godot/thirdparty/glslang/glslang/Public/ShaderLang.h

//
// Copyright (C) 2002-2005  3Dlabs Inc. Ltd.
// Copyright (C) 2013-2016 LunarG, Inc.
// 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 _COMPILER_INTERFACE_INCLUDED_
#define _COMPILER_INTERFACE_INCLUDED_

#include "../Include/ResourceLimits.h"
#include "../MachineIndependent/Versions.h"

#include <cstring>
#include <vector>

#ifdef _WIN32
    #define C_DECL
#else
    #define C_DECL
#endif

#ifdef GLSLANG_IS_SHARED_LIBRARY
    #ifdef _WIN32
        #ifdef GLSLANG_EXPORTING
            #define GLSLANG_EXPORT
        #else
            #define GLSLANG_EXPORT
        #endif
    #elif __GNUC__ >= 4
        #define GLSLANG_EXPORT
    #endif
#endif // GLSLANG_IS_SHARED_LIBRARY

#ifndef GLSLANG_EXPORT
#define GLSLANG_EXPORT
#endif

//
// This is the platform independent interface between an OGL driver
// and the shading language compiler/linker.
//

#ifdef __cplusplus
    extern "C" {
#endif

//
// Call before doing any other compiler/linker operations.
//
// (Call once per process, not once per thread.)
//
GLSLANG_EXPORT int ShInitialize();

//
// Call this at process shutdown to clean up memory.
//
GLSLANG_EXPORT int ShFinalize();

//
// Types of languages the compiler can consume.
//
EShLanguage;         // would be better as stage, but this is ancient now

EShLanguageMask;

namespace glslang {

class TType;

EShSource;                     // if EShLanguage were EShStage, this could be EShLanguage instead

EShClient;

EShTargetLanguage;

EShTargetClientVersion;

EshTargetClientVersion;

EShTargetLanguageVersion;

struct TInputLanguage {};

struct TClient {};

struct TTarget {};

// All source/client/target versions and settings.
// Can override previous methods of setting, when items are set here.
// Expected to grow, as more are added, rather than growing parameter lists.
struct TEnvironment {};

GLSLANG_EXPORT const char* StageName(EShLanguage);

} // end namespace glslang

//
// Types of output the linker will create.
//
EShExecutable;

//
// Optimization level for the compiler.
//
EShOptimizationLevel;

//
// Texture and Sampler transformation mode.
//
EShTextureSamplerTransformMode;

//
// Message choices for what errors and warnings are given.
//
enum EShMessages : unsigned {};

//
// Options for building reflection
//
EShReflectionOptions;

//
// Build a table for bindings.  This can be used for locating
// attributes, uniforms, globals, etc., as needed.
//
ShBinding;

ShBindingTable;

//
// ShHandle held by but opaque to the driver.  It is allocated,
// managed, and de-allocated by the compiler/linker. Its 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.
//
ShHandle;

//
// Driver calls these to create and destroy compiler/linker
// objects.
//
GLSLANG_EXPORT ShHandle ShConstructCompiler(const EShLanguage, int /*debugOptions unused*/); // one per shader
GLSLANG_EXPORT ShHandle ShConstructLinker(const EShExecutable, int /*debugOptions unused*/); // one per shader pair
GLSLANG_EXPORT ShHandle ShConstructUniformMap();                 // one per uniform namespace (currently entire program object)
GLSLANG_EXPORT void ShDestruct(ShHandle);

//
// The return value of ShCompile is boolean, non-zero indicating
// success.
//
// The info-log should be written by ShCompile into
// ShHandle, so it can answer future queries.
//
GLSLANG_EXPORT int ShCompile(const ShHandle, const char* const shaderStrings[], const int numStrings,
                             const int* lengths, const EShOptimizationLevel, const TBuiltInResource* resources,
                             int,                      // debugOptions unused
                             int defaultVersion = 110, // use 100 for ES environment, overridden by #version in shader
                             bool forwardCompatible = false,      // give errors for use of deprecated features
                             EShMessages messages = EShMsgDefault, // warnings and errors
                             const char* fileName = nullptr
);

GLSLANG_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.
//
GLSLANG_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.
//
GLSLANG_EXPORT const char* ShGetInfoLog(const ShHandle);
GLSLANG_EXPORT const void* ShGetExecutable(const ShHandle);
GLSLANG_EXPORT int ShSetVirtualAttributeBindings(const ShHandle, const ShBindingTable*);   // to detect user aliasing
GLSLANG_EXPORT int ShSetFixedAttributeBindings(const ShHandle, const ShBindingTable*);     // to force any physical mappings
//
// Tell the linker to never assign a vertex attribute to this list of physical attributes
//
GLSLANG_EXPORT int ShExcludeAttributes(const ShHandle, int *attributes, int count);

//
// Returns the location ID of the named uniform.
// Returns -1 if error.
//
GLSLANG_EXPORT int ShGetUniformLocation(const ShHandle uniformMap, const char* name);

#ifdef __cplusplus
    }  // end extern "C"
#endif

////////////////////////////////////////////////////////////////////////////////////////////
//
// Deferred-Lowering C++ Interface
// -----------------------------------
//
// Below is a new alternate C++ interface, which deprecates the above
// opaque handle-based interface.
//
// The below is further designed to handle multiple compilation units per stage, where
// the intermediate results, including the parse tree, are preserved until link time,
// rather than the above interface which is designed to have each compilation unit
// lowered at compile time.  In the above model, linking occurs on the lowered results,
// whereas in this model intra-stage linking can occur at the parse tree
// (treeRoot in TIntermediate) level, and then a full stage can be lowered.
//

#include <list>
#include <string>
#include <utility>

class TCompiler;
class TInfoSink;

namespace glslang {

struct Version {};

GLSLANG_EXPORT Version GetVersion();
GLSLANG_EXPORT const char* GetEsslVersionString();
GLSLANG_EXPORT const char* GetGlslVersionString();
GLSLANG_EXPORT int GetKhronosToolId();

class TIntermediate;
class TProgram;
class TPoolAllocator;

// Call this exactly once per process before using anything else
GLSLANG_EXPORT bool InitializeProcess();

// Call once per process to tear down everything
GLSLANG_EXPORT void FinalizeProcess();

// Resource type for IO resolver
enum TResourceType {};

enum TBlockStorageClass
{};

// Make one TShader per shader that you will link into a program. Then
//  - provide the shader through setStrings() or setStringsWithLengths()
//  - optionally call setEnv*(), see below for more detail
//  - optionally use setPreamble() to set a special shader string that will be
//    processed before all others but won't affect the validity of #version
//  - optionally call addProcesses() for each setting/transform,
//    see comment for class TProcesses
//  - call parse(): source language and target environment must be selected
//    either by correct setting of EShMessages sent to parse(), or by
//    explicitly calling setEnv*()
//  - query the info logs
//
// N.B.: Does not yet support having the same TShader instance being linked into
// multiple programs.
//
// N.B.: Destruct a linked program *before* destructing the shaders linked into it.
//
class TShader {};

//
// A reflection database and its interface, consistent with the OpenGL API reflection queries.
//

// Data needed for just a single object at the granularity exchanged by the reflection API
class TObjectReflection {};

class  TReflection;
class  TIoMapper;
struct TVarEntryInfo;

// Allows to customize the binding layout after linking.
// All used uniform variables will invoke at least validateBinding.
// If validateBinding returned true then the other resolveBinding,
// resolveSet, and resolveLocation are invoked to resolve the binding
// and descriptor set index respectively.
//
// Invocations happen in a particular order:
// 1) all shader inputs
// 2) all shader outputs
// 3) all uniforms with binding and set already defined
// 4) all uniforms with binding but no set defined
// 5) all uniforms with set but no binding defined
// 6) all uniforms with no binding and no set defined
//
// mapIO will use this resolver in two phases. The first
// phase is a notification phase, calling the corresponging
// notifiy callbacks, this phase ends with a call to endNotifications.
// Phase two starts directly after the call to endNotifications
// and calls all other callbacks to validate and to get the
// bindings, sets, locations, component and color indices.
//
// NOTE: that still limit checks are applied to bindings and sets
// and may result in an error.
class TIoMapResolver
{};

// Make one TProgram per set of shaders that will get linked together.  Add all
// the shaders that are to be linked together.  After calling shader.parse()
// for all shaders, call link().
//
// N.B.: Destruct a linked program *before* destructing the shaders linked into it.
//
class TProgram {};

} // end namespace glslang

#endif // _COMPILER_INTERFACE_INCLUDED_