver must call this first, once, before doing any other |
| // compiler operations. |
| // If the function succeeds, the return value is nonzero, else zero. |
| // |
| int ShInitialize(); |
| // |
| // Driver should call this at shutdown. |
| // If the function succeeds, the return value is nonzero, else zero. |
| // |
| int ShFinalize(); |
| |
| // |
| // Implementation dependent built-in resources (constants and extensions). |
| // The names for these resources has been obtained by stripping gl_/GL_. |
| // |
| typedef struct |
| { |
| // Constants. |
| int MaxVertexAttribs; |
| int MaxVertexUniformVectors; |
| int MaxVaryingVectors; |
| int MaxVertexTextureImageUnits; |
| int MaxCombinedTextureImageUnits; |
| int MaxTextureImageUnits; |
| int MaxFragmentUniformVectors; |
| int MaxDrawBuffers; |
| |
| // Extensions. |
| // Set to 1 to enable the extension, else 0. |
| int OES_standard_derivatives; |
| } ShBuiltInResources; |
| |
| // |
| // Initialize built-in resources with minimum expected values. |
| // |
| void ShInitBuiltInResources(ShBuiltInResources* resources); |
| |
| // |
| // ShHandle held by but opaque to the driver. It is allocated, |
| // managed, and de-allocated by the compiler. It's contents |
| // are defined by and used by the compiler. |
| // |
| // If handle creation fails, 0 will be returned. |
| // |
| typedef void* ShHandle; |
| |
| // |
| // Driver calls these to create and destroy compiler objects. |
| // |
| // Returns the handle of constructed compiler. |
| // Parameters: |
| // type: Specifies the type of shader - SH_FRAGMENT_SHADER or SH_VERTEX_SHADER. |
| // spec: Specifies the language spec the compiler must conform to - |
| // SH_GLES2_SPEC or SH_WEBGL_SPEC. |
| // resources: Specifies the built-in resources. |
| ShHandle ShConstructCompiler(ShShaderType type, ShShaderSpec spec, |
| const ShBuiltInResources* resources); |
| void ShDestruct(ShHandle handle); |
| |
| // |
| // Compiles the given shader source. |
| // If the function succeeds, the return value is nonzero, else zero. |
| // Parameters: |
| // handle: Specifies the handle of compiler to be used. |
| // shaderStrings: Specifies an array of pointers to null-terminated strings |
| // containing the shader source code. |
| // numStrings: Specifies the number of elements in shaderStrings array. |
| // compileOptions: A mask containing the following parameters: |
| // SH_VALIDATE: Validates shader to ensure that it conforms to the spec |
| // specified during compiler construction. |
| // SH_VALIDATE_LOOP_INDEXING: Validates loop and indexing in the shader to |
| // ensure that they do not exceed the minimum |
| // functionality mandated in GLSL 1.0 spec, |
| // Appendix A, Section 4 and 5. |
| // There is no need to specify this parameter when |
| // compiling for WebGL - it is implied. |
| // SH_INTERMEDIATE_TREE: Writes intermediate tree to info log. |
| // Can be queried by calling ShGetInfoLog(). |
| // SH_OBJECT_CODE: Translates intermediate tree to glsl or hlsl shader. |
| // Can be queried by calling ShGetObjectCode(). |
| // SH_ATTRIBUTES_UNIFORMS: Extracts attributes and uniforms. |
| // Can be queried by calling ShGetActiveAttrib() and |
| // ShGetActiveUniform(). |
| // |
| int ShCompile( |
| const ShHandle handle, |
| const char* const shaderStrings[], |
| const int numStrings, |
| int compileOptions |
| ); |
| |
| // Returns a parameter from a compiled shader. |
| // Parameters: |
| // handle: Specifies the compiler |
| // pname: Specifies the parameter to query. |
| // The following parameters are defined: |
| // SH_INFO_LOG_LENGTH: the number of characters in the information log |
| // including the null termination character. |
| // SH_OBJECT_CODE_LENGTH: the number of characters in the object code |
| // including the null termination character. |
| // SH_ACTIVE_ATTRIBUTES: the number of active attribute variables. |
| // SH_ACTIVE_ATTRIBUTE_MAX_LENGTH: the length of the longest active attribute |
| // variable name including the null |
| // termination character. |
| // SH_ACTIVE_UNIFORMS: the number of active uniform variables. |
| // SH_ACTIVE_UNIFORM_MAX_LENGTH: the length of the longest active uniform |
| // variable name including the null |
| // termination character. |
| // |
| // params: Requested parameter |
| void ShGetInfo(const ShHandle handle, ShShaderInfo pname, int* params); |
| |
| // Returns nul-terminated information log for a compiled shader. |
| // Parameters: |
| // handle: Specifies the compiler |
| // infoLog: Specifies an array of characters that is used to return |
| // the information log. It is assumed that infoLog has enough memory |
| // to accomodate the information log. The size of the buffer required |
| // to store the returned information log can be obtained by calling |
| // ShGetInfo with SH_INFO_LOG_LENGTH. |
| void ShGetInfoLog(const ShHandle handle, char* infoLog); |
| |
| // Returns null-terminated object code for a compiled shader. |
| // Parameters: |
| // handle: Specifies the compiler |
| // infoLog: Specifies an array of characters that is used to return |
| // the object code. It is assumed that infoLog has enough memory to |
| // accomodate the object code. The size of the buffer required to |
| // store the returned object code can be obtained by calling |
| // ShGetInfo with SH_OBJECT_CODE_LENGTH. |
| void ShGetObjectCode(const ShHandle handle, char* objCode); |
| |
| // Returns information about an active attribute variable. |
| // Parameters: |
| // handle: Specifies the compiler |
| // index: Specifies the index of the attribute variable to be queried. |
| // length: Returns the number of characters actually written in the string |
| // indicated by name (excluding the null terminator) if a value other |
| // than NULL is passed. |
| // size: Returns the size of the attribute variable. |
| // type: Returns the data type of the attribute variable. |
| // name: Returns a null terminated string containing the name of the |
| // attribute variable. It is assumed that name has enough memory to |
| // accomodate the attribute variable name. The size of the buffer |
| // required to store the attribute variable name can be obtained by |
| // calling ShGetInfo with SH_ACTIVE_ATTRIBUTE_MAX_LENGTH. |
| void ShGetActiveAttrib(const ShHandle handle, |
| int index, |
| int* length, |
| int* size, |
| ShDataType* type, |
| char* name); |
| |
| // Returns information about an active uniform variable. |
| // Parameters: |
| // handle: Specifies the compiler |
| // index: Specifies the index of the uniform variable to be queried. |
| // length: Returns the number of characters actually written in the string |
| // indicated by name (excluding the null terminator) if a value |
| // other than NULL is passed. |
| // size: Returns the size of the uniform variable. |
| // type: Returns the data type of the uniform variable. |
| // name: Returns a null terminated string containing the name of the |
| // uniform variable. It is assumed that name has enough memory to |
| // accomodate the uniform variable name. The size of the buffer required |
| // to store the uniform variable name can be obtained by calling |
| // ShGetInfo with SH_ACTIVE_UNIFORMS_MAX_LENGTH. |
| void ShGetActiveUniform(const ShHandle handle, |
| int index, |
| int* length, |
| int* size, |
| ShDataType* type, |
| char* name); |
| |
| #ifdef __cplusplus |
| } |
| #endif |
| |
| #endif // _COMPILER_INTERFACE_INCLUDED_ |