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// Copyright (c) 2013-2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ShaderVars.h:
// Types to represent GL variables (varyings, uniforms, etc)
//
#ifndef GLSLANG_SHADERVARS_H_
#define GLSLANG_SHADERVARS_H_
#include <algorithm>
#include <string>
#include <vector>
// Assume ShaderLang.h is included before ShaderVars.h, for sh::GLenum
// Note: make sure to increment ANGLE_SH_VERSION when changing ShaderVars.h
namespace sh
{
// Varying interpolation qualifier, see section 4.3.9 of the ESSL 3.00.4 spec
enum InterpolationType
{
INTERPOLATION_SMOOTH,
INTERPOLATION_CENTROID,
INTERPOLATION_FLAT
};
// Validate link & SSO consistency of interpolation qualifiers
bool InterpolationTypesMatch(InterpolationType a, InterpolationType b);
// Uniform block layout qualifier, see section 4.3.8.3 of the ESSL 3.00.4 spec
enum BlockLayoutType
{
BLOCKLAYOUT_STANDARD,
BLOCKLAYOUT_PACKED,
BLOCKLAYOUT_SHARED
};
// Base class for all variables defined in shaders, including Varyings, Uniforms, etc
// Note: we must override the copy constructor and assignment operator so we can
// work around excessive GCC binary bloating:
// See https://code.google.com/p/angleproject/issues/detail?id=697
struct ShaderVariable
{
ShaderVariable();
ShaderVariable(GLenum typeIn, unsigned int arraySizeIn);
~ShaderVariable();
ShaderVariable(const ShaderVariable &other);
ShaderVariable &operator=(const ShaderVariable &other);
bool isArray() const { return arraySize > 0; }
unsigned int elementCount() const { return std::max(1u, arraySize); }
bool isStruct() const { return !fields.empty(); }
// All of the shader's variables are described using nested data
// structures. This is needed in order to disambiguate similar looking
// types, such as two structs containing the same fields, but in
// different orders. "findInfoByMappedName" provides an easy query for
// users to dive into the data structure and fetch the unique variable
// instance corresponding to a dereferencing chain of the top-level
// variable.
// Given a mapped name like 'a[0].b.c[0]', return the ShaderVariable
// that defines 'c' in |leafVar|, and the original name 'A[0].B.C[0]'
// in |originalName|, based on the assumption that |this| defines 'a'.
// If no match is found, return false.
bool findInfoByMappedName(const std::string &mappedFullName,
const ShaderVariable **leafVar,
std::string* originalFullName) const;
bool isBuiltIn() const { return name.compare(0, 3, "gl_") == 0; }
GLenum type;
GLenum precision;
std::string name;
std::string mappedName;
unsigned int arraySize;
bool staticUse;
std::vector<ShaderVariable> fields;
std::string structName;
protected:
bool isSameVariableAtLinkTime(const ShaderVariable &other,
bool matchPrecision) const;
bool operator==(const ShaderVariable &other) const;
bool operator!=(const ShaderVariable &other) const
{
return !operator==(other);
}
};
struct Uniform : public ShaderVariable
{
Uniform();
~Uniform();
Uniform(const Uniform &other);
Uniform &operator=(const Uniform &other);
bool operator==(const Uniform &other) const;
bool operator!=(const Uniform &other) const
{
return !operator==(other);
}
// Decide whether two uniforms are the same at shader link time,
// assuming one from vertex shader and the other from fragment shader.
// See GLSL ES Spec 3.00.3, sec 4.3.5.
bool isSameUniformAtLinkTime(const Uniform &other) const;
};
// An interface variable is a variable which passes data between the GL data structures and the
// shader execution: either vertex shader inputs or fragment shader outputs. These variables can
// have integer locations to pass back to the GL API.
struct InterfaceVariable : public ShaderVariable
{
InterfaceVariable();
~InterfaceVariable();
InterfaceVariable(const InterfaceVariable &other);
InterfaceVariable &operator=(const InterfaceVariable &other);
bool operator==(const InterfaceVariable &other) const;
bool operator!=(const InterfaceVariable &other) const { return !operator==(other); }
int location;
};
struct Attribute : public InterfaceVariable
{
Attribute();
~Attribute();
Attribute(const Attribute &other);
Attribute &operator=(const Attribute &other);
bool operator==(const Attribute &other) const;
bool operator!=(const Attribute &other) const { return !operator==(other); }
};
struct OutputVariable : public InterfaceVariable
{
OutputVariable();
~OutputVariable();
OutputVariable(const OutputVariable &other);
OutputVariable &operator=(const OutputVariable &other);
bool operator==(const OutputVariable &other) const;
bool operator!=(const OutputVariable &other) const { return !operator==(other); }
};
struct InterfaceBlockField : public ShaderVariable
{
InterfaceBlockField();
~InterfaceBlockField();
InterfaceBlockField(const InterfaceBlockField &other);
InterfaceBlockField &operator=(const InterfaceBlockField &other);
bool operator==(const InterfaceBlockField &other) const;
bool operator!=(const InterfaceBlockField &other) const
{
return !operator==(other);
}
// Decide whether two InterfaceBlock fields are the same at shader
// link time, assuming one from vertex shader and the other from
// fragment shader.
// See GLSL ES Spec 3.00.3, sec 4.3.7.
bool isSameInterfaceBlockFieldAtLinkTime(
const InterfaceBlockField &other) const;
bool isRowMajorLayout;
};
struct Varying : public ShaderVariable
{
Varying();
~Varying();
Varying(const Varying &otherg);
Varying &operator=(const Varying &other);
bool operator==(const Varying &other) const;
bool operator!=(const Varying &other) const
{
return !operator==(other);
}
// Decide whether two varyings are the same at shader link time,
// assuming one from vertex shader and the other from fragment shader.
// Invariance needs to match only in ESSL1. Relevant spec sections:
// GLSL ES 3.00.4, sections 4.6.1 and 4.3.9.
// GLSL ES 1.00.17, section 4.6.4.
bool isSameVaryingAtLinkTime(const Varying &other, int shaderVersion) const;
// Deprecated version of isSameVaryingAtLinkTime, which assumes ESSL1.
bool isSameVaryingAtLinkTime(const Varying &other) const;
InterpolationType interpolation;
bool isInvariant;
};
struct InterfaceBlock
{
InterfaceBlock();
~InterfaceBlock();
InterfaceBlock(const InterfaceBlock &other);
InterfaceBlock &operator=(const InterfaceBlock &other);
// Fields from blocks with non-empty instance names are prefixed with the block name.
std::string fieldPrefix() const;
// Decide whether two interface blocks are the same at shader link time.
bool isSameInterfaceBlockAtLinkTime(const InterfaceBlock &other) const;
std::string name;
std::string mappedName;
std::string instanceName;
unsigned int arraySize;
BlockLayoutType layout;
bool isRowMajorLayout;
bool staticUse;
std::vector<InterfaceBlockField> fields;
};
struct WorkGroupSize
{
void fill(int fillValue);
void setLocalSize(int localSizeX, int localSizeY, int localSizeZ);
int &operator[](size_t index);
int operator[](size_t index) const;
size_t size() const;
// Checks whether two work group size declarations match.
// Two work group size declarations are the same if the explicitly specified elements are the
// same or if one of them is specified as one and the other one is not specified
bool isWorkGroupSizeMatching(const WorkGroupSize &right) const;
// Checks whether any of the values are set.
bool isAnyValueSet() const;
// Checks whether all of the values are set.
bool isDeclared() const;
// Checks whether either all of the values are set, or none of them are.
bool isLocalSizeValid() const;
int localSizeQualifiers[3];
};
} // namespace sh
#endif // GLSLANG_SHADERVARS_H_
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