1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
#[allow(dead_code)]
#[allow(non_upper_case_globals)]
#[allow(non_camel_case_types)]
#[allow(non_snake_case)]
pub mod ffi {
    include!(concat!(env!("OUT_DIR"), "/glslang_glue_bindings.rs"));
}

use self::ffi::ShShaderOutput::*;
use self::ffi::ShShaderSpec::*;
use self::ffi::*;

use std::collections::HashMap;
use std::default;
use std::ffi::CStr;
use std::ffi::CString;
use std::mem::MaybeUninit;
use std::os::raw::c_char;
use std::os::raw::c_void;
use std::slice;
use std::str;
use std::sync::Mutex;

static CONSTRUCT_COMPILER_LOCK: Mutex<()> = Mutex::new(());

pub fn initialize() -> Result<(), &'static str> {
    if unsafe { GLSLangInitialize() } == 0 {
        Err("Couldn't initialize GLSLang")
    } else {
        Ok(())
    }
}

pub fn finalize() -> Result<(), &'static str> {
    if unsafe { GLSLangFinalize() } == 0 {
        Err("Couldn't finalize GLSLang")
    } else {
        Ok(())
    }
}

pub trait AsAngleEnum {
    fn as_angle_enum(&self) -> u32;
}

pub enum ShaderSpec {
    Gles2,
    WebGL,
    Gles3,
    WebGL2,
    WebGL3,
}

impl AsAngleEnum for ShaderSpec {
    #[inline]
    fn as_angle_enum(&self) -> u32 {
        (match *self {
            ShaderSpec::Gles2 => SH_GLES2_SPEC,
            ShaderSpec::WebGL => SH_WEBGL_SPEC,
            ShaderSpec::Gles3 => SH_GLES3_SPEC,
            ShaderSpec::WebGL2 => SH_WEBGL2_SPEC,
            ShaderSpec::WebGL3 => SH_WEBGL3_SPEC,
        }) as u32
    }
}

pub enum Output {
    Essl,
    Glsl,
    GlslCompat,
    GlslCore,
    Glsl130,
    Glsl140,
    Glsl150Core,
    Glsl330Core,
    Glsl400Core,
    Glsl410Core,
    Glsl420Core,
    Glsl430Core,
    Glsl440Core,
    Glsl450Core,
}

impl AsAngleEnum for Output {
    #[inline]
    fn as_angle_enum(&self) -> u32 {
        (match *self {
            Output::Essl => SH_ESSL_OUTPUT,
            Output::Glsl => SH_GLSL_COMPATIBILITY_OUTPUT,
            Output::GlslCompat => SH_GLSL_COMPATIBILITY_OUTPUT,
            Output::GlslCore => SH_GLSL_130_OUTPUT,
            Output::Glsl130 => SH_GLSL_130_OUTPUT,
            Output::Glsl140 => SH_GLSL_140_OUTPUT,
            Output::Glsl150Core => SH_GLSL_150_CORE_OUTPUT,
            Output::Glsl330Core => SH_GLSL_330_CORE_OUTPUT,
            Output::Glsl400Core => SH_GLSL_400_CORE_OUTPUT,
            Output::Glsl410Core => SH_GLSL_410_CORE_OUTPUT,
            Output::Glsl420Core => SH_GLSL_420_CORE_OUTPUT,
            Output::Glsl430Core => SH_GLSL_430_CORE_OUTPUT,
            Output::Glsl440Core => SH_GLSL_440_CORE_OUTPUT,
            Output::Glsl450Core => SH_GLSL_450_CORE_OUTPUT,
        }) as u32
    }
}

pub type BuiltInResources = ShBuiltInResources;

impl default::Default for BuiltInResources {
    fn default() -> BuiltInResources {
        unsafe {
            let mut ret: BuiltInResources = Self::empty();
            GLSLangInitBuiltInResources(&mut ret);
            ret
        }
    }
}

impl BuiltInResources {
    #[inline]
    pub fn empty() -> BuiltInResources {
        unsafe { MaybeUninit::zeroed().assume_init() }
    }
}

pub type CompileOptions = ShCompileOptions;

impl CompileOptions {
    pub fn mozangle() -> Self {
        let mut options = unsafe { CompileOptions::new() };
        options.set_objectCode(1);
        options.set_variables(1); // For uniform_name_map()
        options.set_emulateAbsIntFunction(1); // To workaround drivers
        options.set_emulateIsnanFloatFunction(1); // To workaround drivers
        options.set_emulateAtan2FloatFunction(1); // To workaround drivers
        options.set_clampIndirectArrayBounds(1);
        options.set_initGLPosition(1);
        options.set_enforcePackingRestrictions(1);
        options.set_limitExpressionComplexity(1);
        options.set_limitCallStackDepth(1);
        // Todo(Mortimer): Add SH_TIMING_RESTRICTIONS to options when the implementations gets better
        // Right now SH_TIMING_RESTRICTIONS is experimental
        // and doesn't support user callable functions in shaders
        options
    }
}

pub struct ShaderValidator {
    handle: ShHandle,
}

impl ShaderValidator {
    /// Create a new ShaderValidator instance
    /// NB: To call this you should have called first
    /// initialize()
    pub fn new(
        shader_type: u32,
        spec: ShaderSpec,
        output: Output,
        resources: &BuiltInResources,
    ) -> Option<ShaderValidator> {
        // GLSLangConstructCompiler is non-thread safe because it internally calls TCache::getType()
        // which writes/reads a std::map<T> with no locks.
        let _guard = CONSTRUCT_COMPILER_LOCK.lock().unwrap();
        let handle = unsafe {
            GLSLangConstructCompiler(
                shader_type,
                spec.as_angle_enum(),
                output.as_angle_enum(),
                resources,
            )
        };

        if handle.is_null() {
            return None;
        }

        Some(ShaderValidator { handle: handle })
    }

    #[inline]
    pub fn for_webgl(
        shader_type: u32,
        output: Output,
        resources: &BuiltInResources,
    ) -> Option<ShaderValidator> {
        Self::new(shader_type, ShaderSpec::WebGL, output, resources)
    }

    #[inline]
    pub fn for_webgl2(
        shader_type: u32,
        output: Output,
        resources: &BuiltInResources,
    ) -> Option<ShaderValidator> {
        Self::new(shader_type, ShaderSpec::WebGL2, output, resources)
    }

    pub fn compile(&self, strings: &[&str], options: ShCompileOptions) -> Result<(), &'static str> {
        let mut cstrings = Vec::with_capacity(strings.len());

        for s in strings.iter() {
            cstrings.push(CString::new(*s).map_err(|_| "Found invalid characters")?)
        }

        let cptrs: Vec<_> = cstrings.iter().map(|s| s.as_ptr()).collect();

        if unsafe {
            GLSLangCompile(
                self.handle,
                cptrs.as_ptr() as *const *const c_char,
                cstrings.len(),
                &options as *const _,
            )
        } == 0
        {
            return Err("Couldn't compile shader");
        }
        Ok(())
    }

    pub fn object_code(&self) -> String {
        unsafe {
            let c_str = CStr::from_ptr(GLSLangGetObjectCode(self.handle));
            c_str.to_string_lossy().into_owned()
        }
    }

    pub fn info_log(&self) -> String {
        unsafe {
            let c_str = CStr::from_ptr(GLSLangGetInfoLog(self.handle));
            c_str.to_string_lossy().into_owned()
        }
    }

    pub fn compile_and_translate(&self, strings: &[&str]) -> Result<String, &'static str> {
        let options = CompileOptions::mozangle();
        self.compile(strings, options)?;
        Ok(self.object_code())
    }

    /// Returns a map from uniform name in the original shader to uniform name
    /// in the compiled shader.
    ///
    /// The map can be empty if the `SH_VARIABLES` option wasn't specified.
    pub fn uniform_name_map(&self) -> HashMap<String, String> {
        struct Closure {
            map: HashMap<String, String>,
            error: Option<str::Utf8Error>,
        }

        unsafe extern "C" fn each_c(
            closure: *mut c_void,
            first: *const c_char,
            first_len: usize,
            second: *const c_char,
            second_len: usize,
        ) {
            // Safety: code in or called from this function must not panic.
            // If it might and https://github.com/rust-lang/rust/issues/18510 is not fixed yet,
            // use std::panic::catch_unwind.
            let closure = closure as *mut Closure;
            let closure = &mut *closure;
            if closure.error.is_none() {
                macro_rules! to_string {
                    ($ptr: expr, $len: expr) => {
                        match str::from_utf8(slice::from_raw_parts($ptr as *const u8, $len)) {
                            Ok(s) => s.to_owned(),
                            Err(e) => {
                                closure.error = Some(e);
                                return;
                            }
                        }
                    };
                }
                closure
                    .map
                    .insert(to_string!(first, first_len), to_string!(second, second_len));
            }
        }

        let mut closure = Closure {
            map: HashMap::new(),
            error: None,
        };
        let closure_ptr: *mut Closure = &mut closure;
        unsafe {
            GLSLangIterUniformNameMapping(self.handle, Some(each_c), closure_ptr as *mut c_void)
        }
        if let Some(err) = closure.error {
            panic!("Non-UTF-8 uniform name in ANGLE shader: {}", err)
        }
        closure.map
    }

    pub fn get_num_unpacked_varying_vectors(&self) -> i32 {
        unsafe { GLSLangGetNumUnpackedVaryingVectors(self.handle) }
    }
}

impl Drop for ShaderValidator {
    fn drop(&mut self) {
        unsafe { GLSLangDestructCompiler(self.handle) }
    }
}