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345 lines
22 KiB
C++
345 lines
22 KiB
C++
//
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// Copyright (C) 2002-2005 3Dlabs Inc. Ltd.
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// Copyright (C) 2012-2013 LunarG, Inc.
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// Copyright (C) 2017 ARM Limited.
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// Copyright (C) 2015-2018 Google, Inc.
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// Modifications Copyright (C) 2020 Advanced Micro Devices, Inc. All rights reserved.
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//
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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//
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// Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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//
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// Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following
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// disclaimer in the documentation and/or other materials provided
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// with the distribution.
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//
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// Neither the name of 3Dlabs Inc. Ltd. nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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// FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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// COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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// BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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// LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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// ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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//
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#ifndef _VERSIONS_INCLUDED_
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#define _VERSIONS_INCLUDED_
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#define LAST_ELEMENT_MARKER(x) x
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//
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// Help manage multiple profiles, versions, extensions etc.
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//
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//
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// Profiles are set up for masking operations, so queries can be done on multiple
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// profiles at the same time.
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//
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// Don't maintain an ordinal set of enums (0,1,2,3...) to avoid all possible
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// defects from mixing the two different forms.
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//
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typedef enum : unsigned {
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EBadProfile = 0,
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ENoProfile = (1 << 0), // only for desktop, before profiles showed up
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ECoreProfile = (1 << 1),
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ECompatibilityProfile = (1 << 2),
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EEsProfile = (1 << 3),
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LAST_ELEMENT_MARKER(EProfileCount),
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} EProfile;
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namespace glslang {
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//
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// Map from profile enum to externally readable text name.
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//
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inline const char* ProfileName(EProfile profile)
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{
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switch (profile) {
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case ENoProfile: return "none";
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case ECoreProfile: return "core";
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case ECompatibilityProfile: return "compatibility";
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case EEsProfile: return "es";
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default: return "unknown profile";
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}
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}
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//
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// What source rules, validation rules, target language, etc. are needed or
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// desired for SPIR-V?
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//
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// 0 means a target or rule set is not enabled (ignore rules from that entity).
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// Non-0 means to apply semantic rules arising from that version of its rule set.
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// The union of all requested rule sets will be applied.
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//
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struct SpvVersion {
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SpvVersion() : spv(0), vulkanGlsl(0), vulkan(0), openGl(0), vulkanRelaxed(false) {}
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unsigned int spv; // the version of SPIR-V to target, as defined by "word 1" of the SPIR-V binary header
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int vulkanGlsl; // the version of GLSL semantics for Vulkan, from GL_KHR_vulkan_glsl, for "#define VULKAN XXX"
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int vulkan; // the version of Vulkan, for which SPIR-V execution environment rules to use
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int openGl; // the version of GLSL semantics for OpenGL, from GL_ARB_gl_spirv, for "#define GL_SPIRV XXX"
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bool vulkanRelaxed; // relax changes to GLSL for Vulkan, allowing some GL-specific to be compiled to Vulkan SPIR-V target
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};
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//
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// The behaviors from the GLSL "#extension extension_name : behavior"
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//
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typedef enum {
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EBhMissing = 0,
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EBhRequire,
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EBhEnable,
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EBhWarn,
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EBhDisable,
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EBhDisablePartial // use as initial state of an extension that is only partially implemented
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} TExtensionBehavior;
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//
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// Symbolic names for extensions. Strings may be directly used when calling the
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// functions, but better to have the compiler do spelling checks.
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//
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const char* const E_GL_OES_texture_3D = "GL_OES_texture_3D";
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const char* const E_GL_OES_standard_derivatives = "GL_OES_standard_derivatives";
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const char* const E_GL_EXT_frag_depth = "GL_EXT_frag_depth";
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const char* const E_GL_OES_EGL_image_external = "GL_OES_EGL_image_external";
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const char* const E_GL_OES_EGL_image_external_essl3 = "GL_OES_EGL_image_external_essl3";
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const char* const E_GL_EXT_YUV_target = "GL_EXT_YUV_target";
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const char* const E_GL_EXT_shader_texture_lod = "GL_EXT_shader_texture_lod";
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const char* const E_GL_EXT_shadow_samplers = "GL_EXT_shadow_samplers";
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const char* const E_GL_ARB_texture_rectangle = "GL_ARB_texture_rectangle";
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const char* const E_GL_3DL_array_objects = "GL_3DL_array_objects";
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const char* const E_GL_ARB_shading_language_420pack = "GL_ARB_shading_language_420pack";
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const char* const E_GL_ARB_texture_gather = "GL_ARB_texture_gather";
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const char* const E_GL_ARB_gpu_shader5 = "GL_ARB_gpu_shader5";
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const char* const E_GL_ARB_separate_shader_objects = "GL_ARB_separate_shader_objects";
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const char* const E_GL_ARB_compute_shader = "GL_ARB_compute_shader";
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const char* const E_GL_ARB_tessellation_shader = "GL_ARB_tessellation_shader";
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const char* const E_GL_ARB_enhanced_layouts = "GL_ARB_enhanced_layouts";
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const char* const E_GL_ARB_texture_cube_map_array = "GL_ARB_texture_cube_map_array";
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const char* const E_GL_ARB_texture_multisample = "GL_ARB_texture_multisample";
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const char* const E_GL_ARB_shader_texture_lod = "GL_ARB_shader_texture_lod";
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const char* const E_GL_ARB_explicit_attrib_location = "GL_ARB_explicit_attrib_location";
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const char* const E_GL_ARB_explicit_uniform_location = "GL_ARB_explicit_uniform_location";
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const char* const E_GL_ARB_shader_image_load_store = "GL_ARB_shader_image_load_store";
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const char* const E_GL_ARB_shader_atomic_counters = "GL_ARB_shader_atomic_counters";
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const char* const E_GL_ARB_shader_atomic_counter_ops = "GL_ARB_shader_atomic_counter_ops";
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const char* const E_GL_ARB_shader_draw_parameters = "GL_ARB_shader_draw_parameters";
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const char* const E_GL_ARB_shader_group_vote = "GL_ARB_shader_group_vote";
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const char* const E_GL_ARB_derivative_control = "GL_ARB_derivative_control";
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const char* const E_GL_ARB_shader_texture_image_samples = "GL_ARB_shader_texture_image_samples";
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const char* const E_GL_ARB_viewport_array = "GL_ARB_viewport_array";
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const char* const E_GL_ARB_gpu_shader_int64 = "GL_ARB_gpu_shader_int64";
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const char* const E_GL_ARB_gpu_shader_fp64 = "GL_ARB_gpu_shader_fp64";
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const char* const E_GL_ARB_shader_ballot = "GL_ARB_shader_ballot";
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const char* const E_GL_ARB_sparse_texture2 = "GL_ARB_sparse_texture2";
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const char* const E_GL_ARB_sparse_texture_clamp = "GL_ARB_sparse_texture_clamp";
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const char* const E_GL_ARB_shader_stencil_export = "GL_ARB_shader_stencil_export";
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// const char* const E_GL_ARB_cull_distance = "GL_ARB_cull_distance"; // present for 4.5, but need extension control over block members
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const char* const E_GL_ARB_post_depth_coverage = "GL_ARB_post_depth_coverage";
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const char* const E_GL_ARB_shader_viewport_layer_array = "GL_ARB_shader_viewport_layer_array";
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const char* const E_GL_ARB_fragment_shader_interlock = "GL_ARB_fragment_shader_interlock";
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const char* const E_GL_ARB_shader_clock = "GL_ARB_shader_clock";
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const char* const E_GL_ARB_uniform_buffer_object = "GL_ARB_uniform_buffer_object";
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const char* const E_GL_ARB_sample_shading = "GL_ARB_sample_shading";
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const char* const E_GL_ARB_shader_bit_encoding = "GL_ARB_shader_bit_encoding";
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const char* const E_GL_ARB_shader_image_size = "GL_ARB_shader_image_size";
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const char* const E_GL_ARB_shader_storage_buffer_object = "GL_ARB_shader_storage_buffer_object";
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const char* const E_GL_ARB_shading_language_packing = "GL_ARB_shading_language_packing";
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const char* const E_GL_ARB_texture_query_lod = "GL_ARB_texture_query_lod";
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const char* const E_GL_ARB_vertex_attrib_64bit = "GL_ARB_vertex_attrib_64bit";
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const char* const E_GL_KHR_shader_subgroup_basic = "GL_KHR_shader_subgroup_basic";
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const char* const E_GL_KHR_shader_subgroup_vote = "GL_KHR_shader_subgroup_vote";
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const char* const E_GL_KHR_shader_subgroup_arithmetic = "GL_KHR_shader_subgroup_arithmetic";
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const char* const E_GL_KHR_shader_subgroup_ballot = "GL_KHR_shader_subgroup_ballot";
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const char* const E_GL_KHR_shader_subgroup_shuffle = "GL_KHR_shader_subgroup_shuffle";
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const char* const E_GL_KHR_shader_subgroup_shuffle_relative = "GL_KHR_shader_subgroup_shuffle_relative";
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const char* const E_GL_KHR_shader_subgroup_clustered = "GL_KHR_shader_subgroup_clustered";
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const char* const E_GL_KHR_shader_subgroup_quad = "GL_KHR_shader_subgroup_quad";
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const char* const E_GL_KHR_memory_scope_semantics = "GL_KHR_memory_scope_semantics";
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const char* const E_GL_EXT_shader_atomic_int64 = "GL_EXT_shader_atomic_int64";
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const char* const E_GL_EXT_shader_non_constant_global_initializers = "GL_EXT_shader_non_constant_global_initializers";
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const char* const E_GL_EXT_shader_image_load_formatted = "GL_EXT_shader_image_load_formatted";
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const char* const E_GL_EXT_shader_16bit_storage = "GL_EXT_shader_16bit_storage";
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const char* const E_GL_EXT_shader_8bit_storage = "GL_EXT_shader_8bit_storage";
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// EXT extensions
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const char* const E_GL_EXT_device_group = "GL_EXT_device_group";
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const char* const E_GL_EXT_multiview = "GL_EXT_multiview";
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const char* const E_GL_EXT_post_depth_coverage = "GL_EXT_post_depth_coverage";
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const char* const E_GL_EXT_control_flow_attributes = "GL_EXT_control_flow_attributes";
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const char* const E_GL_EXT_nonuniform_qualifier = "GL_EXT_nonuniform_qualifier";
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const char* const E_GL_EXT_samplerless_texture_functions = "GL_EXT_samplerless_texture_functions";
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const char* const E_GL_EXT_scalar_block_layout = "GL_EXT_scalar_block_layout";
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const char* const E_GL_EXT_fragment_invocation_density = "GL_EXT_fragment_invocation_density";
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const char* const E_GL_EXT_buffer_reference = "GL_EXT_buffer_reference";
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const char* const E_GL_EXT_buffer_reference2 = "GL_EXT_buffer_reference2";
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const char* const E_GL_EXT_buffer_reference_uvec2 = "GL_EXT_buffer_reference_uvec2";
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const char* const E_GL_EXT_demote_to_helper_invocation = "GL_EXT_demote_to_helper_invocation";
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const char* const E_GL_EXT_shader_realtime_clock = "GL_EXT_shader_realtime_clock";
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const char* const E_GL_EXT_debug_printf = "GL_EXT_debug_printf";
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const char* const E_GL_EXT_ray_tracing = "GL_EXT_ray_tracing";
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const char* const E_GL_EXT_ray_query = "GL_EXT_ray_query";
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const char* const E_GL_EXT_ray_flags_primitive_culling = "GL_EXT_ray_flags_primitive_culling";
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const char* const E_GL_EXT_blend_func_extended = "GL_EXT_blend_func_extended";
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const char* const E_GL_EXT_shader_implicit_conversions = "GL_EXT_shader_implicit_conversions";
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const char* const E_GL_EXT_fragment_shading_rate = "GL_EXT_fragment_shading_rate";
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const char* const E_GL_EXT_shader_image_int64 = "GL_EXT_shader_image_int64";
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const char* const E_GL_EXT_null_initializer = "GL_EXT_null_initializer";
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const char* const E_GL_EXT_shared_memory_block = "GL_EXT_shared_memory_block";
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const char* const E_GL_EXT_subgroup_uniform_control_flow = "GL_EXT_subgroup_uniform_control_flow";
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const char* const E_GL_EXT_spirv_intrinsics = "GL_EXT_spirv_intrinsics";
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// Arrays of extensions for the above viewportEXTs duplications
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const char* const post_depth_coverageEXTs[] = { E_GL_ARB_post_depth_coverage, E_GL_EXT_post_depth_coverage };
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const int Num_post_depth_coverageEXTs = sizeof(post_depth_coverageEXTs) / sizeof(post_depth_coverageEXTs[0]);
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// OVR extensions
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const char* const E_GL_OVR_multiview = "GL_OVR_multiview";
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const char* const E_GL_OVR_multiview2 = "GL_OVR_multiview2";
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const char* const OVR_multiview_EXTs[] = { E_GL_OVR_multiview, E_GL_OVR_multiview2 };
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const int Num_OVR_multiview_EXTs = sizeof(OVR_multiview_EXTs) / sizeof(OVR_multiview_EXTs[0]);
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// #line and #include
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const char* const E_GL_GOOGLE_cpp_style_line_directive = "GL_GOOGLE_cpp_style_line_directive";
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const char* const E_GL_GOOGLE_include_directive = "GL_GOOGLE_include_directive";
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const char* const E_GL_AMD_shader_ballot = "GL_AMD_shader_ballot";
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const char* const E_GL_AMD_shader_trinary_minmax = "GL_AMD_shader_trinary_minmax";
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const char* const E_GL_AMD_shader_explicit_vertex_parameter = "GL_AMD_shader_explicit_vertex_parameter";
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const char* const E_GL_AMD_gcn_shader = "GL_AMD_gcn_shader";
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const char* const E_GL_AMD_gpu_shader_half_float = "GL_AMD_gpu_shader_half_float";
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const char* const E_GL_AMD_texture_gather_bias_lod = "GL_AMD_texture_gather_bias_lod";
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const char* const E_GL_AMD_gpu_shader_int16 = "GL_AMD_gpu_shader_int16";
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const char* const E_GL_AMD_shader_image_load_store_lod = "GL_AMD_shader_image_load_store_lod";
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const char* const E_GL_AMD_shader_fragment_mask = "GL_AMD_shader_fragment_mask";
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const char* const E_GL_AMD_gpu_shader_half_float_fetch = "GL_AMD_gpu_shader_half_float_fetch";
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const char* const E_GL_INTEL_shader_integer_functions2 = "GL_INTEL_shader_integer_functions2";
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const char* const E_GL_NV_sample_mask_override_coverage = "GL_NV_sample_mask_override_coverage";
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const char* const E_SPV_NV_geometry_shader_passthrough = "GL_NV_geometry_shader_passthrough";
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const char* const E_GL_NV_viewport_array2 = "GL_NV_viewport_array2";
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const char* const E_GL_NV_stereo_view_rendering = "GL_NV_stereo_view_rendering";
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const char* const E_GL_NVX_multiview_per_view_attributes = "GL_NVX_multiview_per_view_attributes";
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const char* const E_GL_NV_shader_atomic_int64 = "GL_NV_shader_atomic_int64";
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const char* const E_GL_NV_conservative_raster_underestimation = "GL_NV_conservative_raster_underestimation";
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const char* const E_GL_NV_shader_noperspective_interpolation = "GL_NV_shader_noperspective_interpolation";
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const char* const E_GL_NV_shader_subgroup_partitioned = "GL_NV_shader_subgroup_partitioned";
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const char* const E_GL_NV_shading_rate_image = "GL_NV_shading_rate_image";
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const char* const E_GL_NV_ray_tracing = "GL_NV_ray_tracing";
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const char* const E_GL_NV_ray_tracing_motion_blur = "GL_NV_ray_tracing_motion_blur";
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const char* const E_GL_NV_fragment_shader_barycentric = "GL_NV_fragment_shader_barycentric";
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const char* const E_GL_NV_compute_shader_derivatives = "GL_NV_compute_shader_derivatives";
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const char* const E_GL_NV_shader_texture_footprint = "GL_NV_shader_texture_footprint";
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const char* const E_GL_NV_mesh_shader = "GL_NV_mesh_shader";
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// Arrays of extensions for the above viewportEXTs duplications
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const char* const viewportEXTs[] = { E_GL_ARB_shader_viewport_layer_array, E_GL_NV_viewport_array2 };
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const int Num_viewportEXTs = sizeof(viewportEXTs) / sizeof(viewportEXTs[0]);
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const char* const E_GL_NV_cooperative_matrix = "GL_NV_cooperative_matrix";
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const char* const E_GL_NV_shader_sm_builtins = "GL_NV_shader_sm_builtins";
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const char* const E_GL_NV_integer_cooperative_matrix = "GL_NV_integer_cooperative_matrix";
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// AEP
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const char* const E_GL_ANDROID_extension_pack_es31a = "GL_ANDROID_extension_pack_es31a";
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const char* const E_GL_KHR_blend_equation_advanced = "GL_KHR_blend_equation_advanced";
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const char* const E_GL_OES_sample_variables = "GL_OES_sample_variables";
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const char* const E_GL_OES_shader_image_atomic = "GL_OES_shader_image_atomic";
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const char* const E_GL_OES_shader_multisample_interpolation = "GL_OES_shader_multisample_interpolation";
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const char* const E_GL_OES_texture_storage_multisample_2d_array = "GL_OES_texture_storage_multisample_2d_array";
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const char* const E_GL_EXT_geometry_shader = "GL_EXT_geometry_shader";
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const char* const E_GL_EXT_geometry_point_size = "GL_EXT_geometry_point_size";
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const char* const E_GL_EXT_gpu_shader5 = "GL_EXT_gpu_shader5";
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const char* const E_GL_EXT_primitive_bounding_box = "GL_EXT_primitive_bounding_box";
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const char* const E_GL_EXT_shader_io_blocks = "GL_EXT_shader_io_blocks";
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const char* const E_GL_EXT_tessellation_shader = "GL_EXT_tessellation_shader";
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const char* const E_GL_EXT_tessellation_point_size = "GL_EXT_tessellation_point_size";
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const char* const E_GL_EXT_texture_buffer = "GL_EXT_texture_buffer";
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const char* const E_GL_EXT_texture_cube_map_array = "GL_EXT_texture_cube_map_array";
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const char* const E_GL_EXT_shader_integer_mix = "GL_EXT_shader_integer_mix";
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// OES matching AEP
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const char* const E_GL_OES_geometry_shader = "GL_OES_geometry_shader";
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const char* const E_GL_OES_geometry_point_size = "GL_OES_geometry_point_size";
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const char* const E_GL_OES_gpu_shader5 = "GL_OES_gpu_shader5";
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const char* const E_GL_OES_primitive_bounding_box = "GL_OES_primitive_bounding_box";
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const char* const E_GL_OES_shader_io_blocks = "GL_OES_shader_io_blocks";
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const char* const E_GL_OES_tessellation_shader = "GL_OES_tessellation_shader";
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const char* const E_GL_OES_tessellation_point_size = "GL_OES_tessellation_point_size";
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const char* const E_GL_OES_texture_buffer = "GL_OES_texture_buffer";
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const char* const E_GL_OES_texture_cube_map_array = "GL_OES_texture_cube_map_array";
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// EXT
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const char* const E_GL_EXT_shader_explicit_arithmetic_types = "GL_EXT_shader_explicit_arithmetic_types";
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const char* const E_GL_EXT_shader_explicit_arithmetic_types_int8 = "GL_EXT_shader_explicit_arithmetic_types_int8";
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const char* const E_GL_EXT_shader_explicit_arithmetic_types_int16 = "GL_EXT_shader_explicit_arithmetic_types_int16";
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const char* const E_GL_EXT_shader_explicit_arithmetic_types_int32 = "GL_EXT_shader_explicit_arithmetic_types_int32";
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const char* const E_GL_EXT_shader_explicit_arithmetic_types_int64 = "GL_EXT_shader_explicit_arithmetic_types_int64";
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const char* const E_GL_EXT_shader_explicit_arithmetic_types_float16 = "GL_EXT_shader_explicit_arithmetic_types_float16";
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const char* const E_GL_EXT_shader_explicit_arithmetic_types_float32 = "GL_EXT_shader_explicit_arithmetic_types_float32";
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const char* const E_GL_EXT_shader_explicit_arithmetic_types_float64 = "GL_EXT_shader_explicit_arithmetic_types_float64";
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const char* const E_GL_EXT_shader_subgroup_extended_types_int8 = "GL_EXT_shader_subgroup_extended_types_int8";
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const char* const E_GL_EXT_shader_subgroup_extended_types_int16 = "GL_EXT_shader_subgroup_extended_types_int16";
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const char* const E_GL_EXT_shader_subgroup_extended_types_int64 = "GL_EXT_shader_subgroup_extended_types_int64";
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const char* const E_GL_EXT_shader_subgroup_extended_types_float16 = "GL_EXT_shader_subgroup_extended_types_float16";
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const char* const E_GL_EXT_terminate_invocation = "GL_EXT_terminate_invocation";
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const char* const E_GL_EXT_shader_atomic_float = "GL_EXT_shader_atomic_float";
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const char* const E_GL_EXT_shader_atomic_float2 = "GL_EXT_shader_atomic_float2";
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// Arrays of extensions for the above AEP duplications
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const char* const AEP_geometry_shader[] = { E_GL_EXT_geometry_shader, E_GL_OES_geometry_shader };
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const int Num_AEP_geometry_shader = sizeof(AEP_geometry_shader)/sizeof(AEP_geometry_shader[0]);
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const char* const AEP_geometry_point_size[] = { E_GL_EXT_geometry_point_size, E_GL_OES_geometry_point_size };
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const int Num_AEP_geometry_point_size = sizeof(AEP_geometry_point_size)/sizeof(AEP_geometry_point_size[0]);
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const char* const AEP_gpu_shader5[] = { E_GL_EXT_gpu_shader5, E_GL_OES_gpu_shader5 };
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const int Num_AEP_gpu_shader5 = sizeof(AEP_gpu_shader5)/sizeof(AEP_gpu_shader5[0]);
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const char* const AEP_primitive_bounding_box[] = { E_GL_EXT_primitive_bounding_box, E_GL_OES_primitive_bounding_box };
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const int Num_AEP_primitive_bounding_box = sizeof(AEP_primitive_bounding_box)/sizeof(AEP_primitive_bounding_box[0]);
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const char* const AEP_shader_io_blocks[] = { E_GL_EXT_shader_io_blocks, E_GL_OES_shader_io_blocks };
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const int Num_AEP_shader_io_blocks = sizeof(AEP_shader_io_blocks)/sizeof(AEP_shader_io_blocks[0]);
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const char* const AEP_tessellation_shader[] = { E_GL_EXT_tessellation_shader, E_GL_OES_tessellation_shader };
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const int Num_AEP_tessellation_shader = sizeof(AEP_tessellation_shader)/sizeof(AEP_tessellation_shader[0]);
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const char* const AEP_tessellation_point_size[] = { E_GL_EXT_tessellation_point_size, E_GL_OES_tessellation_point_size };
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const int Num_AEP_tessellation_point_size = sizeof(AEP_tessellation_point_size)/sizeof(AEP_tessellation_point_size[0]);
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const char* const AEP_texture_buffer[] = { E_GL_EXT_texture_buffer, E_GL_OES_texture_buffer };
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const int Num_AEP_texture_buffer = sizeof(AEP_texture_buffer)/sizeof(AEP_texture_buffer[0]);
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const char* const AEP_texture_cube_map_array[] = { E_GL_EXT_texture_cube_map_array, E_GL_OES_texture_cube_map_array };
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const int Num_AEP_texture_cube_map_array = sizeof(AEP_texture_cube_map_array)/sizeof(AEP_texture_cube_map_array[0]);
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} // end namespace glslang
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#endif // _VERSIONS_INCLUDED_
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