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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /gfx/angle/include/GLSLANG/ShaderVars.h | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/include/GLSLANG/ShaderVars.h')
-rwxr-xr-x | gfx/angle/include/GLSLANG/ShaderVars.h | 247 |
1 files changed, 247 insertions, 0 deletions
diff --git a/gfx/angle/include/GLSLANG/ShaderVars.h b/gfx/angle/include/GLSLANG/ShaderVars.h new file mode 100755 index 000000000..2683eb464 --- /dev/null +++ b/gfx/angle/include/GLSLANG/ShaderVars.h @@ -0,0 +1,247 @@ +// +// Copyright (c) 2013-2014 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. +// +// ShaderVars.h: +// Types to represent GL variables (varyings, uniforms, etc) +// + +#ifndef GLSLANG_SHADERVARS_H_ +#define GLSLANG_SHADERVARS_H_ + +#include <algorithm> +#include <string> +#include <vector> + +// Assume ShaderLang.h is included before ShaderVars.h, for sh::GLenum +// Note: make sure to increment ANGLE_SH_VERSION when changing ShaderVars.h + +namespace sh +{ + +// Varying interpolation qualifier, see section 4.3.9 of the ESSL 3.00.4 spec +enum InterpolationType +{ + INTERPOLATION_SMOOTH, + INTERPOLATION_CENTROID, + INTERPOLATION_FLAT +}; + +// Validate link & SSO consistency of interpolation qualifiers +bool InterpolationTypesMatch(InterpolationType a, InterpolationType b); + +// Uniform block layout qualifier, see section 4.3.8.3 of the ESSL 3.00.4 spec +enum BlockLayoutType +{ + BLOCKLAYOUT_STANDARD, + BLOCKLAYOUT_PACKED, + BLOCKLAYOUT_SHARED +}; + +// Base class for all variables defined in shaders, including Varyings, Uniforms, etc +// Note: we must override the copy constructor and assignment operator so we can +// work around excessive GCC binary bloating: +// See https://code.google.com/p/angleproject/issues/detail?id=697 +struct ShaderVariable +{ + ShaderVariable(); + ShaderVariable(GLenum typeIn, unsigned int arraySizeIn); + ~ShaderVariable(); + ShaderVariable(const ShaderVariable &other); + ShaderVariable &operator=(const ShaderVariable &other); + + bool isArray() const { return arraySize > 0; } + unsigned int elementCount() const { return std::max(1u, arraySize); } + bool isStruct() const { return !fields.empty(); } + + // All of the shader's variables are described using nested data + // structures. This is needed in order to disambiguate similar looking + // types, such as two structs containing the same fields, but in + // different orders. "findInfoByMappedName" provides an easy query for + // users to dive into the data structure and fetch the unique variable + // instance corresponding to a dereferencing chain of the top-level + // variable. + // Given a mapped name like 'a[0].b.c[0]', return the ShaderVariable + // that defines 'c' in |leafVar|, and the original name 'A[0].B.C[0]' + // in |originalName|, based on the assumption that |this| defines 'a'. + // If no match is found, return false. + bool findInfoByMappedName(const std::string &mappedFullName, + const ShaderVariable **leafVar, + std::string* originalFullName) const; + + bool isBuiltIn() const { return name.compare(0, 3, "gl_") == 0; } + + GLenum type; + GLenum precision; + std::string name; + std::string mappedName; + unsigned int arraySize; + bool staticUse; + std::vector<ShaderVariable> fields; + std::string structName; + + protected: + bool isSameVariableAtLinkTime(const ShaderVariable &other, + bool matchPrecision) const; + + bool operator==(const ShaderVariable &other) const; + bool operator!=(const ShaderVariable &other) const + { + return !operator==(other); + } +}; + +struct Uniform : public ShaderVariable +{ + Uniform(); + ~Uniform(); + Uniform(const Uniform &other); + Uniform &operator=(const Uniform &other); + bool operator==(const Uniform &other) const; + bool operator!=(const Uniform &other) const + { + return !operator==(other); + } + + // Decide whether two uniforms are the same at shader link time, + // assuming one from vertex shader and the other from fragment shader. + // See GLSL ES Spec 3.00.3, sec 4.3.5. + bool isSameUniformAtLinkTime(const Uniform &other) const; +}; + +// An interface variable is a variable which passes data between the GL data structures and the +// shader execution: either vertex shader inputs or fragment shader outputs. These variables can +// have integer locations to pass back to the GL API. +struct InterfaceVariable : public ShaderVariable +{ + InterfaceVariable(); + ~InterfaceVariable(); + InterfaceVariable(const InterfaceVariable &other); + InterfaceVariable &operator=(const InterfaceVariable &other); + bool operator==(const InterfaceVariable &other) const; + bool operator!=(const InterfaceVariable &other) const { return !operator==(other); } + + int location; +}; + +struct Attribute : public InterfaceVariable +{ + Attribute(); + ~Attribute(); + Attribute(const Attribute &other); + Attribute &operator=(const Attribute &other); + bool operator==(const Attribute &other) const; + bool operator!=(const Attribute &other) const { return !operator==(other); } +}; + +struct OutputVariable : public InterfaceVariable +{ + OutputVariable(); + ~OutputVariable(); + OutputVariable(const OutputVariable &other); + OutputVariable &operator=(const OutputVariable &other); + bool operator==(const OutputVariable &other) const; + bool operator!=(const OutputVariable &other) const { return !operator==(other); } +}; + +struct InterfaceBlockField : public ShaderVariable +{ + InterfaceBlockField(); + ~InterfaceBlockField(); + InterfaceBlockField(const InterfaceBlockField &other); + InterfaceBlockField &operator=(const InterfaceBlockField &other); + bool operator==(const InterfaceBlockField &other) const; + bool operator!=(const InterfaceBlockField &other) const + { + return !operator==(other); + } + + // Decide whether two InterfaceBlock fields are the same at shader + // link time, assuming one from vertex shader and the other from + // fragment shader. + // See GLSL ES Spec 3.00.3, sec 4.3.7. + bool isSameInterfaceBlockFieldAtLinkTime( + const InterfaceBlockField &other) const; + + bool isRowMajorLayout; +}; + +struct Varying : public ShaderVariable +{ + Varying(); + ~Varying(); + Varying(const Varying &otherg); + Varying &operator=(const Varying &other); + bool operator==(const Varying &other) const; + bool operator!=(const Varying &other) const + { + return !operator==(other); + } + + // Decide whether two varyings are the same at shader link time, + // assuming one from vertex shader and the other from fragment shader. + // Invariance needs to match only in ESSL1. Relevant spec sections: + // GLSL ES 3.00.4, sections 4.6.1 and 4.3.9. + // GLSL ES 1.00.17, section 4.6.4. + bool isSameVaryingAtLinkTime(const Varying &other, int shaderVersion) const; + + // Deprecated version of isSameVaryingAtLinkTime, which assumes ESSL1. + bool isSameVaryingAtLinkTime(const Varying &other) const; + + InterpolationType interpolation; + bool isInvariant; +}; + +struct InterfaceBlock +{ + InterfaceBlock(); + ~InterfaceBlock(); + InterfaceBlock(const InterfaceBlock &other); + InterfaceBlock &operator=(const InterfaceBlock &other); + + // Fields from blocks with non-empty instance names are prefixed with the block name. + std::string fieldPrefix() const; + + // Decide whether two interface blocks are the same at shader link time. + bool isSameInterfaceBlockAtLinkTime(const InterfaceBlock &other) const; + + std::string name; + std::string mappedName; + std::string instanceName; + unsigned int arraySize; + BlockLayoutType layout; + bool isRowMajorLayout; + bool staticUse; + std::vector<InterfaceBlockField> fields; +}; + +struct WorkGroupSize +{ + void fill(int fillValue); + void setLocalSize(int localSizeX, int localSizeY, int localSizeZ); + + int &operator[](size_t index); + int operator[](size_t index) const; + size_t size() const; + + // Checks whether two work group size declarations match. + // Two work group size declarations are the same if the explicitly specified elements are the + // same or if one of them is specified as one and the other one is not specified + bool isWorkGroupSizeMatching(const WorkGroupSize &right) const; + + // Checks whether any of the values are set. + bool isAnyValueSet() const; + + // Checks whether all of the values are set. + bool isDeclared() const; + + // Checks whether either all of the values are set, or none of them are. + bool isLocalSizeValid() const; + + int localSizeQualifiers[3]; +}; + +} // namespace sh + +#endif // GLSLANG_SHADERVARS_H_ |