1 /* 2 * Mesa 3-D graphics library 3 * 4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. 5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved. 6 * 7 * Permission is hereby granted, free of charge, to any person obtaining a 8 * copy of this software and associated documentation files (the "Software"), 9 * to deal in the Software without restriction, including without limitation 10 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 11 * and/or sell copies of the Software, and to permit persons to whom the 12 * Software is furnished to do so, subject to the following conditions: 13 * 14 * The above copyright notice and this permission notice shall be included 15 * in all copies or substantial portions of the Software. 16 * 17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR 21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 23 * OTHER DEALINGS IN THE SOFTWARE. 24 */ 25 26 #ifndef SHADER_ENUMS_H 27 #define SHADER_ENUMS_H 28 29 #ifdef __cplusplus 30 extern "C" { 31 #endif 32 33 /** 34 * Shader stages. 35 * 36 * The order must match how shaders are ordered in the pipeline. 37 * The GLSL linker assumes that if i<j, then the j-th shader is 38 * executed later than the i-th shader. 39 */ 40 typedef enum 41 { 42 MESA_SHADER_NONE = -1, 43 MESA_SHADER_VERTEX = 0, 44 MESA_SHADER_TESS_CTRL = 1, 45 MESA_SHADER_TESS_EVAL = 2, 46 MESA_SHADER_GEOMETRY = 3, 47 MESA_SHADER_FRAGMENT = 4, 48 MESA_SHADER_COMPUTE = 5, 49 } gl_shader_stage; 50 51 const char *gl_shader_stage_name(gl_shader_stage stage); 52 53 /** 54 * Translate a gl_shader_stage to a short shader stage name for debug 55 * printouts and error messages. 56 */ 57 const char *_mesa_shader_stage_to_string(unsigned stage); 58 59 /** 60 * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS) 61 * for debug printouts and error messages. 62 */ 63 const char *_mesa_shader_stage_to_abbrev(unsigned stage); 64 65 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1) 66 67 68 /** 69 * Indexes for vertex program attributes. 70 * GL_NV_vertex_program aliases generic attributes over the conventional 71 * attributes. In GL_ARB_vertex_program shader the aliasing is optional. 72 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the 73 * generic attributes are distinct/separate). 74 */ 75 typedef enum 76 { 77 VERT_ATTRIB_POS, 78 VERT_ATTRIB_NORMAL, 79 VERT_ATTRIB_COLOR0, 80 VERT_ATTRIB_COLOR1, 81 VERT_ATTRIB_FOG, 82 VERT_ATTRIB_COLOR_INDEX, 83 VERT_ATTRIB_EDGEFLAG, 84 VERT_ATTRIB_TEX0, 85 VERT_ATTRIB_TEX1, 86 VERT_ATTRIB_TEX2, 87 VERT_ATTRIB_TEX3, 88 VERT_ATTRIB_TEX4, 89 VERT_ATTRIB_TEX5, 90 VERT_ATTRIB_TEX6, 91 VERT_ATTRIB_TEX7, 92 VERT_ATTRIB_POINT_SIZE, 93 VERT_ATTRIB_GENERIC0, 94 VERT_ATTRIB_GENERIC1, 95 VERT_ATTRIB_GENERIC2, 96 VERT_ATTRIB_GENERIC3, 97 VERT_ATTRIB_GENERIC4, 98 VERT_ATTRIB_GENERIC5, 99 VERT_ATTRIB_GENERIC6, 100 VERT_ATTRIB_GENERIC7, 101 VERT_ATTRIB_GENERIC8, 102 VERT_ATTRIB_GENERIC9, 103 VERT_ATTRIB_GENERIC10, 104 VERT_ATTRIB_GENERIC11, 105 VERT_ATTRIB_GENERIC12, 106 VERT_ATTRIB_GENERIC13, 107 VERT_ATTRIB_GENERIC14, 108 VERT_ATTRIB_GENERIC15, 109 VERT_ATTRIB_MAX 110 } gl_vert_attrib; 111 112 const char *gl_vert_attrib_name(gl_vert_attrib attrib); 113 114 /** 115 * Symbolic constats to help iterating over 116 * specific blocks of vertex attributes. 117 * 118 * VERT_ATTRIB_FF 119 * includes all fixed function attributes as well as 120 * the aliased GL_NV_vertex_program shader attributes. 121 * VERT_ATTRIB_TEX 122 * include the classic texture coordinate attributes. 123 * Is a subset of VERT_ATTRIB_FF. 124 * VERT_ATTRIB_GENERIC 125 * include the OpenGL 2.0+ GLSL generic shader attributes. 126 * These alias the generic GL_ARB_vertex_shader attributes. 127 */ 128 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i)) 129 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0 130 131 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i)) 132 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS 133 134 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i)) 135 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS 136 137 /** 138 * Bitflags for vertex attributes. 139 * These are used in bitfields in many places. 140 */ 141 /*@{*/ 142 #define VERT_BIT_POS BITFIELD_BIT(VERT_ATTRIB_POS) 143 #define VERT_BIT_NORMAL BITFIELD_BIT(VERT_ATTRIB_NORMAL) 144 #define VERT_BIT_COLOR0 BITFIELD_BIT(VERT_ATTRIB_COLOR0) 145 #define VERT_BIT_COLOR1 BITFIELD_BIT(VERT_ATTRIB_COLOR1) 146 #define VERT_BIT_FOG BITFIELD_BIT(VERT_ATTRIB_FOG) 147 #define VERT_BIT_COLOR_INDEX BITFIELD_BIT(VERT_ATTRIB_COLOR_INDEX) 148 #define VERT_BIT_EDGEFLAG BITFIELD_BIT(VERT_ATTRIB_EDGEFLAG) 149 #define VERT_BIT_TEX0 BITFIELD_BIT(VERT_ATTRIB_TEX0) 150 #define VERT_BIT_TEX1 BITFIELD_BIT(VERT_ATTRIB_TEX1) 151 #define VERT_BIT_TEX2 BITFIELD_BIT(VERT_ATTRIB_TEX2) 152 #define VERT_BIT_TEX3 BITFIELD_BIT(VERT_ATTRIB_TEX3) 153 #define VERT_BIT_TEX4 BITFIELD_BIT(VERT_ATTRIB_TEX4) 154 #define VERT_BIT_TEX5 BITFIELD_BIT(VERT_ATTRIB_TEX5) 155 #define VERT_BIT_TEX6 BITFIELD_BIT(VERT_ATTRIB_TEX6) 156 #define VERT_BIT_TEX7 BITFIELD_BIT(VERT_ATTRIB_TEX7) 157 #define VERT_BIT_POINT_SIZE BITFIELD_BIT(VERT_ATTRIB_POINT_SIZE) 158 #define VERT_BIT_GENERIC0 BITFIELD_BIT(VERT_ATTRIB_GENERIC0) 159 160 #define VERT_BIT(i) BITFIELD_BIT(i) 161 #define VERT_BIT_ALL BITFIELD_RANGE(0, VERT_ATTRIB_MAX) 162 163 #define VERT_BIT_FF(i) VERT_BIT(i) 164 #define VERT_BIT_FF_ALL BITFIELD_RANGE(0, VERT_ATTRIB_FF_MAX) 165 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i)) 166 #define VERT_BIT_TEX_ALL \ 167 BITFIELD_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX) 168 169 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i)) 170 #define VERT_BIT_GENERIC_ALL \ 171 BITFIELD_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX) 172 /*@}*/ 173 174 #define MAX_VARYING 32 /**< number of float[4] vectors */ 175 176 /** 177 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and 178 * fragment shader inputs. 179 * 180 * Note that some of these values are not available to all pipeline stages. 181 * 182 * When this enum is updated, the following code must be updated too: 183 * - vertResults (in prog_print.c's arb_output_attrib_string()) 184 * - fragAttribs (in prog_print.c's arb_input_attrib_string()) 185 * - _mesa_varying_slot_in_fs() 186 */ 187 typedef enum 188 { 189 VARYING_SLOT_POS, 190 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */ 191 VARYING_SLOT_COL1, 192 VARYING_SLOT_FOGC, 193 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */ 194 VARYING_SLOT_TEX1, 195 VARYING_SLOT_TEX2, 196 VARYING_SLOT_TEX3, 197 VARYING_SLOT_TEX4, 198 VARYING_SLOT_TEX5, 199 VARYING_SLOT_TEX6, 200 VARYING_SLOT_TEX7, 201 VARYING_SLOT_PSIZ, /* Does not appear in FS */ 202 VARYING_SLOT_BFC0, /* Does not appear in FS */ 203 VARYING_SLOT_BFC1, /* Does not appear in FS */ 204 VARYING_SLOT_EDGE, /* Does not appear in FS */ 205 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */ 206 VARYING_SLOT_CLIP_DIST0, 207 VARYING_SLOT_CLIP_DIST1, 208 VARYING_SLOT_CULL_DIST0, 209 VARYING_SLOT_CULL_DIST1, 210 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */ 211 VARYING_SLOT_LAYER, /* Appears as VS or GS output */ 212 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */ 213 VARYING_SLOT_FACE, /* FS only */ 214 VARYING_SLOT_PNTC, /* FS only */ 215 VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */ 216 VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */ 217 VARYING_SLOT_BOUNDING_BOX0, /* Only appears as TCS output. */ 218 VARYING_SLOT_BOUNDING_BOX1, /* Only appears as TCS output. */ 219 VARYING_SLOT_VIEW_INDEX, 220 VARYING_SLOT_VAR0, /* First generic varying slot */ 221 /* the remaining are simply for the benefit of gl_varying_slot_name() 222 * and not to be construed as an upper bound: 223 */ 224 VARYING_SLOT_VAR1, 225 VARYING_SLOT_VAR2, 226 VARYING_SLOT_VAR3, 227 VARYING_SLOT_VAR4, 228 VARYING_SLOT_VAR5, 229 VARYING_SLOT_VAR6, 230 VARYING_SLOT_VAR7, 231 VARYING_SLOT_VAR8, 232 VARYING_SLOT_VAR9, 233 VARYING_SLOT_VAR10, 234 VARYING_SLOT_VAR11, 235 VARYING_SLOT_VAR12, 236 VARYING_SLOT_VAR13, 237 VARYING_SLOT_VAR14, 238 VARYING_SLOT_VAR15, 239 VARYING_SLOT_VAR16, 240 VARYING_SLOT_VAR17, 241 VARYING_SLOT_VAR18, 242 VARYING_SLOT_VAR19, 243 VARYING_SLOT_VAR20, 244 VARYING_SLOT_VAR21, 245 VARYING_SLOT_VAR22, 246 VARYING_SLOT_VAR23, 247 VARYING_SLOT_VAR24, 248 VARYING_SLOT_VAR25, 249 VARYING_SLOT_VAR26, 250 VARYING_SLOT_VAR27, 251 VARYING_SLOT_VAR28, 252 VARYING_SLOT_VAR29, 253 VARYING_SLOT_VAR30, 254 VARYING_SLOT_VAR31, 255 } gl_varying_slot; 256 257 258 #define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING) 259 #define VARYING_SLOT_PATCH0 (VARYING_SLOT_MAX) 260 #define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING) 261 #define MAX_VARYINGS_INCL_PATCH (VARYING_SLOT_TESS_MAX - VARYING_SLOT_VAR0) 262 263 const char *gl_varying_slot_name(gl_varying_slot slot); 264 265 /** 266 * Bitflags for varying slots. 267 */ 268 /*@{*/ 269 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS) 270 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0) 271 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1) 272 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC) 273 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0) 274 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1) 275 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2) 276 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3) 277 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4) 278 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5) 279 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6) 280 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7) 281 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U)) 282 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \ 283 MAX_TEXTURE_COORD_UNITS) 284 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ) 285 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0) 286 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1) 287 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE) 288 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX) 289 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0) 290 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1) 291 #define VARYING_BIT_CULL_DIST0 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST0) 292 #define VARYING_BIT_CULL_DIST1 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST1) 293 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID) 294 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER) 295 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT) 296 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE) 297 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC) 298 #define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER) 299 #define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER) 300 #define VARYING_BIT_BOUNDING_BOX0 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX0) 301 #define VARYING_BIT_BOUNDING_BOX1 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX1) 302 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V)) 303 /*@}*/ 304 305 /** 306 * Bitflags for system values. 307 */ 308 #define SYSTEM_BIT_SAMPLE_ID ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_ID) 309 #define SYSTEM_BIT_SAMPLE_POS ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_POS) 310 #define SYSTEM_BIT_SAMPLE_MASK_IN ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_MASK_IN) 311 #define SYSTEM_BIT_LOCAL_INVOCATION_ID ((uint64_t)1 << SYSTEM_VALUE_LOCAL_INVOCATION_ID) 312 313 /** 314 * If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be 315 * one of these values. If a NIR variable's mode is nir_var_system_value, it 316 * will be one of these values. 317 */ 318 typedef enum 319 { 320 /** 321 * \name System values applicable to all shaders 322 */ 323 /*@{*/ 324 325 /** 326 * Builtin variables added by GL_ARB_shader_ballot. 327 */ 328 /*@{*/ 329 330 /** 331 * From the GL_ARB_shader-ballot spec: 332 * 333 * "A sub-group is a collection of invocations which execute in lockstep. 334 * The variable <gl_SubGroupSizeARB> is the maximum number of 335 * invocations in a sub-group. The maximum <gl_SubGroupSizeARB> 336 * supported in this extension is 64." 337 * 338 * The spec defines this as a uniform. However, it's highly unlikely that 339 * implementations actually treat it as a uniform (which is loaded from a 340 * constant buffer). Most likely, this is an implementation-wide constant, 341 * or perhaps something that depends on the shader stage. 342 */ 343 SYSTEM_VALUE_SUBGROUP_SIZE, 344 345 /** 346 * From the GL_ARB_shader_ballot spec: 347 * 348 * "The variable <gl_SubGroupInvocationARB> holds the index of the 349 * invocation within sub-group. This variable is in the range 0 to 350 * <gl_SubGroupSizeARB>-1, where <gl_SubGroupSizeARB> is the total 351 * number of invocations in a sub-group." 352 */ 353 SYSTEM_VALUE_SUBGROUP_INVOCATION, 354 355 /** 356 * From the GL_ARB_shader_ballot spec: 357 * 358 * "The <gl_SubGroup??MaskARB> variables provide a bitmask for all 359 * invocations, with one bit per invocation starting with the least 360 * significant bit, according to the following table, 361 * 362 * variable equation for bit values 363 * -------------------- ------------------------------------ 364 * gl_SubGroupEqMaskARB bit index == gl_SubGroupInvocationARB 365 * gl_SubGroupGeMaskARB bit index >= gl_SubGroupInvocationARB 366 * gl_SubGroupGtMaskARB bit index > gl_SubGroupInvocationARB 367 * gl_SubGroupLeMaskARB bit index <= gl_SubGroupInvocationARB 368 * gl_SubGroupLtMaskARB bit index < gl_SubGroupInvocationARB 369 */ 370 SYSTEM_VALUE_SUBGROUP_EQ_MASK, 371 SYSTEM_VALUE_SUBGROUP_GE_MASK, 372 SYSTEM_VALUE_SUBGROUP_GT_MASK, 373 SYSTEM_VALUE_SUBGROUP_LE_MASK, 374 SYSTEM_VALUE_SUBGROUP_LT_MASK, 375 /*@}*/ 376 377 /*@}*/ 378 379 /** 380 * \name Vertex shader system values 381 */ 382 /*@{*/ 383 /** 384 * OpenGL-style vertex ID. 385 * 386 * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the 387 * OpenGL 3.3 core profile spec says: 388 * 389 * "gl_VertexID holds the integer index i implicitly passed by 390 * DrawArrays or one of the other drawing commands defined in section 391 * 2.8.3." 392 * 393 * Section 2.8.3 (Drawing Commands) of the same spec says: 394 * 395 * "The commands....are equivalent to the commands with the same base 396 * name (without the BaseVertex suffix), except that the ith element 397 * transferred by the corresponding draw call will be taken from 398 * element indices[i] + basevertex of each enabled array." 399 * 400 * Additionally, the overview in the GL_ARB_shader_draw_parameters spec 401 * says: 402 * 403 * "In unextended GL, vertex shaders have inputs named gl_VertexID and 404 * gl_InstanceID, which contain, respectively the index of the vertex 405 * and instance. The value of gl_VertexID is the implicitly passed 406 * index of the vertex being processed, which includes the value of 407 * baseVertex, for those commands that accept it." 408 * 409 * gl_VertexID gets basevertex added in. This differs from DirectX where 410 * SV_VertexID does \b not get basevertex added in. 411 * 412 * \note 413 * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be 414 * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus 415 * \c SYSTEM_VALUE_BASE_VERTEX. 416 * 417 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX 418 */ 419 SYSTEM_VALUE_VERTEX_ID, 420 421 /** 422 * Instanced ID as supplied to gl_InstanceID 423 * 424 * Values assigned to gl_InstanceID always begin with zero, regardless of 425 * the value of baseinstance. 426 * 427 * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec 428 * says: 429 * 430 * "gl_InstanceID holds the integer instance number of the current 431 * primitive in an instanced draw call (see section 10.5)." 432 * 433 * Through a big chain of pseudocode, section 10.5 describes that 434 * baseinstance is not counted by gl_InstanceID. In that section, notice 435 * 436 * "If an enabled vertex attribute array is instanced (it has a 437 * non-zero divisor as specified by VertexAttribDivisor), the element 438 * index that is transferred to the GL, for all vertices, is given by 439 * 440 * floor(instance/divisor) + baseinstance 441 * 442 * If an array corresponding to an attribute required by a vertex 443 * shader is not enabled, then the corresponding element is taken from 444 * the current attribute state (see section 10.2)." 445 * 446 * Note that baseinstance is \b not included in the value of instance. 447 */ 448 SYSTEM_VALUE_INSTANCE_ID, 449 450 /** 451 * Vulkan InstanceIndex. 452 * 453 * InstanceIndex = gl_InstanceID + gl_BaseInstance 454 */ 455 SYSTEM_VALUE_INSTANCE_INDEX, 456 457 /** 458 * DirectX-style vertex ID. 459 * 460 * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include 461 * the value of basevertex. 462 * 463 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX 464 */ 465 SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, 466 467 /** 468 * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar 469 * functions. 470 * 471 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE 472 */ 473 SYSTEM_VALUE_BASE_VERTEX, 474 475 /** 476 * Value of \c baseinstance passed to instanced draw entry points 477 * 478 * \sa SYSTEM_VALUE_INSTANCE_ID 479 */ 480 SYSTEM_VALUE_BASE_INSTANCE, 481 482 /** 483 * From _ARB_shader_draw_parameters: 484 * 485 * "Additionally, this extension adds a further built-in variable, 486 * gl_DrawID to the shading language. This variable contains the index 487 * of the draw currently being processed by a Multi* variant of a 488 * drawing command (such as MultiDrawElements or 489 * MultiDrawArraysIndirect)." 490 * 491 * If GL_ARB_multi_draw_indirect is not supported, this is always 0. 492 */ 493 SYSTEM_VALUE_DRAW_ID, 494 /*@}*/ 495 496 /** 497 * \name Geometry shader system values 498 */ 499 /*@{*/ 500 SYSTEM_VALUE_INVOCATION_ID, /**< (Also in Tessellation Control shader) */ 501 /*@}*/ 502 503 /** 504 * \name Fragment shader system values 505 */ 506 /*@{*/ 507 SYSTEM_VALUE_FRAG_COORD, 508 SYSTEM_VALUE_FRONT_FACE, 509 SYSTEM_VALUE_SAMPLE_ID, 510 SYSTEM_VALUE_SAMPLE_POS, 511 SYSTEM_VALUE_SAMPLE_MASK_IN, 512 SYSTEM_VALUE_HELPER_INVOCATION, 513 /*@}*/ 514 515 /** 516 * \name Tessellation Evaluation shader system values 517 */ 518 /*@{*/ 519 SYSTEM_VALUE_TESS_COORD, 520 SYSTEM_VALUE_VERTICES_IN, /**< Tessellation vertices in input patch */ 521 SYSTEM_VALUE_PRIMITIVE_ID, 522 SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */ 523 SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */ 524 /*@}*/ 525 526 /** 527 * \name Compute shader system values 528 */ 529 /*@{*/ 530 SYSTEM_VALUE_LOCAL_INVOCATION_ID, 531 SYSTEM_VALUE_LOCAL_INVOCATION_INDEX, 532 SYSTEM_VALUE_GLOBAL_INVOCATION_ID, 533 SYSTEM_VALUE_WORK_GROUP_ID, 534 SYSTEM_VALUE_NUM_WORK_GROUPS, 535 SYSTEM_VALUE_LOCAL_GROUP_SIZE, 536 /*@}*/ 537 538 /** Required for VK_KHX_multiview */ 539 SYSTEM_VALUE_VIEW_INDEX, 540 541 /** 542 * Driver internal vertex-count, used (for example) for drivers to 543 * calculate stride for stream-out outputs. Not externally visible. 544 */ 545 SYSTEM_VALUE_VERTEX_CNT, 546 547 SYSTEM_VALUE_MAX /**< Number of values */ 548 } gl_system_value; 549 550 const char *gl_system_value_name(gl_system_value sysval); 551 552 /** 553 * The possible interpolation qualifiers that can be applied to a fragment 554 * shader input in GLSL. 555 * 556 * Note: INTERP_MODE_NONE must be 0 so that memsetting the 557 * ir_variable data structure to 0 causes the default behavior. 558 */ 559 enum glsl_interp_mode 560 { 561 INTERP_MODE_NONE = 0, 562 INTERP_MODE_SMOOTH, 563 INTERP_MODE_FLAT, 564 INTERP_MODE_NOPERSPECTIVE, 565 INTERP_MODE_COUNT /**< Number of interpolation qualifiers */ 566 }; 567 568 enum glsl_interface_packing { 569 GLSL_INTERFACE_PACKING_STD140, 570 GLSL_INTERFACE_PACKING_SHARED, 571 GLSL_INTERFACE_PACKING_PACKED, 572 GLSL_INTERFACE_PACKING_STD430 573 }; 574 575 const char *glsl_interp_mode_name(enum glsl_interp_mode qual); 576 577 /** 578 * Fragment program results 579 */ 580 typedef enum 581 { 582 FRAG_RESULT_DEPTH = 0, 583 FRAG_RESULT_STENCIL = 1, 584 /* If a single color should be written to all render targets, this 585 * register is written. No FRAG_RESULT_DATAn will be written. 586 */ 587 FRAG_RESULT_COLOR = 2, 588 FRAG_RESULT_SAMPLE_MASK = 3, 589 590 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n] 591 * or ARB_fragment_program fragment.color[n]) color results. If 592 * any are written, FRAG_RESULT_COLOR will not be written. 593 * FRAG_RESULT_DATA1 and up are simply for the benefit of 594 * gl_frag_result_name() and not to be construed as an upper bound 595 */ 596 FRAG_RESULT_DATA0 = 4, 597 FRAG_RESULT_DATA1, 598 FRAG_RESULT_DATA2, 599 FRAG_RESULT_DATA3, 600 FRAG_RESULT_DATA4, 601 FRAG_RESULT_DATA5, 602 FRAG_RESULT_DATA6, 603 FRAG_RESULT_DATA7, 604 } gl_frag_result; 605 606 const char *gl_frag_result_name(gl_frag_result result); 607 608 #define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS) 609 610 /** 611 * \brief Layout qualifiers for gl_FragDepth. 612 * 613 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with 614 * a layout qualifier. 615 * 616 * \see enum ir_depth_layout 617 */ 618 enum gl_frag_depth_layout 619 { 620 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */ 621 FRAG_DEPTH_LAYOUT_ANY, 622 FRAG_DEPTH_LAYOUT_GREATER, 623 FRAG_DEPTH_LAYOUT_LESS, 624 FRAG_DEPTH_LAYOUT_UNCHANGED 625 }; 626 627 /** 628 * \brief Buffer access qualifiers 629 */ 630 enum gl_buffer_access_qualifier 631 { 632 ACCESS_COHERENT = 1, 633 ACCESS_RESTRICT = 2, 634 ACCESS_VOLATILE = 4, 635 }; 636 637 /** 638 * \brief Blend support qualifiers 639 */ 640 enum gl_advanced_blend_mode 641 { 642 BLEND_NONE = 0x0000, 643 644 BLEND_MULTIPLY = 0x0001, 645 BLEND_SCREEN = 0x0002, 646 BLEND_OVERLAY = 0x0004, 647 BLEND_DARKEN = 0x0008, 648 BLEND_LIGHTEN = 0x0010, 649 BLEND_COLORDODGE = 0x0020, 650 BLEND_COLORBURN = 0x0040, 651 BLEND_HARDLIGHT = 0x0080, 652 BLEND_SOFTLIGHT = 0x0100, 653 BLEND_DIFFERENCE = 0x0200, 654 BLEND_EXCLUSION = 0x0400, 655 BLEND_HSL_HUE = 0x0800, 656 BLEND_HSL_SATURATION = 0x1000, 657 BLEND_HSL_COLOR = 0x2000, 658 BLEND_HSL_LUMINOSITY = 0x4000, 659 660 BLEND_ALL = 0x7fff, 661 }; 662 663 enum gl_tess_spacing 664 { 665 TESS_SPACING_UNSPECIFIED, 666 TESS_SPACING_EQUAL, 667 TESS_SPACING_FRACTIONAL_ODD, 668 TESS_SPACING_FRACTIONAL_EVEN, 669 }; 670 671 /** 672 * A compare function enum for use in compiler lowering passes. This is in 673 * the same order as GL's compare functions (shifted down by GL_NEVER), and is 674 * exactly the same as gallium's PIPE_FUNC_*. 675 */ 676 enum compare_func 677 { 678 COMPARE_FUNC_NEVER, 679 COMPARE_FUNC_LESS, 680 COMPARE_FUNC_EQUAL, 681 COMPARE_FUNC_LEQUAL, 682 COMPARE_FUNC_GREATER, 683 COMPARE_FUNC_NOTEQUAL, 684 COMPARE_FUNC_GEQUAL, 685 COMPARE_FUNC_ALWAYS, 686 }; 687 688 #ifdef __cplusplus 689 } /* extern "C" */ 690 #endif 691 692 #endif /* SHADER_ENUMS_H */ 693