glslang-zig/glslang/Public/ShaderLang.h
John Kessenich 11f9fc7247 Add and partially implement an interface for doing uniform reflection. It includes an AST traversal to identify live accesses.
It does not yet correctly compute block offsets, give correct GL-API-style type values, or handle arrays.

This is tied to the new -q flag.


git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@23938 e7fa87d3-cd2b-0410-9028-fcbf551c1848
2013-11-07 01:06:34 +00:00

358 lines
12 KiB
C++

//
//Copyright (C) 2002-2005 3Dlabs Inc. Ltd.
//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"
#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
#define __fastcall
#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
//
// Driver must call this first, once, before doing any other
// compiler/linker operations.
//
// (Call once per process, not once per thread.)
//
SH_IMPORT_EXPORT int ShInitialize();
//
// Driver should call this at process shutdown.
//
SH_IMPORT_EXPORT int __fastcall ShFinalize();
//
// Types of languages the compiler can consume.
//
typedef enum {
EShLangVertex,
EShLangTessControl,
EShLangTessEvaluation,
EShLangGeometry,
EShLangFragment,
EShLangCompute,
EShLangCount,
} EShLanguage;
typedef enum {
EShLangVertexMask = (1 << EShLangVertex),
EShLangTessControlMask = (1 << EShLangTessControl),
EShLangTessEvaluationMask = (1 << EShLangTessEvaluation),
EShLangGeometryMask = (1 << EShLangGeometry),
EShLangFragmentMask = (1 << EShLangFragment),
EShLangComputeMask = (1 << EShLangCompute),
} EShLanguageMask;
namespace glslang {
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;
//
// 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
};
//
// 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, indicating
// success or failure.
//
// 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 ShLink(
const ShHandle, // linker object
const ShHandle h[], // compiler objects to link together
const int numHandles,
ShHandle uniformMap, // updated with new uniforms
short int** uniformsAccessed, // returned with indexes of uniforms accessed
int* numUniformsAccessed);
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
SH_IMPORT_EXPORT int ShGetPhysicalAttributeBindings(const ShHandle, const ShBindingTable**); // for all attributes
//
// 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);
// These are currently unused in the front end, but consumers of the front-end still
// be rely on them:
enum TDebugOptions {
EDebugOpNone = 0x000,
EDebugOpIntermediate = 0x001,
EDebugOpAssembly = 0x002,
EDebugOpObjectCode = 0x004,
EDebugOpLinkMaps = 0x008,
EDebugOpSuppressInfolog = 0x010,
EDebugOpMemoryLeakMode = 0x020,
EDebugOpTexturePrototypes = 0x040,
EDebugOpRelaxedErrors = 0x080,
EDebugOpGiveWarnings = 0x100,
};
#ifdef __cplusplus
} // end extern "C"
#endif
////////////////////////////////////////////////////////////////////////////////////////////
//
// Deferred-Lowering C++ Interface
// -----------------------------------
//
// Below is a new alternate C++ interface that might potentially replace 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 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 <list>
class TCompiler;
class TInfoSink;
namespace glslang {
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();
// Make one TShader per shader that you will link into a program. Then
// provide the shader through setStrings(), then call parse(), then query
// the info logs.
//
// N.B.: Does not yet support having the same TShader instance being linked 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) { strings = s; numStrings = n; }
bool parse(const TBuiltInResource*, int defaultVersion, bool forwardCompatible, EShMessages);
const char* getInfoLog();
const char* getInfoDebugLog();
protected:
TPoolAllocator* pool;
EShLanguage stage;
TCompiler* compiler;
TIntermediate* intermediate;
TInfoSink* infoSink;
const char* const* strings;
int numStrings;
friend class TProgram;
private:
TShader& operator=(TShader&);
};
class TReflection;
// 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();
// Reflection Interface
bool buildReflection(); // call first, to do liveness analysis, index mapping, etc.; returns false on failure
int getNumLiveUniformVariables(); // can be used for glGetProgramiv(GL_ACTIVE_UNIFORMS)
int getNumLiveUniformBlocks(); // can be used for glGetProgramiv(GL_ACTIVE_UNIFORM_BLOCKS)
const char* getUniformName(int index); // can be used for "name" part of glGetActiveUniform()
const char* getUniformBlockName(int index); // can be used for glGetActiveUniformBlockName()
int getUniformBlockSize(int index); // can be used for glGetActiveUniformBlockiv(UNIFORM_BLOCK_DATA_SIZE)
int getUniformIndex(const char* name); // can be used for glGetUniformIndices()
int getUniformBlockIndex(int index); // can be used for glGetActiveUniformsiv(GL_UNIFORM_BLOCK_INDEX)
int getUniformType(int index); // can be used for glGetActiveUniformsiv(GL_UNIFORM_TYPE)
int getUniformBufferOffset(int index); // can be used for glGetActiveUniformsiv(GL_UNIFORM_OFFSET)
int getUniformArraySize(int index); // can be used for glGetActiveUniformsiv(GL_UNIFORM_SIZE)
void dumpReflection();
protected:
bool linkStage(EShLanguage, EShMessages);
TPoolAllocator* pool;
std::list<TShader*> 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;
bool linked;
private:
TProgram& operator=(TProgram&);
};
} // end namespace glslang
#endif // _COMPILER_INTERFACE_INCLUDED_