glslang-zig/glslang/Public/ShaderLang.h
John Kessenich e320a1854b Remove the pack/unpack languages and bring grammar up from 1.1 to 4.2 and fix the affected 1.1 productions and semantics to still work correctly for 1.1 shaders.
For 4.2, largely, it is only the grammar that is working.  Productions and semantics are mostly missing.  Lexical analysis is mostly done, but not in the preprocessor, which still can't handle uint and double literals.

The grammar and token names are reorganized to match the specification, to allow easier comparison between the specification and the working grammar.


git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@19946 e7fa87d3-cd2b-0410-9028-fcbf551c1848
2012-12-12 21:23:55 +00:00

208 lines
6.5 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
#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.
//
SH_IMPORT_EXPORT int ShInitialize();
//
// Driver should call this at shutdown.
//
SH_IMPORT_EXPORT int __fastcall ShFinalize();
//
// Types of languages the compiler can consume.
//
typedef enum {
EShLangVertex,
EShLangFragment,
EShLangCount,
} EShLanguage;
//
// 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;
//
// Build a table for bindings. This can be used for locating
// attributes, uniforms, globals, etc., as needed.
//
typedef struct {
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 EShOptimizationLevel,
const TBuiltInResource *resources,
int debugOptions
);
//
// Similar to ShCompile, but accepts an opaque handle to an
// intermediate language structure.
//
SH_IMPORT_EXPORT int ShCompileIntermediate(
ShHandle compiler,
ShHandle intermediate,
const EShOptimizationLevel,
int debuggable // boolean
);
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);
enum TDebugOptions {
EDebugOpNone = 0x000,
EDebugOpIntermediate = 0x001,
EDebugOpAssembly = 0x002,
EDebugOpObjectCode = 0x004,
EDebugOpLinkMaps = 0x008
};
#ifdef __cplusplus
}
#endif
#endif // _COMPILER_INTERFACE_INCLUDED_