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ShaderLang.h
Go to the documentation of this file.
1 //
2 // Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 #ifndef _COMPILER_INTERFACE_INCLUDED_
7 #define _COMPILER_INTERFACE_INCLUDED_
8
9 #if defined(COMPONENT_BUILD)
10 #if defined(_WIN32) || defined(_WIN64)
11
12 #if defined(COMPILER_IMPLEMENTATION)
13 #define COMPILER_EXPORT __declspec(dllexport)
14 #else
15 #define COMPILER_EXPORT __declspec(dllimport)
16 #endif // defined(COMPILER_IMPLEMENTATION)
17
18 #else // defined(WIN32)
19 #define COMPILER_EXPORT __attribute__((visibility("default")))
20 #endif
21
22 #else // defined(COMPONENT_BUILD)
23 #define COMPILER_EXPORT
24 #endif
25
26 #include "KHR/khrplatform.h"
27 #include <stddef.h>
28
29 //
30 // This is the platform independent interface between an OGL driver
31 // and the shading language compiler.
32 //
33
34 #ifdef __cplusplus
35 extern "C" {
36 #endif
37
38 // Version number for shader translation API.
39 // It is incremented everytime the API changes.
40 #define ANGLE_SH_VERSION 110
41
42 //
43 // The names of the following enums have been derived by replacing GL prefix
44 // with SH. For example, SH_INFO_LOG_LENGTH is equivalent to GL_INFO_LOG_LENGTH.
45 // The enum values are also equal to the values of their GL counterpart. This
46 // is done to make it easier for applications to use the shader library.
47 //
48 typedef enum {
49 SH_FRAGMENT_SHADER = 0x8B30,
50 SH_VERTEX_SHADER = 0x8B31
51 } ShShaderType;
52
53 typedef enum {
54 SH_GLES2_SPEC = 0x8B40,
55 SH_WEBGL_SPEC = 0x8B41,
56
57 // The CSS Shaders spec is a subset of the WebGL spec.
58 //
59 // In both CSS vertex and fragment shaders, ANGLE:
60 // (1) Reserves the "css_" prefix.
61 // (2) Renames the main function to css_main.
62 // (3) Disables the gl_MaxDrawBuffers built-in.
63 //
64 // In CSS fragment shaders, ANGLE:
65 // (1) Disables the gl_FragColor built-in.
66 // (2) Disables the gl_FragData built-in.
67 // (3) Enables the css_MixColor built-in.
68 // (4) Enables the css_ColorMatrix built-in.
69 //
70 // After passing a CSS shader through ANGLE, the browser is expected to append
71 // a new main function to it.
72 // This new main function will call the css_main function.
73 // It may also perform additional operations like varying assignment, texture
74 // access, and gl_FragColor assignment in order to implement the CSS Shaders
75 // blend modes.
76 //
77 SH_CSS_SHADERS_SPEC = 0x8B42
78 } ShShaderSpec;
79
80 typedef enum {
81 SH_ESSL_OUTPUT = 0x8B45,
82 SH_GLSL_OUTPUT = 0x8B46,
83 SH_HLSL_OUTPUT = 0x8B47,
84 SH_HLSL9_OUTPUT = 0x8B47,
85 SH_HLSL11_OUTPUT = 0x8B48
86 } ShShaderOutput;
87
88 typedef enum {
89 SH_NONE = 0,
90 SH_INT = 0x1404,
91 SH_FLOAT = 0x1406,
92 SH_FLOAT_VEC2 = 0x8B50,
93 SH_FLOAT_VEC3 = 0x8B51,
94 SH_FLOAT_VEC4 = 0x8B52,
95 SH_INT_VEC2 = 0x8B53,
96 SH_INT_VEC3 = 0x8B54,
97 SH_INT_VEC4 = 0x8B55,
98 SH_BOOL = 0x8B56,
99 SH_BOOL_VEC2 = 0x8B57,
100 SH_BOOL_VEC3 = 0x8B58,
101 SH_BOOL_VEC4 = 0x8B59,
102 SH_FLOAT_MAT2 = 0x8B5A,
103 SH_FLOAT_MAT3 = 0x8B5B,
104 SH_FLOAT_MAT4 = 0x8B5C,
105 SH_SAMPLER_2D = 0x8B5E,
106 SH_SAMPLER_CUBE = 0x8B60,
107 SH_SAMPLER_2D_RECT_ARB = 0x8B63,
108 SH_SAMPLER_EXTERNAL_OES = 0x8D66
109 } ShDataType;
110
111 typedef enum {
112 SH_INFO_LOG_LENGTH = 0x8B84,
113 SH_OBJECT_CODE_LENGTH = 0x8B88, // GL_SHADER_SOURCE_LENGTH
114 SH_ACTIVE_UNIFORMS = 0x8B86,
115 SH_ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87,
116 SH_ACTIVE_ATTRIBUTES = 0x8B89,
117 SH_ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A,
118 SH_MAPPED_NAME_MAX_LENGTH = 0x6000,
119 SH_NAME_MAX_LENGTH = 0x6001,
120 SH_HASHED_NAME_MAX_LENGTH = 0x6002,
121 SH_HASHED_NAMES_COUNT = 0x6003,
122 SH_ACTIVE_UNIFORMS_ARRAY = 0x6004
123 } ShShaderInfo;
124
125 // Compile options.
126 typedef enum {
127 SH_VALIDATE = 0,
128 SH_VALIDATE_LOOP_INDEXING = 0x0001,
129 SH_INTERMEDIATE_TREE = 0x0002,
130 SH_OBJECT_CODE = 0x0004,
131 SH_ATTRIBUTES_UNIFORMS = 0x0008,
132 SH_LINE_DIRECTIVES = 0x0010,
133 SH_SOURCE_PATH = 0x0020,
134 SH_MAP_LONG_VARIABLE_NAMES = 0x0040,
135 SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX = 0x0080,
136
137 // This is needed only as a workaround for certain OpenGL driver bugs.
138 SH_EMULATE_BUILT_IN_FUNCTIONS = 0x0100,
139
140 // This is an experimental flag to enforce restrictions that aim to prevent
141 // timing attacks.
142 // It generates compilation errors for shaders that could expose sensitive
143 // texture information via the timing channel.
144 // To use this flag, you must compile the shader under the WebGL spec
145 // (using the SH_WEBGL_SPEC flag).
146 SH_TIMING_RESTRICTIONS = 0x0200,
147
148 // This flag prints the dependency graph that is used to enforce timing
149 // restrictions on fragment shaders.
150 // This flag only has an effect if all of the following are true:
151 // - The shader spec is SH_WEBGL_SPEC.
152 // - The compile options contain the SH_TIMING_RESTRICTIONS flag.
153 // - The shader type is SH_FRAGMENT_SHADER.
154 SH_DEPENDENCY_GRAPH = 0x0400,
155
156 // Enforce the GLSL 1.017 Appendix A section 7 packing restrictions.
157 SH_ENFORCE_PACKING_RESTRICTIONS = 0x0800,
158
159 // This flag ensures all indirect (expression-based) array indexing
160 // is clamped to the bounds of the array. This ensures, for example,
161 // that you cannot read off the end of a uniform, whether an array
162 // vec234, or mat234 type. The ShArrayIndexClampingStrategy enum,
163 // specified in the ShBuiltInResources when constructing the
164 // compiler, selects the strategy for the clamping implementation.
165 SH_CLAMP_INDIRECT_ARRAY_BOUNDS = 0x1000,
166
167 // This flag limits the complexity of an expression.
168 SH_LIMIT_EXPRESSION_COMPLEXITY = 0x2000,
169
170 // This flag limits the depth of the call stack.
171 SH_LIMIT_CALL_STACK_DEPTH = 0x4000,
172 } ShCompileOptions;
173
174 // Defines alternate strategies for implementing array index clamping.
175 typedef enum {
176 // Use the clamp intrinsic for array index clamping.
177 SH_CLAMP_WITH_CLAMP_INTRINSIC = 1,
178
179 // Use a user-defined function for array index clamping.
180 SH_CLAMP_WITH_USER_DEFINED_INT_CLAMP_FUNCTION
181 } ShArrayIndexClampingStrategy;
182
183 //
184 // Driver must call this first, once, before doing any other
185 // compiler operations.
186 // If the function succeeds, the return value is nonzero, else zero.
187 //
188 COMPILER_EXPORT int ShInitialize();
189 //
190 // Driver should call this at shutdown.
191 // If the function succeeds, the return value is nonzero, else zero.
192 //
193 COMPILER_EXPORT int ShFinalize();
194
195 // The 64 bits hash function. The first parameter is the input string; the
196 // second parameter is the string length.
197 typedef khronos_uint64_t (*ShHashFunction64)(const char*, size_t);
198
199 //
200 // Implementation dependent built-in resources (constants and extensions).
201 // The names for these resources has been obtained by stripping gl_/GL_.
202 //
203 typedef struct
204 {
205 // Constants.
206 int MaxVertexAttribs;
207 int MaxVertexUniformVectors;
208 int MaxVaryingVectors;
209 int MaxVertexTextureImageUnits;
210 int MaxCombinedTextureImageUnits;
211 int MaxTextureImageUnits;
212 int MaxFragmentUniformVectors;
213 int MaxDrawBuffers;
214
215 // Extensions.
216 // Set to 1 to enable the extension, else 0.
217 int OES_standard_derivatives;
218 int OES_EGL_image_external;
219 int ARB_texture_rectangle;
220 int EXT_draw_buffers;
221 int EXT_frag_depth;
222
223 // Set to 1 if highp precision is supported in the fragment language.
224 // Default is 0.
225 int FragmentPrecisionHigh;
226
227 // Name Hashing.
228 // Set a 64 bit hash function to enable user-defined name hashing.
229 // Default is NULL.
230 ShHashFunction64 HashFunction;
231
232 // Selects a strategy to use when implementing array index clamping.
233 // Default is SH_CLAMP_WITH_CLAMP_INTRINSIC.
234 ShArrayIndexClampingStrategy ArrayIndexClampingStrategy;
235
236 // The maximum complexity an expression can be.
237 int MaxExpressionComplexity;
238
239 // The maximum depth a call stack can be.
240 int MaxCallStackDepth;
241 } ShBuiltInResources;
242
243 //
244 // Initialize built-in resources with minimum expected values.
245 //
246 COMPILER_EXPORT void ShInitBuiltInResources(ShBuiltInResources* resources);
247
248 //
249 // ShHandle held by but opaque to the driver. It is allocated,
250 // managed, and de-allocated by the compiler. It's contents
251 // are defined by and used by the compiler.
252 //
253 // If handle creation fails, 0 will be returned.
254 //
255 typedef void* ShHandle;
256
257 //
258 // Driver calls these to create and destroy compiler objects.
259 //
260 // Returns the handle of constructed compiler, null if the requested compiler is
261 // not supported.
262 // Parameters:
263 // type: Specifies the type of shader - SH_FRAGMENT_SHADER or SH_VERTEX_SHADER.
264 // spec: Specifies the language spec the compiler must conform to -
265 // SH_GLES2_SPEC or SH_WEBGL_SPEC.
266 // output: Specifies the output code type - SH_ESSL_OUTPUT, SH_GLSL_OUTPUT,
267 // SH_HLSL9_OUTPUT or SH_HLSL11_OUTPUT.
268 // resources: Specifies the built-in resources.
269 COMPILER_EXPORT ShHandle ShConstructCompiler(
270 ShShaderType type,
271 ShShaderSpec spec,
272 ShShaderOutput output,
273 const ShBuiltInResources* resources);
274 COMPILER_EXPORT void ShDestruct(ShHandle handle);
275
276 //
277 // Compiles the given shader source.
278 // If the function succeeds, the return value is nonzero, else zero.
279 // Parameters:
280 // handle: Specifies the handle of compiler to be used.
281 // shaderStrings: Specifies an array of pointers to null-terminated strings
282 // containing the shader source code.
283 // numStrings: Specifies the number of elements in shaderStrings array.
284 // compileOptions: A mask containing the following parameters:
285 // SH_VALIDATE: Validates shader to ensure that it conforms to the spec
286 // specified during compiler construction.
287 // SH_VALIDATE_LOOP_INDEXING: Validates loop and indexing in the shader to
288 // ensure that they do not exceed the minimum
289 // functionality mandated in GLSL 1.0 spec,
290 // Appendix A, Section 4 and 5.
291 // There is no need to specify this parameter when
292 // compiling for WebGL - it is implied.
293 // SH_INTERMEDIATE_TREE: Writes intermediate tree to info log.
294 // Can be queried by calling ShGetInfoLog().
295 // SH_OBJECT_CODE: Translates intermediate tree to glsl or hlsl shader.
296 // Can be queried by calling ShGetObjectCode().
297 // SH_ATTRIBUTES_UNIFORMS: Extracts attributes and uniforms.
298 // Can be queried by calling ShGetActiveAttrib() and
299 // ShGetActiveUniform().
300 //
301 COMPILER_EXPORT int ShCompile(
302 const ShHandle handle,
303 const char* const shaderStrings[],
304 size_t numStrings,
305 int compileOptions
306 );
307
308 // Returns a parameter from a compiled shader.
309 // Parameters:
310 // handle: Specifies the compiler
311 // pname: Specifies the parameter to query.
312 // The following parameters are defined:
313 // SH_INFO_LOG_LENGTH: the number of characters in the information log
314 // including the null termination character.
315 // SH_OBJECT_CODE_LENGTH: the number of characters in the object code
316 // including the null termination character.
317 // SH_ACTIVE_ATTRIBUTES: the number of active attribute variables.
318 // SH_ACTIVE_ATTRIBUTE_MAX_LENGTH: the length of the longest active attribute
319 // variable name including the null
320 // termination character.
321 // SH_ACTIVE_UNIFORMS: the number of active uniform variables.
322 // SH_ACTIVE_UNIFORM_MAX_LENGTH: the length of the longest active uniform
323 // variable name including the null
324 // termination character.
325 // SH_MAPPED_NAME_MAX_LENGTH: the length of the mapped variable name including
326 // the null termination character.
327 // SH_NAME_MAX_LENGTH: the max length of a user-defined name including the
328 // null termination character.
329 // SH_HASHED_NAME_MAX_LENGTH: the max length of a hashed name including the
330 // null termination character.
331 // SH_HASHED_NAMES_COUNT: the number of hashed names from the latest compile.
332 //
333 // params: Requested parameter
334 COMPILER_EXPORT void ShGetInfo(const ShHandle handle,
335 ShShaderInfo pname,
336 size_t* params);
337
338 // Returns nul-terminated information log for a compiled shader.
339 // Parameters:
340 // handle: Specifies the compiler
341 // infoLog: Specifies an array of characters that is used to return
342 // the information log. It is assumed that infoLog has enough memory
343 // to accomodate the information log. The size of the buffer required
344 // to store the returned information log can be obtained by calling
345 // ShGetInfo with SH_INFO_LOG_LENGTH.
346 COMPILER_EXPORT void ShGetInfoLog(const ShHandle handle, char* infoLog);
347
348 // Returns null-terminated object code for a compiled shader.
349 // Parameters:
350 // handle: Specifies the compiler
351 // infoLog: Specifies an array of characters that is used to return
352 // the object code. It is assumed that infoLog has enough memory to
353 // accomodate the object code. The size of the buffer required to
354 // store the returned object code can be obtained by calling
355 // ShGetInfo with SH_OBJECT_CODE_LENGTH.
356 COMPILER_EXPORT void ShGetObjectCode(const ShHandle handle, char* objCode);
357
358 // Returns information about an active attribute variable.
359 // Parameters:
360 // handle: Specifies the compiler
361 // index: Specifies the index of the attribute variable to be queried.
362 // length: Returns the number of characters actually written in the string
363 // indicated by name (excluding the null terminator) if a value other
364 // than NULL is passed.
365 // size: Returns the size of the attribute variable.
366 // type: Returns the data type of the attribute variable.
367 // name: Returns a null terminated string containing the name of the
368 // attribute variable. It is assumed that name has enough memory to
369 // accomodate the attribute variable name. The size of the buffer
370 // required to store the attribute variable name can be obtained by
371 // calling ShGetInfo with SH_ACTIVE_ATTRIBUTE_MAX_LENGTH.
372 // mappedName: Returns a null terminated string containing the mapped name of
373 // the attribute variable, It is assumed that mappedName has enough
374 // memory (SH_MAPPED_NAME_MAX_LENGTH), or NULL if don't care
375 // about the mapped name. If the name is not mapped, then name and
376 // mappedName are the same.
377 COMPILER_EXPORT void ShGetActiveAttrib(const ShHandle handle,
378 int index,
379 size_t* length,
380 int* size,
381 ShDataType* type,
382 char* name,
383 char* mappedName);
384
385 // Returns information about an active uniform variable.
386 // Parameters:
387 // handle: Specifies the compiler
388 // index: Specifies the index of the uniform variable to be queried.
389 // length: Returns the number of characters actually written in the string
390 // indicated by name (excluding the null terminator) if a value
391 // other than NULL is passed.
392 // size: Returns the size of the uniform variable.
393 // type: Returns the data type of the uniform variable.
394 // name: Returns a null terminated string containing the name of the
395 // uniform variable. It is assumed that name has enough memory to
396 // accomodate the uniform variable name. The size of the buffer required
397 // to store the uniform variable name can be obtained by calling
398 // ShGetInfo with SH_ACTIVE_UNIFORMS_MAX_LENGTH.
399 // mappedName: Returns a null terminated string containing the mapped name of
400 // the uniform variable, It is assumed that mappedName has enough
401 // memory (SH_MAPPED_NAME_MAX_LENGTH), or NULL if don't care
402 // about the mapped name. If the name is not mapped, then name and
403 // mappedName are the same.
404 COMPILER_EXPORT void ShGetActiveUniform(const ShHandle handle,
405 int index,
406 size_t* length,
407 int* size,
408 ShDataType* type,
409 char* name,
410 char* mappedName);
411
412 // Returns information about a name hashing entry from the latest compile.
413 // Parameters:
414 // handle: Specifies the compiler
415 // index: Specifies the index of the name hashing entry to be queried.
416 // name: Returns a null terminated string containing the user defined name.
417 // It is assumed that name has enough memory to accomodate the name.
418 // The size of the buffer required to store the user defined name can
419 // be obtained by calling ShGetInfo with SH_NAME_MAX_LENGTH.
420 // hashedName: Returns a null terminated string containing the hashed name of
421 // the uniform variable, It is assumed that hashedName has enough
422 // memory to accomodate the name. The size of the buffer required
423 // to store the name can be obtained by calling ShGetInfo with
424 // SH_HASHED_NAME_MAX_LENGTH.
425 COMPILER_EXPORT void ShGetNameHashingEntry(const ShHandle handle,
426 int index,
427 char* name,
428 char* hashedName);
429
430 // Returns a parameter from a compiled shader.
431 // Parameters:
432 // handle: Specifies the compiler
433 // pname: Specifies the parameter to query.
434 // The following parameters are defined:
435 // SH_ACTIVE_UNIFORMS_ARRAY: an STL vector of active uniforms. Valid only for
436 // HLSL output.
437 // params: Requested parameter
438 COMPILER_EXPORT void ShGetInfoPointer(const ShHandle handle,
439 ShShaderInfo pname,
440 void** params);
441
442 #ifdef __cplusplus
443 }
444 #endif
445
446 #endif // _COMPILER_INTERFACE_INCLUDED_
SH_FLOAT
Definition: ShaderLang.h:91
khrplatform.h
SH_CSS_SHADERS_SPEC
Definition: ShaderLang.h:77
SH_MAP_LONG_VARIABLE_NAMES
Definition: ShaderLang.h:134
SH_ACTIVE_ATTRIBUTES
Definition: ShaderLang.h:116
ShCompileOptions
ShCompileOptions
Definition: ShaderLang.h:126
type
GLint GLenum GLsizei GLsizei GLsizei GLint GLenum GLenum type
Definition: gl2ext.h:845
SH_ATTRIBUTES_UNIFORMS
Definition: ShaderLang.h:131
ShCompile
COMPILER_EXPORT int ShCompile(const ShHandle handle, const char *const shaderStrings[], size_t numStrings, int compileOptions)
Definition: ShaderLang.cpp:176
SH_SAMPLER_2D
Definition: ShaderLang.h:105
SH_OBJECT_CODE
Definition: ShaderLang.h:130
SH_NONE
Definition: ShaderLang.h:89
SH_ACTIVE_ATTRIBUTE_MAX_LENGTH
Definition: ShaderLang.h:117
SH_FLOAT_MAT2
Definition: ShaderLang.h:102
SH_VALIDATE_LOOP_INDEXING
Definition: ShaderLang.h:128
SH_BOOL
Definition: ShaderLang.h:98
ShBuiltInResources::MaxDrawBuffers
int MaxDrawBuffers
Definition: ShaderLang.h:213
khronos_uint64_t
uint64_t khronos_uint64_t
Definition: khrplatform.h:210
ShHandle
void * ShHandle
Definition: ShaderLang.h:255
ShHashFunction64
khronos_uint64_t(* ShHashFunction64)(const char *, size_t)
Definition: ShaderLang.h:197
SH_FRAGMENT_SHADER
Definition: ShaderLang.h:49
SH_TIMING_RESTRICTIONS
Definition: ShaderLang.h:146
ShBuiltInResources::MaxTextureImageUnits
int MaxTextureImageUnits
Definition: ShaderLang.h:211
ShBuiltInResources::MaxVertexUniformVectors
int MaxVertexUniformVectors
Definition: ShaderLang.h:207
ShConstructCompiler
COMPILER_EXPORT ShHandle ShConstructCompiler(ShShaderType type, ShShaderSpec spec, ShShaderOutput output, const ShBuiltInResources *resources)
Definition: ShaderLang.cpp:140
ShBuiltInResources::ARB_texture_rectangle
int ARB_texture_rectangle
Definition: ShaderLang.h:219
ShBuiltInResources::MaxFragmentUniformVectors
int MaxFragmentUniformVectors
Definition: ShaderLang.h:212
ShBuiltInResources::EXT_frag_depth
int EXT_frag_depth
Definition: ShaderLang.h:221
ShDataType
ShDataType
Definition: ShaderLang.h:88
ShBuiltInResources::MaxVertexTextureImageUnits
int MaxVertexTextureImageUnits
Definition: ShaderLang.h:209
SH_CLAMP_WITH_CLAMP_INTRINSIC
Definition: ShaderLang.h:177
SH_FLOAT_MAT3
Definition: ShaderLang.h:103
infoLog
GLsizei GLsizei GLchar * infoLog
Definition: gl2ext.h:1232
name
EGLImageKHR EGLint * name
Definition: eglext.h:284
SH_CLAMP_WITH_USER_DEFINED_INT_CLAMP_FUNCTION
Definition: ShaderLang.h:180
SH_FLOAT_VEC2
Definition: ShaderLang.h:92
SH_FLOAT_MAT4
Definition: ShaderLang.h:104
COMPILER_EXPORT
#define COMPILER_EXPORT
Definition: ShaderLang.h:23
pname
GLenum pname
Definition: gl2ext.h:806
SH_VALIDATE
Definition: ShaderLang.h:127
SH_SAMPLER_2D_RECT_ARB
Definition: ShaderLang.h:107
ShShaderInfo
ShShaderInfo
Definition: ShaderLang.h:111
SH_INFO_LOG_LENGTH
Definition: ShaderLang.h:112
SH_INT_VEC3
Definition: ShaderLang.h:96
SH_ENFORCE_PACKING_RESTRICTIONS
Definition: ShaderLang.h:157
ShGetInfoPointer
COMPILER_EXPORT void ShGetInfoPointer(const ShHandle handle, ShShaderInfo pname, void **params)
Definition: ShaderLang.cpp:347
params
GLenum GLvoid ** params
Definition: gl2ext.h:806
ShArrayIndexClampingStrategy
ShArrayIndexClampingStrategy
Definition: ShaderLang.h:175
SH_FLOAT_VEC3
Definition: ShaderLang.h:93
SH_HASHED_NAMES_COUNT
Definition: ShaderLang.h:121
SH_HLSL9_OUTPUT
Definition: ShaderLang.h:84
SH_SAMPLER_CUBE
Definition: ShaderLang.h:106
SH_GLES2_SPEC
Definition: ShaderLang.h:54
SH_VERTEX_SHADER
Definition: ShaderLang.h:50
SH_SOURCE_PATH
Definition: ShaderLang.h:133
SH_INT_VEC2
Definition: ShaderLang.h:95
SH_BOOL_VEC2
Definition: ShaderLang.h:99
ShBuiltInResources::MaxVertexAttribs
int MaxVertexAttribs
Definition: ShaderLang.h:206
SH_FLOAT_VEC4
Definition: ShaderLang.h:94
ShGetActiveAttrib
COMPILER_EXPORT void ShGetActiveAttrib(const ShHandle handle, int index, size_t *length, int *size, ShDataType *type, char *name, char *mappedName)
Definition: ShaderLang.cpp:280
SH_HLSL_OUTPUT
Definition: ShaderLang.h:83
SH_INT_VEC4
Definition: ShaderLang.h:97
SH_ESSL_OUTPUT
Definition: ShaderLang.h:81
SH_ACTIVE_UNIFORMS
Definition: ShaderLang.h:114
ShBuiltInResources::ArrayIndexClampingStrategy
ShArrayIndexClampingStrategy ArrayIndexClampingStrategy
Definition: ShaderLang.h:234
length
GLsizei GLsizei * length
Definition: gl2ext.h:792
SH_ACTIVE_UNIFORMS_ARRAY
Definition: ShaderLang.h:122
ShDestruct
COMPILER_EXPORT void ShDestruct(ShHandle handle)
Definition: ShaderLang.cpp:158
ShInitBuiltInResources
COMPILER_EXPORT void ShInitBuiltInResources(ShBuiltInResources *resources)
Definition: ShaderLang.cpp:109
SH_CLAMP_INDIRECT_ARRAY_BOUNDS
Definition: ShaderLang.h:165
SH_ACTIVE_UNIFORM_MAX_LENGTH
Definition: ShaderLang.h:115
SH_BOOL_VEC4
Definition: ShaderLang.h:101
SH_OBJECT_CODE_LENGTH
Definition: ShaderLang.h:113
index
GLuint index
Definition: glew.h:1800
ShFinalize
COMPILER_EXPORT int ShFinalize()
Definition: ShaderLang.cpp:100
SH_SAMPLER_EXTERNAL_OES
Definition: ShaderLang.h:108
ShGetInfoLog
COMPILER_EXPORT void ShGetInfoLog(const ShHandle handle, char *infoLog)
Definition: ShaderLang.cpp:251
ShBuiltInResources::MaxExpressionComplexity
int MaxExpressionComplexity
Definition: ShaderLang.h:237
SH_WEBGL_SPEC
Definition: ShaderLang.h:55
SH_EMULATE_BUILT_IN_FUNCTIONS
Definition: ShaderLang.h:138
SH_DEPENDENCY_GRAPH
Definition: ShaderLang.h:154
ShGetObjectCode
COMPILER_EXPORT void ShGetObjectCode(const ShHandle handle, char *objCode)
Definition: ShaderLang.cpp:267
SH_LIMIT_EXPRESSION_COMPLEXITY
Definition: ShaderLang.h:168
ShBuiltInResources::MaxCombinedTextureImageUnits
int MaxCombinedTextureImageUnits
Definition: ShaderLang.h:210
SH_BOOL_VEC3
Definition: ShaderLang.h:100
SH_HLSL11_OUTPUT
Definition: ShaderLang.h:85
ShBuiltInResources::MaxCallStackDepth
int MaxCallStackDepth
Definition: ShaderLang.h:240
SH_LINE_DIRECTIVES
Definition: ShaderLang.h:132
SH_NAME_MAX_LENGTH
Definition: ShaderLang.h:119
sort_controllers.output
tuple output
Definition: sort_controllers.py:10
ShBuiltInResources
Definition: ShaderLang.h:203
SH_INT
Definition: ShaderLang.h:90
SH_HASHED_NAME_MAX_LENGTH
Definition: ShaderLang.h:120
ShGetInfo
COMPILER_EXPORT void ShGetInfo(const ShHandle handle, ShShaderInfo pname, size_t *params)
Definition: ShaderLang.cpp:194
SH_GLSL_OUTPUT
Definition: ShaderLang.h:82
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Definition: ShaderLang.h:118
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Definition: ShaderLang.h:135
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Definition: ShaderLang.h:48
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Definition: ShaderLang.cpp:91
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Definition: ShaderLang.cpp:304
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Definition: ShaderLang.h:80
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Definition: ShaderLang.h:171
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Definition: ShaderLang.h:53
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Definition: eglext.h:284
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Definition: ShaderLang.h:218
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Definition: ShaderLang.h:129
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Definition: ShaderLang.cpp:292
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Definition: ShaderLang.h:220
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Definition: ShaderLang.h:225
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Definition: ShaderLang.h:230
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