// // Copyright (C) 2002-2005 3Dlabs Inc. Ltd. // Copyright (C) 2012-2013 LunarG, Inc. // Copyright (C) 2017 ARM Limited. // Copyright (C) 2015-2018 Google, Inc. // Modifications Copyright (C) 2020 Advanced Micro Devices, Inc. All rights reserved. // // 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_ #define LAST_ELEMENT_MARKER(x) x // // 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 : unsigned { EBadProfile = 0, ENoProfile = (1 << 0), // only for desktop, before profiles showed up ECoreProfile = (1 << 1), ECompatibilityProfile = (1 << 2), EEsProfile = (1 << 3), LAST_ELEMENT_MARKER(EProfileCount), } 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), vulkanRelaxed(false) {} 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" bool vulkanRelaxed; // relax changes to GLSL for Vulkan, allowing some GL-specific to be compiled to Vulkan SPIR-V target }; // // 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_texture_multisample = "GL_ARB_texture_multisample"; 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_explicit_uniform_location = "GL_ARB_explicit_uniform_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_atomic_counter_ops = "GL_ARB_shader_atomic_counter_ops"; 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_gpu_shader_fp64 = "GL_ARB_gpu_shader_fp64"; 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_ARB_uniform_buffer_object = "GL_ARB_uniform_buffer_object"; const char* const E_GL_ARB_sample_shading = "GL_ARB_sample_shading"; const char* const E_GL_ARB_shader_bit_encoding = "GL_ARB_shader_bit_encoding"; const char* const E_GL_ARB_shader_image_size = "GL_ARB_shader_image_size"; const char* const E_GL_ARB_shader_storage_buffer_object = "GL_ARB_shader_storage_buffer_object"; const char* const E_GL_ARB_shading_language_packing = "GL_ARB_shading_language_packing"; const char* const E_GL_ARB_texture_query_lod = "GL_ARB_texture_query_lod"; const char* const E_GL_ARB_vertex_attrib_64bit = "GL_ARB_vertex_attrib_64bit"; 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"; const char* const E_GL_EXT_debug_printf = "GL_EXT_debug_printf"; const char* const E_GL_EXT_ray_tracing = "GL_EXT_ray_tracing"; const char* const E_GL_EXT_ray_query = "GL_EXT_ray_query"; const char* const E_GL_EXT_ray_flags_primitive_culling = "GL_EXT_ray_flags_primitive_culling"; const char* const E_GL_EXT_blend_func_extended = "GL_EXT_blend_func_extended"; const char* const E_GL_EXT_shader_implicit_conversions = "GL_EXT_shader_implicit_conversions"; const char* const E_GL_EXT_fragment_shading_rate = "GL_EXT_fragment_shading_rate"; const char* const E_GL_EXT_shader_image_int64 = "GL_EXT_shader_image_int64"; const char* const E_GL_EXT_null_initializer = "GL_EXT_null_initializer"; const char* const E_GL_EXT_shared_memory_block = "GL_EXT_shared_memory_block"; const char* const E_GL_EXT_subgroup_uniform_control_flow = "GL_EXT_subgroup_uniform_control_flow"; const char* const E_GL_EXT_spirv_intrinsics = "GL_EXT_spirv_intrinsics"; // 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_INTEL_shader_integer_functions2 = "GL_INTEL_shader_integer_functions2"; 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_ray_tracing_motion_blur = "GL_NV_ray_tracing_motion_blur"; 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"; const char* const E_GL_EXT_shader_integer_mix = "GL_EXT_shader_integer_mix"; // 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"; const char* const E_GL_EXT_terminate_invocation = "GL_EXT_terminate_invocation"; const char* const E_GL_EXT_shader_atomic_float = "GL_EXT_shader_atomic_float"; const char* const E_GL_EXT_shader_atomic_float2 = "GL_EXT_shader_atomic_float2"; // 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_