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| 1 | +#pragma once |
| 2 | +#ifndef GLSL_OPTIMIZER_H |
| 3 | +#define GLSL_OPTIMIZER_H |
| 4 | + |
| 5 | +/* |
| 6 | + Main GLSL optimizer interface. |
| 7 | + See ../../README.md for more instructions. |
| 8 | +
|
| 9 | + General usage: |
| 10 | +
|
| 11 | + ctx = glslopt_initialize(); |
| 12 | + for (lots of shaders) { |
| 13 | + shader = glslopt_optimize (ctx, shaderType, shaderSource, options); |
| 14 | + if (glslopt_get_status (shader)) { |
| 15 | + newSource = glslopt_get_output (shader); |
| 16 | + } else { |
| 17 | + errorLog = glslopt_get_log (shader); |
| 18 | + } |
| 19 | + glslopt_shader_delete (shader); |
| 20 | + } |
| 21 | + glslopt_cleanup (ctx); |
| 22 | +*/ |
| 23 | + |
| 24 | +struct glslopt_shader; |
| 25 | +struct glslopt_ctx; |
| 26 | + |
| 27 | +enum glslopt_shader_type { |
| 28 | + kGlslOptShaderVertex = 0, |
| 29 | + kGlslOptShaderFragment, |
| 30 | +}; |
| 31 | + |
| 32 | +// Options flags for glsl_optimize |
| 33 | +enum glslopt_options { |
| 34 | + kGlslOptionSkipPreprocessor = (1<<0), // Skip preprocessing shader source. Saves some time if you know you don't need it. |
| 35 | + kGlslOptionNotFullShader = (1<<1), // Passed shader is not the full shader source. This makes some optimizations weaker. |
| 36 | +}; |
| 37 | + |
| 38 | +// Optimizer target language |
| 39 | +enum glslopt_target { |
| 40 | + kGlslTargetOpenGL = 0, |
| 41 | + kGlslTargetOpenGLES20 = 1, |
| 42 | + kGlslTargetOpenGLES30 = 2, |
| 43 | + kGlslTargetMetal = 3, |
| 44 | +}; |
| 45 | + |
| 46 | +// Type info |
| 47 | +enum glslopt_basic_type { |
| 48 | + kGlslTypeFloat = 0, |
| 49 | + kGlslTypeInt, |
| 50 | + kGlslTypeBool, |
| 51 | + kGlslTypeTex2D, |
| 52 | + kGlslTypeTex3D, |
| 53 | + kGlslTypeTexCube, |
| 54 | + kGlslTypeTex2DShadow, |
| 55 | + kGlslTypeTex2DArray, |
| 56 | + kGlslTypeOther, |
| 57 | + kGlslTypeCount |
| 58 | +}; |
| 59 | +enum glslopt_precision { |
| 60 | + kGlslPrecHigh = 0, |
| 61 | + kGlslPrecMedium, |
| 62 | + kGlslPrecLow, |
| 63 | + kGlslPrecCount |
| 64 | +}; |
| 65 | + |
| 66 | +glslopt_ctx* glslopt_initialize (glslopt_target target); |
| 67 | +void glslopt_cleanup (glslopt_ctx* ctx); |
| 68 | + |
| 69 | +void glslopt_set_max_unroll_iterations (glslopt_ctx* ctx, unsigned iterations); |
| 70 | + |
| 71 | +glslopt_shader* glslopt_optimize (glslopt_ctx* ctx, glslopt_shader_type type, const char* shaderSource, unsigned options); |
| 72 | +bool glslopt_get_status (glslopt_shader* shader); |
| 73 | +const char* glslopt_get_output (glslopt_shader* shader); |
| 74 | +const char* glslopt_get_raw_output (glslopt_shader* shader); |
| 75 | +const char* glslopt_get_log (glslopt_shader* shader); |
| 76 | +void glslopt_shader_delete (glslopt_shader* shader); |
| 77 | + |
| 78 | +int glslopt_shader_get_input_count (glslopt_shader* shader); |
| 79 | +void glslopt_shader_get_input_desc (glslopt_shader* shader, int index, const char** outName, glslopt_basic_type* outType, glslopt_precision* outPrec, int* outVecSize, int* outMatSize, int* outArraySize, int* outLocation); |
| 80 | +int glslopt_shader_get_uniform_count (glslopt_shader* shader); |
| 81 | +int glslopt_shader_get_uniform_total_size (glslopt_shader* shader); |
| 82 | +void glslopt_shader_get_uniform_desc (glslopt_shader* shader, int index, const char** outName, glslopt_basic_type* outType, glslopt_precision* outPrec, int* outVecSize, int* outMatSize, int* outArraySize, int* outLocation); |
| 83 | +int glslopt_shader_get_texture_count (glslopt_shader* shader); |
| 84 | +void glslopt_shader_get_texture_desc (glslopt_shader* shader, int index, const char** outName, glslopt_basic_type* outType, glslopt_precision* outPrec, int* outVecSize, int* outMatSize, int* outArraySize, int* outLocation); |
| 85 | + |
| 86 | +// Get *very* approximate shader stats: |
| 87 | +// Number of math, texture and flow control instructions. |
| 88 | +void glslopt_shader_get_stats (glslopt_shader* shader, int* approxMath, int* approxTex, int* approxFlow); |
| 89 | + |
| 90 | + |
| 91 | +#endif /* GLSL_OPTIMIZER_H */ |
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