// // Copyright (C) 2002-2005 3Dlabs Inc. Ltd. // Copyright (C) 2013-2016 LunarG, Inc. // // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // // Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // // Redistributions in binary form must reproduce the above // copyright notice, this list of conditions and the following // disclaimer in the documentation and/or other materials provided // with the distribution. // // Neither the name of 3Dlabs Inc. Ltd. nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS // FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE // COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, // INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, // BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; // LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT // LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN // ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE // POSSIBILITY OF SUCH DAMAGE. // #ifndef _COMPILER_INTERFACE_INCLUDED_ #define _COMPILER_INTERFACE_INCLUDED_ #include "../Include/ResourceLimits.h" #include "../MachineIndependent/Versions.h" #include #include #ifdef _WIN32 #define C_DECL __cdecl //#ifdef SH_EXPORTING // #define SH_IMPORT_EXPORT __declspec(dllexport) //#else // #define SH_IMPORT_EXPORT __declspec(dllimport) //#endif #define SH_IMPORT_EXPORT #else #define SH_IMPORT_EXPORT #ifndef __fastcall #define __fastcall #endif #define C_DECL #endif // // This is the platform independent interface between an OGL driver // and the shading language compiler/linker. // #ifdef __cplusplus extern "C" { #endif // This should always increase, as some paths to do not consume // a more major number. // It should increment by one when new functionality is added. #define GLSLANG_MINOR_VERSION 11 // // Call before doing any other compiler/linker operations. // // (Call once per process, not once per thread.) // SH_IMPORT_EXPORT int ShInitialize(); // // Call this at process shutdown to clean up memory. // SH_IMPORT_EXPORT int __fastcall ShFinalize(); // // Types of languages the compiler can consume. // typedef enum { EShLangVertex, EShLangTessControl, EShLangTessEvaluation, EShLangGeometry, EShLangFragment, EShLangCompute, EShLangRayGenNV, EShLangIntersectNV, EShLangAnyHitNV, EShLangClosestHitNV, EShLangMissNV, EShLangCallableNV, EShLangTaskNV, EShLangMeshNV, EShLangCount, } EShLanguage; // would be better as stage, but this is ancient now typedef enum { EShLangVertexMask = (1 << EShLangVertex), EShLangTessControlMask = (1 << EShLangTessControl), EShLangTessEvaluationMask = (1 << EShLangTessEvaluation), EShLangGeometryMask = (1 << EShLangGeometry), EShLangFragmentMask = (1 << EShLangFragment), EShLangComputeMask = (1 << EShLangCompute), EShLangRayGenNVMask = (1 << EShLangRayGenNV), EShLangIntersectNVMask = (1 << EShLangIntersectNV), EShLangAnyHitNVMask = (1 << EShLangAnyHitNV), EShLangClosestHitNVMask = (1 << EShLangClosestHitNV), EShLangMissNVMask = (1 << EShLangMissNV), EShLangCallableNVMask = (1 << EShLangCallableNV), EShLangTaskNVMask = (1 << EShLangTaskNV), EShLangMeshNVMask = (1 << EShLangMeshNV), } EShLanguageMask; namespace glslang { class TType; typedef enum { EShSourceNone, EShSourceGlsl, EShSourceHlsl, } EShSource; // if EShLanguage were EShStage, this could be EShLanguage instead typedef enum { EShClientNone, EShClientVulkan, EShClientOpenGL, } EShClient; typedef enum { EShTargetNone, EShTargetSpv, // preferred spelling EshTargetSpv = EShTargetSpv, // legacy spelling } EShTargetLanguage; typedef enum { EShTargetVulkan_1_0 = (1 << 22), EShTargetVulkan_1_1 = (1 << 22) | (1 << 12), EShTargetOpenGL_450 = 450, } EShTargetClientVersion; typedef EShTargetClientVersion EshTargetClientVersion; typedef enum { EShTargetSpv_1_0 = (1 << 16), EShTargetSpv_1_1 = (1 << 16) | (1 << 8), EShTargetSpv_1_2 = (1 << 16) | (2 << 8), EShTargetSpv_1_3 = (1 << 16) | (3 << 8), EShTargetSpv_1_4 = (1 << 16) | (4 << 8), } EShTargetLanguageVersion; struct TInputLanguage { EShSource languageFamily; // redundant information with other input, this one overrides when not EShSourceNone EShLanguage stage; // redundant information with other input, this one overrides when not EShSourceNone EShClient dialect; int dialectVersion; // version of client's language definition, not the client (when not EShClientNone) }; struct TClient { EShClient client; EShTargetClientVersion version; // version of client itself (not the client's input dialect) }; struct TTarget { EShTargetLanguage language; EShTargetLanguageVersion version; // version to target, if SPIR-V, defined by "word 1" of the SPIR-V header bool hlslFunctionality1; // can target hlsl_functionality1 extension(s) }; // All source/client/target versions and settings. // Can override previous methods of setting, when items are set here. // Expected to grow, as more are added, rather than growing parameter lists. struct TEnvironment { TInputLanguage input; // definition of the input language TClient client; // what client is the overall compilation being done for? TTarget target; // what to generate }; const char* StageName(EShLanguage); } // end namespace glslang // // Types of output the linker will create. // typedef enum { EShExVertexFragment, EShExFragment } EShExecutable; // // Optimization level for the compiler. // typedef enum { EShOptNoGeneration, EShOptNone, EShOptSimple, // Optimizations that can be done quickly EShOptFull, // Optimizations that will take more time } EShOptimizationLevel; // // Texture and Sampler transformation mode. // typedef enum { EShTexSampTransKeep, // keep textures and samplers as is (default) EShTexSampTransUpgradeTextureRemoveSampler, // change texture w/o embeded sampler into sampled texture and throw away all samplers } EShTextureSamplerTransformMode; // // Message choices for what errors and warnings are given. // enum EShMessages { EShMsgDefault = 0, // default is to give all required errors and extra warnings EShMsgRelaxedErrors = (1 << 0), // be liberal in accepting input EShMsgSuppressWarnings = (1 << 1), // suppress all warnings, except those required by the specification EShMsgAST = (1 << 2), // print the AST intermediate representation EShMsgSpvRules = (1 << 3), // issue messages for SPIR-V generation EShMsgVulkanRules = (1 << 4), // issue messages for Vulkan-requirements of GLSL for SPIR-V EShMsgOnlyPreprocessor = (1 << 5), // only print out errors produced by the preprocessor EShMsgReadHlsl = (1 << 6), // use HLSL parsing rules and semantics EShMsgCascadingErrors = (1 << 7), // get cascading errors; risks error-recovery issues, instead of an early exit EShMsgKeepUncalled = (1 << 8), // for testing, don't eliminate uncalled functions EShMsgHlslOffsets = (1 << 9), // allow block offsets to follow HLSL rules instead of GLSL rules EShMsgDebugInfo = (1 << 10), // save debug information EShMsgHlslEnable16BitTypes = (1 << 11), // enable use of 16-bit types in SPIR-V for HLSL EShMsgHlslLegalization = (1 << 12), // enable HLSL Legalization messages }; // // Build a table for bindings. This can be used for locating // attributes, uniforms, globals, etc., as needed. // typedef struct { const char* name; int binding; } ShBinding; typedef struct { int numBindings; ShBinding* bindings; // array of bindings } ShBindingTable; // // ShHandle held by but opaque to the driver. It is allocated, // managed, and de-allocated by the compiler/linker. It's contents // are defined by and used by the compiler and linker. For example, // symbol table information and object code passed from the compiler // to the linker can be stored where ShHandle points. // // If handle creation fails, 0 will be returned. // typedef void* ShHandle; // // Driver calls these to create and destroy compiler/linker // objects. // SH_IMPORT_EXPORT ShHandle ShConstructCompiler(const EShLanguage, int debugOptions); // one per shader SH_IMPORT_EXPORT ShHandle ShConstructLinker(const EShExecutable, int debugOptions); // one per shader pair SH_IMPORT_EXPORT ShHandle ShConstructUniformMap(); // one per uniform namespace (currently entire program object) SH_IMPORT_EXPORT void ShDestruct(ShHandle); // // The return value of ShCompile is boolean, non-zero indicating // success. // // The info-log should be written by ShCompile into // ShHandle, so it can answer future queries. // SH_IMPORT_EXPORT int ShCompile( const ShHandle, const char* const shaderStrings[], const int numStrings, const int* lengths, const EShOptimizationLevel, const TBuiltInResource *resources, int debugOptions, int defaultVersion = 110, // use 100 for ES environment, overridden by #version in shader bool forwardCompatible = false, // give errors for use of deprecated features EShMessages messages = EShMsgDefault // warnings and errors ); SH_IMPORT_EXPORT int ShLinkExt( const ShHandle, // linker object const ShHandle h[], // compiler objects to link together const int numHandles); // // ShSetEncrpytionMethod is a place-holder for specifying // how source code is encrypted. // SH_IMPORT_EXPORT void ShSetEncryptionMethod(ShHandle); // // All the following return 0 if the information is not // available in the object passed down, or the object is bad. // SH_IMPORT_EXPORT const char* ShGetInfoLog(const ShHandle); SH_IMPORT_EXPORT const void* ShGetExecutable(const ShHandle); SH_IMPORT_EXPORT int ShSetVirtualAttributeBindings(const ShHandle, const ShBindingTable*); // to detect user aliasing SH_IMPORT_EXPORT int ShSetFixedAttributeBindings(const ShHandle, const ShBindingTable*); // to force any physical mappings // // Tell the linker to never assign a vertex attribute to this list of physical attributes // SH_IMPORT_EXPORT int ShExcludeAttributes(const ShHandle, int *attributes, int count); // // Returns the location ID of the named uniform. // Returns -1 if error. // SH_IMPORT_EXPORT int ShGetUniformLocation(const ShHandle uniformMap, const char* name); #ifdef __cplusplus } // end extern "C" #endif //////////////////////////////////////////////////////////////////////////////////////////// // // Deferred-Lowering C++ Interface // ----------------------------------- // // Below is a new alternate C++ interface, which deprecates the above // opaque handle-based interface. // // The below is further designed to handle multiple compilation units per stage, where // the intermediate results, including the parse tree, are preserved until link time, // rather than the above interface which is designed to have each compilation unit // lowered at compile time. In the above model, linking occurs on the lowered results, // whereas in this model intra-stage linking can occur at the parse tree // (treeRoot in TIntermediate) level, and then a full stage can be lowered. // #include #include #include class TCompiler; class TInfoSink; namespace glslang { const char* GetEsslVersionString(); const char* GetGlslVersionString(); int GetKhronosToolId(); class TIntermediate; class TProgram; class TPoolAllocator; // Call this exactly once per process before using anything else bool InitializeProcess(); // Call once per process to tear down everything void FinalizeProcess(); // Resource type for IO resolver enum TResourceType { EResSampler, EResTexture, EResImage, EResUbo, EResSsbo, EResUav, EResCount }; // Make one TShader per shader that you will link into a program. Then // - provide the shader through setStrings() or setStringsWithLengths() // - optionally call setEnv*(), see below for more detail // - optionally use setPreamble() to set a special shader string that will be // processed before all others but won't affect the validity of #version // - call parse(): source language and target environment must be selected // either by correct setting of EShMessages sent to parse(), or by // explicitly calling setEnv*() // - query the info logs // // N.B.: Does not yet support having the same TShader instance being linked into // multiple programs. // // N.B.: Destruct a linked program *before* destructing the shaders linked into it. // class TShader { public: explicit TShader(EShLanguage); virtual ~TShader(); void setStrings(const char* const* s, int n); void setStringsWithLengths(const char* const* s, const int* l, int n); void setStringsWithLengthsAndNames( const char* const* s, const int* l, const char* const* names, int n); void setPreamble(const char* s) { preamble = s; } void setEntryPoint(const char* entryPoint); void setSourceEntryPoint(const char* sourceEntryPointName); void addProcesses(const std::vector&); // IO resolver binding data: see comments in ShaderLang.cpp void setShiftBinding(TResourceType res, unsigned int base); void setShiftSamplerBinding(unsigned int base); // DEPRECATED: use setShiftBinding void setShiftTextureBinding(unsigned int base); // DEPRECATED: use setShiftBinding void setShiftImageBinding(unsigned int base); // DEPRECATED: use setShiftBinding void setShiftUboBinding(unsigned int base); // DEPRECATED: use setShiftBinding void setShiftUavBinding(unsigned int base); // DEPRECATED: use setShiftBinding void setShiftCbufferBinding(unsigned int base); // synonym for setShiftUboBinding void setShiftSsboBinding(unsigned int base); // DEPRECATED: use setShiftBinding void setShiftBindingForSet(TResourceType res, unsigned int base, unsigned int set); void setResourceSetBinding(const std::vector& base); void setAutoMapBindings(bool map); void setAutoMapLocations(bool map); void addUniformLocationOverride(const char* name, int loc); void setUniformLocationBase(int base); void setInvertY(bool invert); void setHlslIoMapping(bool hlslIoMap); void setFlattenUniformArrays(bool flatten); void setNoStorageFormat(bool useUnknownFormat); void setTextureSamplerTransformMode(EShTextureSamplerTransformMode mode); // For setting up the environment (cleared to nothingness in the constructor). // These must be called so that parsing is done for the right source language and // target environment, either indirectly through TranslateEnvironment() based on // EShMessages et. al., or directly by the user. void setEnvInput(EShSource lang, EShLanguage envStage, EShClient client, int version) { environment.input.languageFamily = lang; environment.input.stage = envStage; environment.input.dialect = client; environment.input.dialectVersion = version; } void setEnvClient(EShClient client, EShTargetClientVersion version) { environment.client.client = client; environment.client.version = version; } void setEnvTarget(EShTargetLanguage lang, EShTargetLanguageVersion version) { environment.target.language = lang; environment.target.version = version; } void setEnvTargetHlslFunctionality1() { environment.target.hlslFunctionality1 = true; } bool getEnvTargetHlslFunctionality1() const { return environment.target.hlslFunctionality1; } // Interface to #include handlers. // // To support #include, a client of Glslang does the following: // 1. Call setStringsWithNames to set the source strings and associated // names. For example, the names could be the names of the files // containing the shader sources. // 2. Call parse with an Includer. // // When the Glslang parser encounters an #include directive, it calls // the Includer's include method with the requested include name // together with the current string name. The returned IncludeResult // contains the fully resolved name of the included source, together // with the source text that should replace the #include directive // in the source stream. After parsing that source, Glslang will // release the IncludeResult object. class Includer { public: // An IncludeResult contains the resolved name and content of a source // inclusion. struct IncludeResult { IncludeResult(const std::string& headerName, const char* const headerData, const size_t headerLength, void* userData) : headerName(headerName), headerData(headerData), headerLength(headerLength), userData(userData) { } // For a successful inclusion, the fully resolved name of the requested // include. For example, in a file system-based includer, full resolution // should convert a relative path name into an absolute path name. // For a failed inclusion, this is an empty string. const std::string headerName; // The content and byte length of the requested inclusion. The // Includer producing this IncludeResult retains ownership of the // storage. // For a failed inclusion, the header // field points to a string containing error details. const char* const headerData; const size_t headerLength; // Include resolver's context. void* userData; protected: IncludeResult& operator=(const IncludeResult&); IncludeResult(); }; // For both include methods below: // // Resolves an inclusion request by name, current source name, // and include depth. // On success, returns an IncludeResult containing the resolved name // and content of the include. // On failure, returns a nullptr, or an IncludeResult // with an empty string for the headerName and error details in the // header field. // The Includer retains ownership of the contents // of the returned IncludeResult value, and those contents must // remain valid until the releaseInclude method is called on that // IncludeResult object. // // Note "local" vs. "system" is not an "either/or": "local" is an // extra thing to do over "system". Both might get called, as per // the C++ specification. // For the "system" or <>-style includes; search the "system" paths. virtual IncludeResult* includeSystem(const char* /*headerName*/, const char* /*includerName*/, size_t /*inclusionDepth*/) { return nullptr; } // For the "local"-only aspect of a "" include. Should not search in the // "system" paths, because on returning a failure, the parser will // call includeSystem() to look in the "system" locations. virtual IncludeResult* includeLocal(const char* /*headerName*/, const char* /*includerName*/, size_t /*inclusionDepth*/) { return nullptr; } // Signals that the parser will no longer use the contents of the // specified IncludeResult. virtual void releaseInclude(IncludeResult*) = 0; virtual ~Includer() {} }; // Fail all Includer searches class ForbidIncluder : public Includer { public: virtual void releaseInclude(IncludeResult*) override { } }; bool parse(const TBuiltInResource*, int defaultVersion, EProfile defaultProfile, bool forceDefaultVersionAndProfile, bool forwardCompatible, EShMessages, Includer&); bool parse(const TBuiltInResource* res, int defaultVersion, EProfile defaultProfile, bool forceDefaultVersionAndProfile, bool forwardCompatible, EShMessages messages) { TShader::ForbidIncluder includer; return parse(res, defaultVersion, defaultProfile, forceDefaultVersionAndProfile, forwardCompatible, messages, includer); } // Equivalent to parse() without a default profile and without forcing defaults. bool parse(const TBuiltInResource* builtInResources, int defaultVersion, bool forwardCompatible, EShMessages messages) { return parse(builtInResources, defaultVersion, ENoProfile, false, forwardCompatible, messages); } bool parse(const TBuiltInResource* builtInResources, int defaultVersion, bool forwardCompatible, EShMessages messages, Includer& includer) { return parse(builtInResources, defaultVersion, ENoProfile, false, forwardCompatible, messages, includer); } // NOTE: Doing just preprocessing to obtain a correct preprocessed shader string // is not an officially supported or fully working path. bool preprocess(const TBuiltInResource* builtInResources, int defaultVersion, EProfile defaultProfile, bool forceDefaultVersionAndProfile, bool forwardCompatible, EShMessages message, std::string* outputString, Includer& includer); const char* getInfoLog(); const char* getInfoDebugLog(); EShLanguage getStage() const { return stage; } TIntermediate* getIntermediate() const { return intermediate; } protected: TPoolAllocator* pool; EShLanguage stage; TCompiler* compiler; TIntermediate* intermediate; TInfoSink* infoSink; // strings and lengths follow the standard for glShaderSource: // strings is an array of numStrings pointers to string data. // lengths can be null, but if not it is an array of numStrings // integers containing the length of the associated strings. // if lengths is null or lengths[n] < 0 the associated strings[n] is // assumed to be null-terminated. // stringNames is the optional names for all the strings. If stringNames // is null, then none of the strings has name. If a certain element in // stringNames is null, then the corresponding string does not have name. const char* const* strings; const int* lengths; const char* const* stringNames; const char* preamble; int numStrings; // a function in the source string can be renamed FROM this TO the name given in setEntryPoint. std::string sourceEntryPointName; TEnvironment environment; friend class TProgram; private: TShader& operator=(TShader&); }; class TReflection; class TIoMapper; // Allows to customize the binding layout after linking. // All used uniform variables will invoke at least validateBinding. // If validateBinding returned true then the other resolveBinding, // resolveSet, and resolveLocation are invoked to resolve the binding // and descriptor set index respectively. // // Invocations happen in a particular order: // 1) all shader inputs // 2) all shader outputs // 3) all uniforms with binding and set already defined // 4) all uniforms with binding but no set defined // 5) all uniforms with set but no binding defined // 6) all uniforms with no binding and no set defined // // mapIO will use this resolver in two phases. The first // phase is a notification phase, calling the corresponging // notifiy callbacks, this phase ends with a call to endNotifications. // Phase two starts directly after the call to endNotifications // and calls all other callbacks to validate and to get the // bindings, sets, locations, component and color indices. // // NOTE: that still limit checks are applied to bindings and sets // and may result in an error. class TIoMapResolver { public: virtual ~TIoMapResolver() {} // Should return true if the resulting/current binding would be okay. // Basic idea is to do aliasing binding checks with this. virtual bool validateBinding(EShLanguage stage, const char* name, const TType& type, bool is_live) = 0; // Should return a value >= 0 if the current binding should be overridden. // Return -1 if the current binding (including no binding) should be kept. virtual int resolveBinding(EShLanguage stage, const char* name, const TType& type, bool is_live) = 0; // Should return a value >= 0 if the current set should be overridden. // Return -1 if the current set (including no set) should be kept. virtual int resolveSet(EShLanguage stage, const char* name, const TType& type, bool is_live) = 0; // Should return a value >= 0 if the current location should be overridden. // Return -1 if the current location (including no location) should be kept. virtual int resolveUniformLocation(EShLanguage stage, const char* name, const TType& type, bool is_live) = 0; // Should return true if the resulting/current setup would be okay. // Basic idea is to do aliasing checks and reject invalid semantic names. virtual bool validateInOut(EShLanguage stage, const char* name, const TType& type, bool is_live) = 0; // Should return a value >= 0 if the current location should be overridden. // Return -1 if the current location (including no location) should be kept. virtual int resolveInOutLocation(EShLanguage stage, const char* name, const TType& type, bool is_live) = 0; // Should return a value >= 0 if the current component index should be overridden. // Return -1 if the current component index (including no index) should be kept. virtual int resolveInOutComponent(EShLanguage stage, const char* name, const TType& type, bool is_live) = 0; // Should return a value >= 0 if the current color index should be overridden. // Return -1 if the current color index (including no index) should be kept. virtual int resolveInOutIndex(EShLanguage stage, const char* name, const TType& type, bool is_live) = 0; // Notification of a uniform variable virtual void notifyBinding(EShLanguage stage, const char* name, const TType& type, bool is_live) = 0; // Notification of a in or out variable virtual void notifyInOut(EShLanguage stage, const char* name, const TType& type, bool is_live) = 0; // Called by mapIO when it has finished the notify pass virtual void endNotifications(EShLanguage stage) = 0; // Called by mapIO when it starts its notify pass for the given stage virtual void beginNotifications(EShLanguage stage) = 0; // Called by mipIO when it starts its resolve pass for the given stage virtual void beginResolve(EShLanguage stage) = 0; // Called by mapIO when it has finished the resolve pass virtual void endResolve(EShLanguage stage) = 0; }; // Make one TProgram per set of shaders that will get linked together. Add all // the shaders that are to be linked together. After calling shader.parse() // for all shaders, call link(). // // N.B.: Destruct a linked program *before* destructing the shaders linked into it. // class TProgram { public: TProgram(); virtual ~TProgram(); void addShader(TShader* shader) { stages[shader->stage].push_back(shader); } // Link Validation interface bool link(EShMessages); const char* getInfoLog(); const char* getInfoDebugLog(); TIntermediate* getIntermediate(EShLanguage stage) const { return intermediate[stage]; } // Reflection Interface bool buildReflection(); // call first, to do liveness analysis, index mapping, etc.; returns false on failure int getNumLiveUniformVariables() const; // can be used for glGetProgramiv(GL_ACTIVE_UNIFORMS) int getNumLiveUniformBlocks() const; // can be used for glGetProgramiv(GL_ACTIVE_UNIFORM_BLOCKS) const char* getUniformName(int index) const; // can be used for "name" part of glGetActiveUniform() const char* getUniformBlockName(int blockIndex) const; // can be used for glGetActiveUniformBlockName() int getUniformBlockSize(int blockIndex) const; // can be used for glGetActiveUniformBlockiv(UNIFORM_BLOCK_DATA_SIZE) int getUniformIndex(const char* name) const; // can be used for glGetUniformIndices() int getUniformBinding(int index) const; // returns the binding number EShLanguageMask getUniformStages(int index) const; // returns Shaders Stages where a Uniform is present int getUniformBlockBinding(int index) const; // returns the block binding number int getUniformBlockIndex(int index) const; // can be used for glGetActiveUniformsiv(GL_UNIFORM_BLOCK_INDEX) int getUniformBlockCounterIndex(int index) const; // returns block index of associated counter. int getUniformType(int index) const; // can be used for glGetActiveUniformsiv(GL_UNIFORM_TYPE) int getUniformBufferOffset(int index) const; // can be used for glGetActiveUniformsiv(GL_UNIFORM_OFFSET) int getUniformArraySize(int index) const; // can be used for glGetActiveUniformsiv(GL_UNIFORM_SIZE) int getNumLiveAttributes() const; // can be used for glGetProgramiv(GL_ACTIVE_ATTRIBUTES) unsigned getLocalSize(int dim) const; // return dim'th local size const char *getAttributeName(int index) const; // can be used for glGetActiveAttrib() int getAttributeType(int index) const; // can be used for glGetActiveAttrib() const TType* getUniformTType(int index) const; // returns a TType* const TType* getUniformBlockTType(int index) const; // returns a TType* const TType* getAttributeTType(int index) const; // returns a TType* void dumpReflection(); // I/O mapping: apply base offsets and map live unbound variables // If resolver is not provided it uses the previous approach // and respects auto assignment and offsets. bool mapIO(TIoMapResolver* resolver = NULL); protected: bool linkStage(EShLanguage, EShMessages); TPoolAllocator* pool; std::list stages[EShLangCount]; TIntermediate* intermediate[EShLangCount]; bool newedIntermediate[EShLangCount]; // track which intermediate were "new" versus reusing a singleton unit in a stage TInfoSink* infoSink; TReflection* reflection; TIoMapper* ioMapper; bool linked; private: TProgram(TProgram&); TProgram& operator=(TProgram&); }; } // end namespace glslang #endif // _COMPILER_INTERFACE_INCLUDED_