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|
/*
* Copyright © 2010 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#ifndef GLSL_PARSER_EXTRAS_H
#define GLSL_PARSER_EXTRAS_H
/*
* Most of the definitions here only apply to C++
*/
#ifdef __cplusplus
#include <stdlib.h>
#include "glsl_symbol_table.h"
struct gl_context;
struct glsl_switch_state {
/** Temporary variables needed for switch statement. */
ir_variable *test_var;
ir_variable *is_fallthru_var;
class ast_switch_statement *switch_nesting_ast;
/** Used to detect if 'continue' was called inside a switch. */
ir_variable *continue_inside;
/** Used to set condition if 'default' label should be chosen. */
ir_variable *run_default;
/** Table of constant values already used in case labels */
struct hash_table *labels_ht;
class ast_case_label *previous_default;
bool is_switch_innermost; // if switch stmt is closest to break, ...
};
const char *
glsl_compute_version_string(void *mem_ctx, bool is_es, unsigned version);
typedef struct YYLTYPE {
int first_line;
int first_column;
int last_line;
int last_column;
unsigned source;
} YYLTYPE;
# define YYLTYPE_IS_DECLARED 1
# define YYLTYPE_IS_TRIVIAL 1
extern void _mesa_glsl_error(YYLTYPE *locp, _mesa_glsl_parse_state *state,
const char *fmt, ...);
struct _mesa_glsl_parse_state {
_mesa_glsl_parse_state(struct gl_context *_ctx, gl_shader_stage stage,
void *mem_ctx);
DECLARE_RZALLOC_CXX_OPERATORS(_mesa_glsl_parse_state);
/**
* Generate a string representing the GLSL version currently being compiled
* (useful for error messages).
*/
const char *get_version_string()
{
return glsl_compute_version_string(this, this->es_shader,
this->language_version);
}
/**
* Determine whether the current GLSL version is sufficiently high to
* support a certain feature.
*
* \param required_glsl_version is the desktop GLSL version that is
* required to support the feature, or 0 if no version of desktop GLSL
* supports the feature.
*
* \param required_glsl_es_version is the GLSL ES version that is required
* to support the feature, or 0 if no version of GLSL ES supports the
* feature.
*/
bool is_version(unsigned required_glsl_version,
unsigned required_glsl_es_version) const
{
unsigned required_version = this->es_shader ?
required_glsl_es_version : required_glsl_version;
unsigned this_version = this->forced_language_version
? this->forced_language_version : this->language_version;
return required_version != 0
&& this_version >= required_version;
}
bool check_version(unsigned required_glsl_version,
unsigned required_glsl_es_version,
YYLTYPE *locp, const char *fmt, ...) PRINTFLIKE(5, 6);
bool check_arrays_of_arrays_allowed(YYLTYPE *locp)
{
if (!(ARB_arrays_of_arrays_enable || is_version(430, 310))) {
const char *const requirement = this->es_shader
? "GLSL ES 3.10"
: "GL_ARB_arrays_of_arrays or GLSL 4.30";
_mesa_glsl_error(locp, this,
"%s required for defining arrays of arrays.",
requirement);
return false;
}
return true;
}
bool check_precision_qualifiers_allowed(YYLTYPE *locp)
{
return check_version(130, 100, locp,
"precision qualifiers are forbidden");
}
bool check_bitwise_operations_allowed(YYLTYPE *locp)
{
return check_version(130, 300, locp, "bit-wise operations are forbidden");
}
bool check_explicit_attrib_stream_allowed(YYLTYPE *locp)
{
if (!this->has_explicit_attrib_stream()) {
const char *const requirement = "GL_ARB_gpu_shader5 extension or GLSL 4.00";
_mesa_glsl_error(locp, this, "explicit stream requires %s",
requirement);
return false;
}
return true;
}
bool check_explicit_attrib_location_allowed(YYLTYPE *locp,
const ir_variable *var)
{
if (!this->has_explicit_attrib_location()) {
const char *const requirement = this->es_shader
? "GLSL ES 3.00"
: "GL_ARB_explicit_attrib_location extension or GLSL 3.30";
_mesa_glsl_error(locp, this, "%s explicit location requires %s",
mode_string(var), requirement);
return false;
}
return true;
}
bool check_separate_shader_objects_allowed(YYLTYPE *locp,
const ir_variable *var)
{
if (!this->has_separate_shader_objects()) {
const char *const requirement = this->es_shader
? "GL_EXT_separate_shader_objects extension or GLSL ES 3.10"
: "GL_ARB_separate_shader_objects extension or GLSL 4.20";
_mesa_glsl_error(locp, this, "%s explicit location requires %s",
mode_string(var), requirement);
return false;
}
return true;
}
bool check_explicit_uniform_location_allowed(YYLTYPE *locp,
const ir_variable *)
{
if (!this->has_explicit_attrib_location() ||
!this->has_explicit_uniform_location()) {
const char *const requirement = this->es_shader
? "GLSL ES 3.10"
: "GL_ARB_explicit_uniform_location and either "
"GL_ARB_explicit_attrib_location or GLSL 3.30.";
_mesa_glsl_error(locp, this,
"uniform explicit location requires %s",
requirement);
return false;
}
return true;
}
bool has_atomic_counters() const
{
return ARB_shader_atomic_counters_enable || is_version(420, 310);
}
bool has_enhanced_layouts() const
{
return ARB_enhanced_layouts_enable || is_version(440, 0);
}
bool has_explicit_attrib_stream() const
{
return ARB_gpu_shader5_enable || is_version(400, 0);
}
bool has_explicit_attrib_location() const
{
return ARB_explicit_attrib_location_enable || is_version(330, 300);
}
bool has_explicit_uniform_location() const
{
return ARB_explicit_uniform_location_enable || is_version(430, 310);
}
bool has_uniform_buffer_objects() const
{
return ARB_uniform_buffer_object_enable || is_version(140, 300);
}
bool has_shader_storage_buffer_objects() const
{
return ARB_shader_storage_buffer_object_enable || is_version(430, 310);
}
bool has_separate_shader_objects() const
{
return ARB_separate_shader_objects_enable || is_version(410, 310)
|| EXT_separate_shader_objects_enable;
}
bool has_double() const
{
return ARB_gpu_shader_fp64_enable || is_version(400, 0);
}
bool has_int64() const
{
return ARB_gpu_shader_int64_enable;
}
bool has_420pack() const
{
return ARB_shading_language_420pack_enable || is_version(420, 0);
}
bool has_420pack_or_es31() const
{
return ARB_shading_language_420pack_enable || is_version(420, 310);
}
bool has_compute_shader() const
{
return ARB_compute_shader_enable || is_version(430, 310);
}
bool has_shader_io_blocks() const
{
/* The OES_geometry_shader_specification says:
*
* "If the OES_geometry_shader extension is enabled, the
* OES_shader_io_blocks extension is also implicitly enabled."
*
* The OES_tessellation_shader extension has similar wording.
*/
return OES_shader_io_blocks_enable ||
EXT_shader_io_blocks_enable ||
OES_geometry_shader_enable ||
EXT_geometry_shader_enable ||
OES_tessellation_shader_enable ||
EXT_tessellation_shader_enable ||
is_version(150, 320);
}
bool has_geometry_shader() const
{
return OES_geometry_shader_enable || EXT_geometry_shader_enable ||
is_version(150, 320);
}
bool has_tessellation_shader() const
{
return ARB_tessellation_shader_enable ||
OES_tessellation_shader_enable ||
EXT_tessellation_shader_enable ||
is_version(400, 320);
}
bool has_clip_distance() const
{
return EXT_clip_cull_distance_enable || is_version(130, 0);
}
bool has_cull_distance() const
{
return EXT_clip_cull_distance_enable ||
ARB_cull_distance_enable ||
is_version(450, 0);
}
bool has_framebuffer_fetch() const
{
return EXT_shader_framebuffer_fetch_enable ||
MESA_shader_framebuffer_fetch_enable ||
MESA_shader_framebuffer_fetch_non_coherent_enable;
}
bool has_texture_cube_map_array() const
{
return ARB_texture_cube_map_array_enable ||
EXT_texture_cube_map_array_enable ||
OES_texture_cube_map_array_enable ||
is_version(400, 320);
}
bool has_shader_image_load_store() const
{
return ARB_shader_image_load_store_enable || is_version(420, 310);
}
bool has_bindless() const
{
return ARB_bindless_texture_enable;
}
void process_version_directive(YYLTYPE *locp, int version,
const char *ident);
struct gl_context *const ctx;
void *scanner;
exec_list translation_unit;
glsl_symbol_table *symbols;
void *linalloc;
unsigned num_supported_versions;
struct {
unsigned ver;
uint8_t gl_ver;
bool es;
} supported_versions[17];
bool es_shader;
bool compat_shader;
unsigned language_version;
unsigned forced_language_version;
bool zero_init;
unsigned gl_version;
gl_shader_stage stage;
/**
* Default uniform layout qualifiers tracked during parsing.
* Currently affects uniform blocks and uniform buffer variables in
* those blocks.
*/
struct ast_type_qualifier *default_uniform_qualifier;
/**
* Default shader storage layout qualifiers tracked during parsing.
* Currently affects shader storage blocks and shader storage buffer
* variables in those blocks.
*/
struct ast_type_qualifier *default_shader_storage_qualifier;
/**
* Variables to track different cases if a fragment shader redeclares
* built-in variable gl_FragCoord.
*
* Note: These values are computed at ast_to_hir time rather than at parse
* time.
*/
bool fs_redeclares_gl_fragcoord;
bool fs_origin_upper_left;
bool fs_pixel_center_integer;
bool fs_redeclares_gl_fragcoord_with_no_layout_qualifiers;
/**
* True if a geometry shader input primitive type or tessellation control
* output vertices were specified using a layout directive.
*
* Note: these values are computed at ast_to_hir time rather than at parse
* time.
*/
bool gs_input_prim_type_specified;
bool tcs_output_vertices_specified;
/**
* Input layout qualifiers from GLSL 1.50 (geometry shader controls),
* and GLSL 4.00 (tessellation evaluation shader)
*/
struct ast_type_qualifier *in_qualifier;
/**
* True if a compute shader input local size was specified using a layout
* directive.
*
* Note: this value is computed at ast_to_hir time rather than at parse
* time.
*/
bool cs_input_local_size_specified;
/**
* If cs_input_local_size_specified is true, the local size that was
* specified. Otherwise ignored.
*/
unsigned cs_input_local_size[3];
/**
* True if a compute shader input local variable size was specified using
* a layout directive as specified by ARB_compute_variable_group_size.
*/
bool cs_input_local_size_variable_specified;
/**
* True if a shader declare bindless_sampler/bindless_image, and
* respectively bound_sampler/bound_image at global scope as specified by
* ARB_bindless_texture.
*/
bool bindless_sampler_specified;
bool bindless_image_specified;
bool bound_sampler_specified;
bool bound_image_specified;
/**
* Output layout qualifiers from GLSL 1.50 (geometry shader controls),
* and GLSL 4.00 (tessellation control shader).
*/
struct ast_type_qualifier *out_qualifier;
/**
* Printable list of GLSL versions supported by the current context
*
* \note
* This string should probably be generated per-context instead of per
* invokation of the compiler. This should be changed when the method of
* tracking supported GLSL versions changes.
*/
const char *supported_version_string;
/**
* Implementation defined limits that affect built-in variables, etc.
*
* \sa struct gl_constants (in mtypes.h)
*/
struct {
/* 1.10 */
unsigned MaxLights;
unsigned MaxClipPlanes;
unsigned MaxTextureUnits;
unsigned MaxTextureCoords;
unsigned MaxVertexAttribs;
unsigned MaxVertexUniformComponents;
unsigned MaxVertexTextureImageUnits;
unsigned MaxCombinedTextureImageUnits;
unsigned MaxTextureImageUnits;
unsigned MaxFragmentUniformComponents;
/* ARB_draw_buffers */
unsigned MaxDrawBuffers;
/* ARB_enhanced_layouts */
unsigned MaxTransformFeedbackBuffers;
unsigned MaxTransformFeedbackInterleavedComponents;
/* ARB_blend_func_extended */
unsigned MaxDualSourceDrawBuffers;
/* 3.00 ES */
int MinProgramTexelOffset;
int MaxProgramTexelOffset;
/* 1.50 */
unsigned MaxVertexOutputComponents;
unsigned MaxGeometryInputComponents;
unsigned MaxGeometryOutputComponents;
unsigned MaxFragmentInputComponents;
unsigned MaxGeometryTextureImageUnits;
unsigned MaxGeometryOutputVertices;
unsigned MaxGeometryTotalOutputComponents;
unsigned MaxGeometryUniformComponents;
/* ARB_shader_atomic_counters */
unsigned MaxVertexAtomicCounters;
unsigned MaxTessControlAtomicCounters;
unsigned MaxTessEvaluationAtomicCounters;
unsigned MaxGeometryAtomicCounters;
unsigned MaxFragmentAtomicCounters;
unsigned MaxCombinedAtomicCounters;
unsigned MaxAtomicBufferBindings;
/* These are also atomic counter related, but they weren't added to
* until atomic counters were added to core in GLSL 4.20 and GLSL ES
* 3.10.
*/
unsigned MaxVertexAtomicCounterBuffers;
unsigned MaxTessControlAtomicCounterBuffers;
unsigned MaxTessEvaluationAtomicCounterBuffers;
unsigned MaxGeometryAtomicCounterBuffers;
unsigned MaxFragmentAtomicCounterBuffers;
unsigned MaxCombinedAtomicCounterBuffers;
unsigned MaxAtomicCounterBufferSize;
/* ARB_compute_shader */
unsigned MaxComputeAtomicCounterBuffers;
unsigned MaxComputeAtomicCounters;
unsigned MaxComputeImageUniforms;
unsigned MaxComputeTextureImageUnits;
unsigned MaxComputeUniformComponents;
unsigned MaxComputeWorkGroupCount[3];
unsigned MaxComputeWorkGroupSize[3];
/* ARB_shader_image_load_store */
unsigned MaxImageUnits;
unsigned MaxCombinedShaderOutputResources;
unsigned MaxImageSamples;
unsigned MaxVertexImageUniforms;
unsigned MaxTessControlImageUniforms;
unsigned MaxTessEvaluationImageUniforms;
unsigned MaxGeometryImageUniforms;
unsigned MaxFragmentImageUniforms;
unsigned MaxCombinedImageUniforms;
/* ARB_viewport_array */
unsigned MaxViewports;
/* ARB_tessellation_shader */
unsigned MaxPatchVertices;
unsigned MaxTessGenLevel;
unsigned MaxTessControlInputComponents;
unsigned MaxTessControlOutputComponents;
unsigned MaxTessControlTextureImageUnits;
unsigned MaxTessEvaluationInputComponents;
unsigned MaxTessEvaluationOutputComponents;
unsigned MaxTessEvaluationTextureImageUnits;
unsigned MaxTessPatchComponents;
unsigned MaxTessControlTotalOutputComponents;
unsigned MaxTessControlUniformComponents;
unsigned MaxTessEvaluationUniformComponents;
/* GL 4.5 / OES_sample_variables */
unsigned MaxSamples;
} Const;
/**
* During AST to IR conversion, pointer to current IR function
*
* Will be \c NULL whenever the AST to IR conversion is not inside a
* function definition.
*/
class ir_function_signature *current_function;
/**
* During AST to IR conversion, pointer to the toplevel IR
* instruction list being generated.
*/
exec_list *toplevel_ir;
/** Have we found a return statement in this function? */
bool found_return;
/** Was there an error during compilation? */
bool error;
/**
* Are all shader inputs / outputs invariant?
*
* This is set when the 'STDGL invariant(all)' pragma is used.
*/
bool all_invariant;
/** Loop or switch statement containing the current instructions. */
class ast_iteration_statement *loop_nesting_ast;
struct glsl_switch_state switch_state;
/** List of structures defined in user code. */
const glsl_type **user_structures;
unsigned num_user_structures;
char *info_log;
/**
* \name Enable bits for GLSL extensions
*/
/*@{*/
/* ARB extensions go here, sorted alphabetically.
*/
bool ARB_ES3_1_compatibility_enable;
bool ARB_ES3_1_compatibility_warn;
bool ARB_ES3_2_compatibility_enable;
bool ARB_ES3_2_compatibility_warn;
bool ARB_arrays_of_arrays_enable;
bool ARB_arrays_of_arrays_warn;
bool ARB_bindless_texture_enable;
bool ARB_bindless_texture_warn;
bool ARB_compute_shader_enable;
bool ARB_compute_shader_warn;
bool ARB_compute_variable_group_size_enable;
bool ARB_compute_variable_group_size_warn;
bool ARB_conservative_depth_enable;
bool ARB_conservative_depth_warn;
bool ARB_cull_distance_enable;
bool ARB_cull_distance_warn;
bool ARB_derivative_control_enable;
bool ARB_derivative_control_warn;
bool ARB_draw_buffers_enable;
bool ARB_draw_buffers_warn;
bool ARB_draw_instanced_enable;
bool ARB_draw_instanced_warn;
bool ARB_enhanced_layouts_enable;
bool ARB_enhanced_layouts_warn;
bool ARB_explicit_attrib_location_enable;
bool ARB_explicit_attrib_location_warn;
bool ARB_explicit_uniform_location_enable;
bool ARB_explicit_uniform_location_warn;
bool ARB_fragment_coord_conventions_enable;
bool ARB_fragment_coord_conventions_warn;
bool ARB_fragment_layer_viewport_enable;
bool ARB_fragment_layer_viewport_warn;
bool ARB_gpu_shader5_enable;
bool ARB_gpu_shader5_warn;
bool ARB_gpu_shader_fp64_enable;
bool ARB_gpu_shader_fp64_warn;
bool ARB_gpu_shader_int64_enable;
bool ARB_gpu_shader_int64_warn;
bool ARB_post_depth_coverage_enable;
bool ARB_post_depth_coverage_warn;
bool ARB_sample_shading_enable;
bool ARB_sample_shading_warn;
bool ARB_separate_shader_objects_enable;
bool ARB_separate_shader_objects_warn;
bool ARB_shader_atomic_counter_ops_enable;
bool ARB_shader_atomic_counter_ops_warn;
bool ARB_shader_atomic_counters_enable;
bool ARB_shader_atomic_counters_warn;
bool ARB_shader_ballot_enable;
bool ARB_shader_ballot_warn;
bool ARB_shader_bit_encoding_enable;
bool ARB_shader_bit_encoding_warn;
bool ARB_shader_clock_enable;
bool ARB_shader_clock_warn;
bool ARB_shader_draw_parameters_enable;
bool ARB_shader_draw_parameters_warn;
bool ARB_shader_group_vote_enable;
bool ARB_shader_group_vote_warn;
bool ARB_shader_image_load_store_enable;
bool ARB_shader_image_load_store_warn;
bool ARB_shader_image_size_enable;
bool ARB_shader_image_size_warn;
bool ARB_shader_precision_enable;
bool ARB_shader_precision_warn;
bool ARB_shader_stencil_export_enable;
bool ARB_shader_stencil_export_warn;
bool ARB_shader_storage_buffer_object_enable;
bool ARB_shader_storage_buffer_object_warn;
bool ARB_shader_subroutine_enable;
bool ARB_shader_subroutine_warn;
bool ARB_shader_texture_image_samples_enable;
bool ARB_shader_texture_image_samples_warn;
bool ARB_shader_texture_lod_enable;
bool ARB_shader_texture_lod_warn;
bool ARB_shader_viewport_layer_array_enable;
bool ARB_shader_viewport_layer_array_warn;
bool ARB_shading_language_420pack_enable;
bool ARB_shading_language_420pack_warn;
bool ARB_shading_language_packing_enable;
bool ARB_shading_language_packing_warn;
bool ARB_tessellation_shader_enable;
bool ARB_tessellation_shader_warn;
bool ARB_texture_cube_map_array_enable;
bool ARB_texture_cube_map_array_warn;
bool ARB_texture_gather_enable;
bool ARB_texture_gather_warn;
bool ARB_texture_multisample_enable;
bool ARB_texture_multisample_warn;
bool ARB_texture_query_levels_enable;
bool ARB_texture_query_levels_warn;
bool ARB_texture_query_lod_enable;
bool ARB_texture_query_lod_warn;
bool ARB_texture_rectangle_enable;
bool ARB_texture_rectangle_warn;
bool ARB_uniform_buffer_object_enable;
bool ARB_uniform_buffer_object_warn;
bool ARB_vertex_attrib_64bit_enable;
bool ARB_vertex_attrib_64bit_warn;
bool ARB_viewport_array_enable;
bool ARB_viewport_array_warn;
/* KHR extensions go here, sorted alphabetically.
*/
bool KHR_blend_equation_advanced_enable;
bool KHR_blend_equation_advanced_warn;
/* OES extensions go here, sorted alphabetically.
*/
bool OES_EGL_image_external_enable;
bool OES_EGL_image_external_warn;
bool OES_geometry_point_size_enable;
bool OES_geometry_point_size_warn;
bool OES_geometry_shader_enable;
bool OES_geometry_shader_warn;
bool OES_gpu_shader5_enable;
bool OES_gpu_shader5_warn;
bool OES_primitive_bounding_box_enable;
bool OES_primitive_bounding_box_warn;
bool OES_sample_variables_enable;
bool OES_sample_variables_warn;
bool OES_shader_image_atomic_enable;
bool OES_shader_image_atomic_warn;
bool OES_shader_io_blocks_enable;
bool OES_shader_io_blocks_warn;
bool OES_shader_multisample_interpolation_enable;
bool OES_shader_multisample_interpolation_warn;
bool OES_standard_derivatives_enable;
bool OES_standard_derivatives_warn;
bool OES_tessellation_point_size_enable;
bool OES_tessellation_point_size_warn;
bool OES_tessellation_shader_enable;
bool OES_tessellation_shader_warn;
bool OES_texture_3D_enable;
bool OES_texture_3D_warn;
bool OES_texture_buffer_enable;
bool OES_texture_buffer_warn;
bool OES_texture_cube_map_array_enable;
bool OES_texture_cube_map_array_warn;
bool OES_texture_storage_multisample_2d_array_enable;
bool OES_texture_storage_multisample_2d_array_warn;
bool OES_viewport_array_enable;
bool OES_viewport_array_warn;
/* All other extensions go here, sorted alphabetically.
*/
bool AMD_conservative_depth_enable;
bool AMD_conservative_depth_warn;
bool AMD_shader_stencil_export_enable;
bool AMD_shader_stencil_export_warn;
bool AMD_shader_trinary_minmax_enable;
bool AMD_shader_trinary_minmax_warn;
bool AMD_vertex_shader_layer_enable;
bool AMD_vertex_shader_layer_warn;
bool AMD_vertex_shader_viewport_index_enable;
bool AMD_vertex_shader_viewport_index_warn;
bool ANDROID_extension_pack_es31a_enable;
bool ANDROID_extension_pack_es31a_warn;
bool EXT_blend_func_extended_enable;
bool EXT_blend_func_extended_warn;
bool EXT_clip_cull_distance_enable;
bool EXT_clip_cull_distance_warn;
bool EXT_draw_buffers_enable;
bool EXT_draw_buffers_warn;
bool EXT_frag_depth_enable;
bool EXT_frag_depth_warn;
bool EXT_geometry_point_size_enable;
bool EXT_geometry_point_size_warn;
bool EXT_geometry_shader_enable;
bool EXT_geometry_shader_warn;
bool EXT_gpu_shader5_enable;
bool EXT_gpu_shader5_warn;
bool EXT_primitive_bounding_box_enable;
bool EXT_primitive_bounding_box_warn;
bool EXT_separate_shader_objects_enable;
bool EXT_separate_shader_objects_warn;
bool EXT_shader_framebuffer_fetch_enable;
bool EXT_shader_framebuffer_fetch_warn;
bool EXT_shader_integer_mix_enable;
bool EXT_shader_integer_mix_warn;
bool EXT_shader_io_blocks_enable;
bool EXT_shader_io_blocks_warn;
bool EXT_shader_samples_identical_enable;
bool EXT_shader_samples_identical_warn;
bool EXT_tessellation_point_size_enable;
bool EXT_tessellation_point_size_warn;
bool EXT_tessellation_shader_enable;
bool EXT_tessellation_shader_warn;
bool EXT_texture_array_enable;
bool EXT_texture_array_warn;
bool EXT_texture_buffer_enable;
bool EXT_texture_buffer_warn;
bool EXT_texture_cube_map_array_enable;
bool EXT_texture_cube_map_array_warn;
bool INTEL_conservative_rasterization_enable;
bool INTEL_conservative_rasterization_warn;
bool MESA_shader_framebuffer_fetch_enable;
bool MESA_shader_framebuffer_fetch_warn;
bool MESA_shader_framebuffer_fetch_non_coherent_enable;
bool MESA_shader_framebuffer_fetch_non_coherent_warn;
bool MESA_shader_integer_functions_enable;
bool MESA_shader_integer_functions_warn;
bool NV_image_formats_enable;
bool NV_image_formats_warn;
/*@}*/
/** Extensions supported by the OpenGL implementation. */
const struct gl_extensions *extensions;
bool uses_builtin_functions;
bool fs_uses_gl_fragcoord;
/**
* For geometry shaders, size of the most recently seen input declaration
* that was a sized array, or 0 if no sized input array declarations have
* been seen.
*
* Unused for other shader types.
*/
unsigned gs_input_size;
bool fs_early_fragment_tests;
bool fs_inner_coverage;
bool fs_post_depth_coverage;
unsigned fs_blend_support;
/**
* For tessellation control shaders, size of the most recently seen output
* declaration that was a sized array, or 0 if no sized output array
* declarations have been seen.
*
* Unused for other shader types.
*/
unsigned tcs_output_size;
/** Atomic counter offsets by binding */
unsigned atomic_counter_offsets[MAX_COMBINED_ATOMIC_BUFFERS];
bool allow_extension_directive_midshader;
bool allow_builtin_variable_redeclaration;
/**
* Known subroutine type declarations.
*/
int num_subroutine_types;
ir_function **subroutine_types;
/**
* Functions that are associated with
* subroutine types.
*/
int num_subroutines;
ir_function **subroutines;
/**
* field selection temporary parser storage -
* did the parser just parse a dot.
*/
bool is_field;
/**
* seen values for clip/cull distance sizes
* so we can check totals aren't too large.
*/
unsigned clip_dist_size, cull_dist_size;
};
# define YYLLOC_DEFAULT(Current, Rhs, N) \
do { \
if (N) \
{ \
(Current).first_line = YYRHSLOC(Rhs, 1).first_line; \
(Current).first_column = YYRHSLOC(Rhs, 1).first_column; \
(Current).last_line = YYRHSLOC(Rhs, N).last_line; \
(Current).last_column = YYRHSLOC(Rhs, N).last_column; \
} \
else \
{ \
(Current).first_line = (Current).last_line = \
YYRHSLOC(Rhs, 0).last_line; \
(Current).first_column = (Current).last_column = \
YYRHSLOC(Rhs, 0).last_column; \
} \
(Current).source = 0; \
} while (0)
/**
* Emit a warning to the shader log
*
* \sa _mesa_glsl_error
*/
extern void _mesa_glsl_warning(const YYLTYPE *locp,
_mesa_glsl_parse_state *state,
const char *fmt, ...);
extern void _mesa_glsl_lexer_ctor(struct _mesa_glsl_parse_state *state,
const char *string);
extern void _mesa_glsl_lexer_dtor(struct _mesa_glsl_parse_state *state);
union YYSTYPE;
extern int _mesa_glsl_lexer_lex(union YYSTYPE *yylval, YYLTYPE *yylloc,
void *scanner);
extern int _mesa_glsl_parse(struct _mesa_glsl_parse_state *);
/**
* Process elements of the #extension directive
*
* \return
* If \c name and \c behavior are valid, \c true is returned. Otherwise
* \c false is returned.
*/
extern bool _mesa_glsl_process_extension(const char *name, YYLTYPE *name_locp,
const char *behavior,
YYLTYPE *behavior_locp,
_mesa_glsl_parse_state *state);
#endif /* __cplusplus */
/*
* These definitions apply to C and C++
*/
#ifdef __cplusplus
extern "C" {
#endif
struct glcpp_parser;
typedef void (*glcpp_extension_iterator)(
struct _mesa_glsl_parse_state *state,
void (*add_builtin_define)(struct glcpp_parser *, const char *, int),
struct glcpp_parser *data,
unsigned version,
bool es);
extern int glcpp_preprocess(void *ctx, const char **shader, char **info_log,
glcpp_extension_iterator extensions,
struct _mesa_glsl_parse_state *state,
struct gl_context *gl_ctx);
extern void _mesa_destroy_shader_compiler(void);
extern void _mesa_destroy_shader_compiler_caches(void);
#ifdef __cplusplus
}
#endif
#endif /* GLSL_PARSER_EXTRAS_H */
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