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//
// Copyright (c) 2002-2010 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.
//
#ifndef _COMPILER_INTERFACE_INCLUDED_
#define _COMPILER_INTERFACE_INCLUDED_
#include "ResourceLimits.h"
//
// This is the platform independent interface between an OGL driver
// and the shading language compiler.
//
#ifdef __cplusplus
extern "C" {
#endif
//
// Driver must call this first, once, before doing any other
// compiler operations.
// If the function succeeds, the return value is nonzero, else zero.
//
int ShInitialize();
//
// Driver should call this at shutdown.
// If the function succeeds, the return value is nonzero, else zero.
//
int ShFinalize();
//
// Types of languages the compiler can consume.
//
typedef enum {
EShLangVertex,
EShLangFragment,
EShLangCount,
} EShLanguage;
//
// The language specification compiler conforms to.
// It currently supports OpenGL ES and WebGL specifications.
//
typedef enum {
EShSpecGLES2,
EShSpecWebGL,
} EShSpec;
//
// Optimization level for the compiler.
//
typedef enum {
EShOptNoGeneration,
EShOptNone,
EShOptSimple, // Optimizations that can be done quickly
EShOptFull, // Optimizations that will take more time
} EShOptimizationLevel;
enum TDebugOptions {
EDebugOpNone = 0x000,
EDebugOpIntermediate = 0x001, // Writes intermediate tree into info-log.
};
//
// ShHandle held by but opaque to the driver. It is allocated,
// managed, and de-allocated by the compiler. It's contents
// are defined by and used by the compiler.
//
// If handle creation fails, 0 will be returned.
//
typedef void* ShHandle;
//
// Driver calls these to create and destroy compiler objects.
//
ShHandle ShConstructCompiler(EShLanguage, EShSpec, const TBuiltInResource*);
void ShDestruct(ShHandle);
//
// The return value of ShCompile is boolean, indicating
// success or failure.
//
// The info-log should be written by ShCompile into
// ShHandle, so it can answer future queries.
//
int ShCompile(
const ShHandle,
const char* const shaderStrings[],
const int numStrings,
const EShOptimizationLevel,
int debugOptions
);
//
// All the following return 0 if the information is not
// available in the object passed down, or the object is bad.
//
const char* ShGetInfoLog(const ShHandle);
const char* ShGetObjectCode(const ShHandle);
#ifdef __cplusplus
}
#endif
#endif // _COMPILER_INTERFACE_INCLUDED_