| // |
| // Copyright (C) 2002-2005 3Dlabs Inc. Ltd. |
| // Copyright (C) 2012-2013 LunarG, Inc. |
| // Copyright (C) 2017 ARM Limited. |
| // Copyright (C) 2015-2018 Google, 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 _VERSIONS_INCLUDED_ |
| #define _VERSIONS_INCLUDED_ |
| |
| // |
| // Help manage multiple profiles, versions, extensions etc. |
| // |
| |
| // |
| // Profiles are set up for masking operations, so queries can be done on multiple |
| // profiles at the same time. |
| // |
| // Don't maintain an ordinal set of enums (0,1,2,3...) to avoid all possible |
| // defects from mixing the two different forms. |
| // |
| typedef enum { |
| EBadProfile = 0, |
| ENoProfile = (1 << 0), // only for desktop, before profiles showed up |
| ECoreProfile = (1 << 1), |
| ECompatibilityProfile = (1 << 2), |
| EEsProfile = (1 << 3) |
| } EProfile; |
| |
| namespace glslang { |
| |
| // |
| // Map from profile enum to externally readable text name. |
| // |
| inline const char* ProfileName(EProfile profile) |
| { |
| switch (profile) { |
| case ENoProfile: return "none"; |
| case ECoreProfile: return "core"; |
| case ECompatibilityProfile: return "compatibility"; |
| case EEsProfile: return "es"; |
| default: return "unknown profile"; |
| } |
| } |
| |
| // |
| // What source rules, validation rules, target language, etc. are needed or |
| // desired for SPIR-V? |
| // |
| // 0 means a target or rule set is not enabled (ignore rules from that entity). |
| // Non-0 means to apply semantic rules arising from that version of its rule set. |
| // The union of all requested rule sets will be applied. |
| // |
| struct SpvVersion { |
| SpvVersion() : spv(0), vulkanGlsl(0), vulkan(0), openGl(0) {} |
| unsigned int spv; // the version of SPIR-V to target, as defined by "word 1" of the SPIR-V binary header |
| int vulkanGlsl; // the version of GLSL semantics for Vulkan, from GL_KHR_vulkan_glsl, for "#define VULKAN XXX" |
| int vulkan; // the version of Vulkan, for which SPIR-V execution environment rules to use |
| int openGl; // the version of GLSL semantics for OpenGL, from GL_ARB_gl_spirv, for "#define GL_SPIRV XXX" |
| }; |
| |
| // |
| // The behaviors from the GLSL "#extension extension_name : behavior" |
| // |
| typedef enum { |
| EBhMissing = 0, |
| EBhRequire, |
| EBhEnable, |
| EBhWarn, |
| EBhDisable, |
| EBhDisablePartial // use as initial state of an extension that is only partially implemented |
| } TExtensionBehavior; |
| |
| // |
| // Symbolic names for extensions. Strings may be directly used when calling the |
| // functions, but better to have the compiler do spelling checks. |
| // |
| const char* const E_GL_OES_texture_3D = "GL_OES_texture_3D"; |
| const char* const E_GL_OES_standard_derivatives = "GL_OES_standard_derivatives"; |
| const char* const E_GL_EXT_frag_depth = "GL_EXT_frag_depth"; |
| const char* const E_GL_OES_EGL_image_external = "GL_OES_EGL_image_external"; |
| const char* const E_GL_OES_EGL_image_external_essl3 = "GL_OES_EGL_image_external_essl3"; |
| const char* const E_GL_EXT_YUV_target = "GL_EXT_YUV_target"; |
| const char* const E_GL_EXT_shader_texture_lod = "GL_EXT_shader_texture_lod"; |
| const char* const E_GL_EXT_shadow_samplers = "GL_EXT_shadow_samplers"; |
| |
| const char* const E_GL_ARB_texture_rectangle = "GL_ARB_texture_rectangle"; |
| const char* const E_GL_3DL_array_objects = "GL_3DL_array_objects"; |
| const char* const E_GL_ARB_shading_language_420pack = "GL_ARB_shading_language_420pack"; |
| const char* const E_GL_ARB_texture_gather = "GL_ARB_texture_gather"; |
| const char* const E_GL_ARB_gpu_shader5 = "GL_ARB_gpu_shader5"; |
| const char* const E_GL_ARB_separate_shader_objects = "GL_ARB_separate_shader_objects"; |
| const char* const E_GL_ARB_compute_shader = "GL_ARB_compute_shader"; |
| const char* const E_GL_ARB_tessellation_shader = "GL_ARB_tessellation_shader"; |
| const char* const E_GL_ARB_enhanced_layouts = "GL_ARB_enhanced_layouts"; |
| const char* const E_GL_ARB_texture_cube_map_array = "GL_ARB_texture_cube_map_array"; |
| const char* const E_GL_ARB_shader_texture_lod = "GL_ARB_shader_texture_lod"; |
| const char* const E_GL_ARB_explicit_attrib_location = "GL_ARB_explicit_attrib_location"; |
| const char* const E_GL_ARB_shader_image_load_store = "GL_ARB_shader_image_load_store"; |
| const char* const E_GL_ARB_shader_atomic_counters = "GL_ARB_shader_atomic_counters"; |
| const char* const E_GL_ARB_shader_draw_parameters = "GL_ARB_shader_draw_parameters"; |
| const char* const E_GL_ARB_shader_group_vote = "GL_ARB_shader_group_vote"; |
| const char* const E_GL_ARB_derivative_control = "GL_ARB_derivative_control"; |
| const char* const E_GL_ARB_shader_texture_image_samples = "GL_ARB_shader_texture_image_samples"; |
| const char* const E_GL_ARB_viewport_array = "GL_ARB_viewport_array"; |
| const char* const E_GL_ARB_gpu_shader_int64 = "GL_ARB_gpu_shader_int64"; |
| const char* const E_GL_ARB_shader_ballot = "GL_ARB_shader_ballot"; |
| const char* const E_GL_ARB_sparse_texture2 = "GL_ARB_sparse_texture2"; |
| const char* const E_GL_ARB_sparse_texture_clamp = "GL_ARB_sparse_texture_clamp"; |
| const char* const E_GL_ARB_shader_stencil_export = "GL_ARB_shader_stencil_export"; |
| // const char* const E_GL_ARB_cull_distance = "GL_ARB_cull_distance"; // present for 4.5, but need extension control over block members |
| const char* const E_GL_ARB_post_depth_coverage = "GL_ARB_post_depth_coverage"; |
| const char* const E_GL_ARB_shader_viewport_layer_array = "GL_ARB_shader_viewport_layer_array"; |
| const char* const E_GL_ARB_fragment_shader_interlock = "GL_ARB_fragment_shader_interlock"; |
| const char* const E_GL_ARB_shader_clock = "GL_ARB_shader_clock"; |
| |
| const char* const E_GL_KHR_shader_subgroup_basic = "GL_KHR_shader_subgroup_basic"; |
| const char* const E_GL_KHR_shader_subgroup_vote = "GL_KHR_shader_subgroup_vote"; |
| const char* const E_GL_KHR_shader_subgroup_arithmetic = "GL_KHR_shader_subgroup_arithmetic"; |
| const char* const E_GL_KHR_shader_subgroup_ballot = "GL_KHR_shader_subgroup_ballot"; |
| const char* const E_GL_KHR_shader_subgroup_shuffle = "GL_KHR_shader_subgroup_shuffle"; |
| const char* const E_GL_KHR_shader_subgroup_shuffle_relative = "GL_KHR_shader_subgroup_shuffle_relative"; |
| const char* const E_GL_KHR_shader_subgroup_clustered = "GL_KHR_shader_subgroup_clustered"; |
| const char* const E_GL_KHR_shader_subgroup_quad = "GL_KHR_shader_subgroup_quad"; |
| const char* const E_GL_KHR_memory_scope_semantics = "GL_KHR_memory_scope_semantics"; |
| |
| const char* const E_GL_EXT_shader_atomic_int64 = "GL_EXT_shader_atomic_int64"; |
| |
| const char* const E_GL_EXT_shader_non_constant_global_initializers = "GL_EXT_shader_non_constant_global_initializers"; |
| const char* const E_GL_EXT_shader_image_load_formatted = "GL_EXT_shader_image_load_formatted"; |
| |
| const char* const E_GL_EXT_shader_16bit_storage = "GL_EXT_shader_16bit_storage"; |
| const char* const E_GL_EXT_shader_8bit_storage = "GL_EXT_shader_8bit_storage"; |
| |
| |
| // EXT extensions |
| const char* const E_GL_EXT_device_group = "GL_EXT_device_group"; |
| const char* const E_GL_EXT_multiview = "GL_EXT_multiview"; |
| const char* const E_GL_EXT_post_depth_coverage = "GL_EXT_post_depth_coverage"; |
| const char* const E_GL_EXT_control_flow_attributes = "GL_EXT_control_flow_attributes"; |
| const char* const E_GL_EXT_nonuniform_qualifier = "GL_EXT_nonuniform_qualifier"; |
| const char* const E_GL_EXT_samplerless_texture_functions = "GL_EXT_samplerless_texture_functions"; |
| const char* const E_GL_EXT_scalar_block_layout = "GL_EXT_scalar_block_layout"; |
| const char* const E_GL_EXT_fragment_invocation_density = "GL_EXT_fragment_invocation_density"; |
| const char* const E_GL_EXT_buffer_reference = "GL_EXT_buffer_reference"; |
| const char* const E_GL_EXT_buffer_reference2 = "GL_EXT_buffer_reference2"; |
| const char* const E_GL_EXT_buffer_reference_uvec2 = "GL_EXT_buffer_reference_uvec2"; |
| const char* const E_GL_EXT_demote_to_helper_invocation = "GL_EXT_demote_to_helper_invocation"; |
| const char* const E_GL_EXT_shader_realtime_clock = "GL_EXT_shader_realtime_clock"; |
| |
| // Arrays of extensions for the above viewportEXTs duplications |
| |
| const char* const post_depth_coverageEXTs[] = { E_GL_ARB_post_depth_coverage, E_GL_EXT_post_depth_coverage }; |
| const int Num_post_depth_coverageEXTs = sizeof(post_depth_coverageEXTs) / sizeof(post_depth_coverageEXTs[0]); |
| |
| // OVR extensions |
| const char* const E_GL_OVR_multiview = "GL_OVR_multiview"; |
| const char* const E_GL_OVR_multiview2 = "GL_OVR_multiview2"; |
| |
| const char* const OVR_multiview_EXTs[] = { E_GL_OVR_multiview, E_GL_OVR_multiview2 }; |
| const int Num_OVR_multiview_EXTs = sizeof(OVR_multiview_EXTs) / sizeof(OVR_multiview_EXTs[0]); |
| |
| // #line and #include |
| const char* const E_GL_GOOGLE_cpp_style_line_directive = "GL_GOOGLE_cpp_style_line_directive"; |
| const char* const E_GL_GOOGLE_include_directive = "GL_GOOGLE_include_directive"; |
| |
| const char* const E_GL_AMD_shader_ballot = "GL_AMD_shader_ballot"; |
| const char* const E_GL_AMD_shader_trinary_minmax = "GL_AMD_shader_trinary_minmax"; |
| const char* const E_GL_AMD_shader_explicit_vertex_parameter = "GL_AMD_shader_explicit_vertex_parameter"; |
| const char* const E_GL_AMD_gcn_shader = "GL_AMD_gcn_shader"; |
| const char* const E_GL_AMD_gpu_shader_half_float = "GL_AMD_gpu_shader_half_float"; |
| const char* const E_GL_AMD_texture_gather_bias_lod = "GL_AMD_texture_gather_bias_lod"; |
| const char* const E_GL_AMD_gpu_shader_int16 = "GL_AMD_gpu_shader_int16"; |
| const char* const E_GL_AMD_shader_image_load_store_lod = "GL_AMD_shader_image_load_store_lod"; |
| const char* const E_GL_AMD_shader_fragment_mask = "GL_AMD_shader_fragment_mask"; |
| const char* const E_GL_AMD_gpu_shader_half_float_fetch = "GL_AMD_gpu_shader_half_float_fetch"; |
| |
| const char* const E_GL_NV_sample_mask_override_coverage = "GL_NV_sample_mask_override_coverage"; |
| const char* const E_SPV_NV_geometry_shader_passthrough = "GL_NV_geometry_shader_passthrough"; |
| const char* const E_GL_NV_viewport_array2 = "GL_NV_viewport_array2"; |
| const char* const E_GL_NV_stereo_view_rendering = "GL_NV_stereo_view_rendering"; |
| const char* const E_GL_NVX_multiview_per_view_attributes = "GL_NVX_multiview_per_view_attributes"; |
| const char* const E_GL_NV_shader_atomic_int64 = "GL_NV_shader_atomic_int64"; |
| const char* const E_GL_NV_conservative_raster_underestimation = "GL_NV_conservative_raster_underestimation"; |
| const char* const E_GL_NV_shader_noperspective_interpolation = "GL_NV_shader_noperspective_interpolation"; |
| const char* const E_GL_NV_shader_subgroup_partitioned = "GL_NV_shader_subgroup_partitioned"; |
| const char* const E_GL_NV_shading_rate_image = "GL_NV_shading_rate_image"; |
| const char* const E_GL_NV_ray_tracing = "GL_NV_ray_tracing"; |
| const char* const E_GL_NV_fragment_shader_barycentric = "GL_NV_fragment_shader_barycentric"; |
| const char* const E_GL_NV_compute_shader_derivatives = "GL_NV_compute_shader_derivatives"; |
| const char* const E_GL_NV_shader_texture_footprint = "GL_NV_shader_texture_footprint"; |
| const char* const E_GL_NV_mesh_shader = "GL_NV_mesh_shader"; |
| |
| // Arrays of extensions for the above viewportEXTs duplications |
| |
| const char* const viewportEXTs[] = { E_GL_ARB_shader_viewport_layer_array, E_GL_NV_viewport_array2 }; |
| const int Num_viewportEXTs = sizeof(viewportEXTs) / sizeof(viewportEXTs[0]); |
| |
| const char* const E_GL_NV_cooperative_matrix = "GL_NV_cooperative_matrix"; |
| const char* const E_GL_NV_shader_sm_builtins = "GL_NV_shader_sm_builtins"; |
| const char* const E_GL_NV_integer_cooperative_matrix = "GL_NV_integer_cooperative_matrix"; |
| |
| // AEP |
| const char* const E_GL_ANDROID_extension_pack_es31a = "GL_ANDROID_extension_pack_es31a"; |
| const char* const E_GL_KHR_blend_equation_advanced = "GL_KHR_blend_equation_advanced"; |
| const char* const E_GL_OES_sample_variables = "GL_OES_sample_variables"; |
| const char* const E_GL_OES_shader_image_atomic = "GL_OES_shader_image_atomic"; |
| const char* const E_GL_OES_shader_multisample_interpolation = "GL_OES_shader_multisample_interpolation"; |
| const char* const E_GL_OES_texture_storage_multisample_2d_array = "GL_OES_texture_storage_multisample_2d_array"; |
| const char* const E_GL_EXT_geometry_shader = "GL_EXT_geometry_shader"; |
| const char* const E_GL_EXT_geometry_point_size = "GL_EXT_geometry_point_size"; |
| const char* const E_GL_EXT_gpu_shader5 = "GL_EXT_gpu_shader5"; |
| const char* const E_GL_EXT_primitive_bounding_box = "GL_EXT_primitive_bounding_box"; |
| const char* const E_GL_EXT_shader_io_blocks = "GL_EXT_shader_io_blocks"; |
| const char* const E_GL_EXT_tessellation_shader = "GL_EXT_tessellation_shader"; |
| const char* const E_GL_EXT_tessellation_point_size = "GL_EXT_tessellation_point_size"; |
| const char* const E_GL_EXT_texture_buffer = "GL_EXT_texture_buffer"; |
| const char* const E_GL_EXT_texture_cube_map_array = "GL_EXT_texture_cube_map_array"; |
| |
| // OES matching AEP |
| const char* const E_GL_OES_geometry_shader = "GL_OES_geometry_shader"; |
| const char* const E_GL_OES_geometry_point_size = "GL_OES_geometry_point_size"; |
| const char* const E_GL_OES_gpu_shader5 = "GL_OES_gpu_shader5"; |
| const char* const E_GL_OES_primitive_bounding_box = "GL_OES_primitive_bounding_box"; |
| const char* const E_GL_OES_shader_io_blocks = "GL_OES_shader_io_blocks"; |
| const char* const E_GL_OES_tessellation_shader = "GL_OES_tessellation_shader"; |
| const char* const E_GL_OES_tessellation_point_size = "GL_OES_tessellation_point_size"; |
| const char* const E_GL_OES_texture_buffer = "GL_OES_texture_buffer"; |
| const char* const E_GL_OES_texture_cube_map_array = "GL_OES_texture_cube_map_array"; |
| |
| // EXT |
| const char* const E_GL_EXT_shader_explicit_arithmetic_types = "GL_EXT_shader_explicit_arithmetic_types"; |
| const char* const E_GL_EXT_shader_explicit_arithmetic_types_int8 = "GL_EXT_shader_explicit_arithmetic_types_int8"; |
| const char* const E_GL_EXT_shader_explicit_arithmetic_types_int16 = "GL_EXT_shader_explicit_arithmetic_types_int16"; |
| const char* const E_GL_EXT_shader_explicit_arithmetic_types_int32 = "GL_EXT_shader_explicit_arithmetic_types_int32"; |
| const char* const E_GL_EXT_shader_explicit_arithmetic_types_int64 = "GL_EXT_shader_explicit_arithmetic_types_int64"; |
| const char* const E_GL_EXT_shader_explicit_arithmetic_types_float16 = "GL_EXT_shader_explicit_arithmetic_types_float16"; |
| const char* const E_GL_EXT_shader_explicit_arithmetic_types_float32 = "GL_EXT_shader_explicit_arithmetic_types_float32"; |
| const char* const E_GL_EXT_shader_explicit_arithmetic_types_float64 = "GL_EXT_shader_explicit_arithmetic_types_float64"; |
| |
| const char* const E_GL_EXT_shader_subgroup_extended_types_int8 = "GL_EXT_shader_subgroup_extended_types_int8"; |
| const char* const E_GL_EXT_shader_subgroup_extended_types_int16 = "GL_EXT_shader_subgroup_extended_types_int16"; |
| const char* const E_GL_EXT_shader_subgroup_extended_types_int64 = "GL_EXT_shader_subgroup_extended_types_int64"; |
| const char* const E_GL_EXT_shader_subgroup_extended_types_float16 = "GL_EXT_shader_subgroup_extended_types_float16"; |
| |
| // Arrays of extensions for the above AEP duplications |
| |
| const char* const AEP_geometry_shader[] = { E_GL_EXT_geometry_shader, E_GL_OES_geometry_shader }; |
| const int Num_AEP_geometry_shader = sizeof(AEP_geometry_shader)/sizeof(AEP_geometry_shader[0]); |
| |
| const char* const AEP_geometry_point_size[] = { E_GL_EXT_geometry_point_size, E_GL_OES_geometry_point_size }; |
| const int Num_AEP_geometry_point_size = sizeof(AEP_geometry_point_size)/sizeof(AEP_geometry_point_size[0]); |
| |
| const char* const AEP_gpu_shader5[] = { E_GL_EXT_gpu_shader5, E_GL_OES_gpu_shader5 }; |
| const int Num_AEP_gpu_shader5 = sizeof(AEP_gpu_shader5)/sizeof(AEP_gpu_shader5[0]); |
| |
| const char* const AEP_primitive_bounding_box[] = { E_GL_EXT_primitive_bounding_box, E_GL_OES_primitive_bounding_box }; |
| const int Num_AEP_primitive_bounding_box = sizeof(AEP_primitive_bounding_box)/sizeof(AEP_primitive_bounding_box[0]); |
| |
| const char* const AEP_shader_io_blocks[] = { E_GL_EXT_shader_io_blocks, E_GL_OES_shader_io_blocks }; |
| const int Num_AEP_shader_io_blocks = sizeof(AEP_shader_io_blocks)/sizeof(AEP_shader_io_blocks[0]); |
| |
| const char* const AEP_tessellation_shader[] = { E_GL_EXT_tessellation_shader, E_GL_OES_tessellation_shader }; |
| const int Num_AEP_tessellation_shader = sizeof(AEP_tessellation_shader)/sizeof(AEP_tessellation_shader[0]); |
| |
| const char* const AEP_tessellation_point_size[] = { E_GL_EXT_tessellation_point_size, E_GL_OES_tessellation_point_size }; |
| const int Num_AEP_tessellation_point_size = sizeof(AEP_tessellation_point_size)/sizeof(AEP_tessellation_point_size[0]); |
| |
| const char* const AEP_texture_buffer[] = { E_GL_EXT_texture_buffer, E_GL_OES_texture_buffer }; |
| const int Num_AEP_texture_buffer = sizeof(AEP_texture_buffer)/sizeof(AEP_texture_buffer[0]); |
| |
| const char* const AEP_texture_cube_map_array[] = { E_GL_EXT_texture_cube_map_array, E_GL_OES_texture_cube_map_array }; |
| const int Num_AEP_texture_cube_map_array = sizeof(AEP_texture_cube_map_array)/sizeof(AEP_texture_cube_map_array[0]); |
| |
| } // end namespace glslang |
| |
| #endif // _VERSIONS_INCLUDED_ |