Files
third_party_mesa3d/src/compiler/glsl/glsl_parser_extras.h
Timothy Arceri 9ce7d79cdc glsl: add a mechanism to allow layout qualifiers on function params
The spec is quite clear this is not allowed:

    From Section 4.4. (Layout Qualifiers) of the GLSL 4.60 spec:

       "Layout qualifiers can appear in several forms of declaration.
       They can appear as part of an interface block definition or
       block member, as shown in the grammar in the previous section.
       They can also appear with just an interface-qualifier to establish
       layouts of other declarations made with that qualifier:

          layout-qualifier interface-qualifier ;

       Or, they can appear with an individual variable declared with
       an interface qualifier:

          layout-qualifier interface-qualifier declaration ;"

    From Section 4.10 (Memory Qualifiers) of the GLSL 4.60 spec:

       "Layout qualifiers cannot be used on formal function parameters,
       and layout qualification is not included in parameter matching."

However on the Nvidia binary driver they actually fail to compile
if image function params don't have a layout qualifier. This results
in applications such as No Mans Sky using layout qualifiers on params.

I've submitted a CTS test to expose this problem in the Nvidia driver
but until that is resolved this patch will help Mesa drivers work
around the issue.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2018-08-30 09:54:40 +10:00

988 lines
32 KiB
C++

/*
* 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"
/* THIS is a macro defined somewhere deep in the Windows MSVC header files.
* Undefine it here to avoid collision with the lexer's THIS token.
*/
#undef THIS
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 ||
AMD_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 ||
EXT_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 MaxGeometryShaderInvocations;
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_compatibility_enable;
bool ARB_compatibility_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_fragment_shader_interlock_enable;
bool ARB_fragment_shader_interlock_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_EGL_image_external_essl3_enable;
bool OES_EGL_image_external_essl3_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_gpu_shader_int64_enable;
bool AMD_gpu_shader_int64_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_framebuffer_fetch_non_coherent_enable;
bool EXT_shader_framebuffer_fetch_non_coherent_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 INTEL_fragment_shader_ordering_enable;
bool INTEL_fragment_shader_ordering_warn;
bool INTEL_shader_atomic_float_minmax_enable;
bool INTEL_shader_atomic_float_minmax_warn;
bool MESA_shader_integer_functions_enable;
bool MESA_shader_integer_functions_warn;
bool NV_fragment_shader_interlock_enable;
bool NV_fragment_shader_interlock_warn;
bool NV_image_formats_enable;
bool NV_image_formats_warn;
bool NV_shader_atomic_float_enable;
bool NV_shader_atomic_float_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;
bool fs_pixel_interlock_ordered;
bool fs_pixel_interlock_unordered;
bool fs_sample_interlock_ordered;
bool fs_sample_interlock_unordered;
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;
bool allow_layout_qualifier_on_function_parameter;
/**
* 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);
extern void
_mesa_glsl_copy_symbols_from_table(struct exec_list *shader_ir,
struct glsl_symbol_table *src,
struct glsl_symbol_table *dest);
#ifdef __cplusplus
}
#endif
#endif /* GLSL_PARSER_EXTRAS_H */