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      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_VERTEX = 0,
     43    MESA_SHADER_TESS_CTRL = 1,
     44    MESA_SHADER_TESS_EVAL = 2,
     45    MESA_SHADER_GEOMETRY = 3,
     46    MESA_SHADER_FRAGMENT = 4,
     47    MESA_SHADER_COMPUTE = 5,
     48 } gl_shader_stage;
     49 
     50 const char *gl_shader_stage_name(gl_shader_stage stage);
     51 
     52 /**
     53  * Translate a gl_shader_stage to a short shader stage name for debug
     54  * printouts and error messages.
     55  */
     56 const char *_mesa_shader_stage_to_string(unsigned stage);
     57 
     58 /**
     59  * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
     60  * for debug printouts and error messages.
     61  */
     62 const char *_mesa_shader_stage_to_abbrev(unsigned stage);
     63 
     64 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
     65 
     66 
     67 /**
     68  * Indexes for vertex program attributes.
     69  * GL_NV_vertex_program aliases generic attributes over the conventional
     70  * attributes.  In GL_ARB_vertex_program shader the aliasing is optional.
     71  * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
     72  * generic attributes are distinct/separate).
     73  */
     74 typedef enum
     75 {
     76    VERT_ATTRIB_POS = 0,
     77    VERT_ATTRIB_WEIGHT = 1,
     78    VERT_ATTRIB_NORMAL = 2,
     79    VERT_ATTRIB_COLOR0 = 3,
     80    VERT_ATTRIB_COLOR1 = 4,
     81    VERT_ATTRIB_FOG = 5,
     82    VERT_ATTRIB_COLOR_INDEX = 6,
     83    VERT_ATTRIB_EDGEFLAG = 7,
     84    VERT_ATTRIB_TEX0 = 8,
     85    VERT_ATTRIB_TEX1 = 9,
     86    VERT_ATTRIB_TEX2 = 10,
     87    VERT_ATTRIB_TEX3 = 11,
     88    VERT_ATTRIB_TEX4 = 12,
     89    VERT_ATTRIB_TEX5 = 13,
     90    VERT_ATTRIB_TEX6 = 14,
     91    VERT_ATTRIB_TEX7 = 15,
     92    VERT_ATTRIB_POINT_SIZE = 16,
     93    VERT_ATTRIB_GENERIC0 = 17,
     94    VERT_ATTRIB_GENERIC1 = 18,
     95    VERT_ATTRIB_GENERIC2 = 19,
     96    VERT_ATTRIB_GENERIC3 = 20,
     97    VERT_ATTRIB_GENERIC4 = 21,
     98    VERT_ATTRIB_GENERIC5 = 22,
     99    VERT_ATTRIB_GENERIC6 = 23,
    100    VERT_ATTRIB_GENERIC7 = 24,
    101    VERT_ATTRIB_GENERIC8 = 25,
    102    VERT_ATTRIB_GENERIC9 = 26,
    103    VERT_ATTRIB_GENERIC10 = 27,
    104    VERT_ATTRIB_GENERIC11 = 28,
    105    VERT_ATTRIB_GENERIC12 = 29,
    106    VERT_ATTRIB_GENERIC13 = 30,
    107    VERT_ATTRIB_GENERIC14 = 31,
    108    VERT_ATTRIB_GENERIC15 = 32,
    109    VERT_ATTRIB_MAX = 33
    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             BITFIELD64_BIT(VERT_ATTRIB_POS)
    143 #define VERT_BIT_WEIGHT          BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
    144 #define VERT_BIT_NORMAL          BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
    145 #define VERT_BIT_COLOR0          BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
    146 #define VERT_BIT_COLOR1          BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
    147 #define VERT_BIT_FOG             BITFIELD64_BIT(VERT_ATTRIB_FOG)
    148 #define VERT_BIT_COLOR_INDEX     BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
    149 #define VERT_BIT_EDGEFLAG        BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
    150 #define VERT_BIT_TEX0            BITFIELD64_BIT(VERT_ATTRIB_TEX0)
    151 #define VERT_BIT_TEX1            BITFIELD64_BIT(VERT_ATTRIB_TEX1)
    152 #define VERT_BIT_TEX2            BITFIELD64_BIT(VERT_ATTRIB_TEX2)
    153 #define VERT_BIT_TEX3            BITFIELD64_BIT(VERT_ATTRIB_TEX3)
    154 #define VERT_BIT_TEX4            BITFIELD64_BIT(VERT_ATTRIB_TEX4)
    155 #define VERT_BIT_TEX5            BITFIELD64_BIT(VERT_ATTRIB_TEX5)
    156 #define VERT_BIT_TEX6            BITFIELD64_BIT(VERT_ATTRIB_TEX6)
    157 #define VERT_BIT_TEX7            BITFIELD64_BIT(VERT_ATTRIB_TEX7)
    158 #define VERT_BIT_POINT_SIZE      BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
    159 #define VERT_BIT_GENERIC0        BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
    160 
    161 #define VERT_BIT(i)              BITFIELD64_BIT(i)
    162 #define VERT_BIT_ALL             BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
    163 
    164 #define VERT_BIT_FF(i)           VERT_BIT(i)
    165 #define VERT_BIT_FF_ALL          BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
    166 #define VERT_BIT_TEX(i)          VERT_BIT(VERT_ATTRIB_TEX(i))
    167 #define VERT_BIT_TEX_ALL         \
    168    BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
    169 
    170 #define VERT_BIT_GENERIC(i)      VERT_BIT(VERT_ATTRIB_GENERIC(i))
    171 #define VERT_BIT_GENERIC_ALL     \
    172    BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
    173 /*@}*/
    174 
    175 #define MAX_VARYING 32 /**< number of float[4] vectors */
    176 
    177 /**
    178  * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
    179  * fragment shader inputs.
    180  *
    181  * Note that some of these values are not available to all pipeline stages.
    182  *
    183  * When this enum is updated, the following code must be updated too:
    184  * - vertResults (in prog_print.c's arb_output_attrib_string())
    185  * - fragAttribs (in prog_print.c's arb_input_attrib_string())
    186  * - _mesa_varying_slot_in_fs()
    187  */
    188 typedef enum
    189 {
    190    VARYING_SLOT_POS,
    191    VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
    192    VARYING_SLOT_COL1,
    193    VARYING_SLOT_FOGC,
    194    VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
    195    VARYING_SLOT_TEX1,
    196    VARYING_SLOT_TEX2,
    197    VARYING_SLOT_TEX3,
    198    VARYING_SLOT_TEX4,
    199    VARYING_SLOT_TEX5,
    200    VARYING_SLOT_TEX6,
    201    VARYING_SLOT_TEX7,
    202    VARYING_SLOT_PSIZ, /* Does not appear in FS */
    203    VARYING_SLOT_BFC0, /* Does not appear in FS */
    204    VARYING_SLOT_BFC1, /* Does not appear in FS */
    205    VARYING_SLOT_EDGE, /* Does not appear in FS */
    206    VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
    207    VARYING_SLOT_CLIP_DIST0,
    208    VARYING_SLOT_CLIP_DIST1,
    209    VARYING_SLOT_CULL_DIST0,
    210    VARYING_SLOT_CULL_DIST1,
    211    VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
    212    VARYING_SLOT_LAYER, /* Appears as VS or GS output */
    213    VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
    214    VARYING_SLOT_FACE, /* FS only */
    215    VARYING_SLOT_PNTC, /* FS only */
    216    VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
    217    VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */
    218    VARYING_SLOT_BOUNDING_BOX0, /* Only appears as TCS output. */
    219    VARYING_SLOT_BOUNDING_BOX1, /* Only appears as TCS output. */
    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 Vertex shader system values
    322     */
    323    /*@{*/
    324    /**
    325     * OpenGL-style vertex ID.
    326     *
    327     * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
    328     * OpenGL 3.3 core profile spec says:
    329     *
    330     *     "gl_VertexID holds the integer index i implicitly passed by
    331     *     DrawArrays or one of the other drawing commands defined in section
    332     *     2.8.3."
    333     *
    334     * Section 2.8.3 (Drawing Commands) of the same spec says:
    335     *
    336     *     "The commands....are equivalent to the commands with the same base
    337     *     name (without the BaseVertex suffix), except that the ith element
    338     *     transferred by the corresponding draw call will be taken from
    339     *     element indices[i] + basevertex of each enabled array."
    340     *
    341     * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
    342     * says:
    343     *
    344     *     "In unextended GL, vertex shaders have inputs named gl_VertexID and
    345     *     gl_InstanceID, which contain, respectively the index of the vertex
    346     *     and instance. The value of gl_VertexID is the implicitly passed
    347     *     index of the vertex being processed, which includes the value of
    348     *     baseVertex, for those commands that accept it."
    349     *
    350     * gl_VertexID gets basevertex added in.  This differs from DirectX where
    351     * SV_VertexID does \b not get basevertex added in.
    352     *
    353     * \note
    354     * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
    355     * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
    356     * \c SYSTEM_VALUE_BASE_VERTEX.
    357     *
    358     * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
    359     */
    360    SYSTEM_VALUE_VERTEX_ID,
    361 
    362    /**
    363     * Instanced ID as supplied to gl_InstanceID
    364     *
    365     * Values assigned to gl_InstanceID always begin with zero, regardless of
    366     * the value of baseinstance.
    367     *
    368     * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
    369     * says:
    370     *
    371     *     "gl_InstanceID holds the integer instance number of the current
    372     *     primitive in an instanced draw call (see section 10.5)."
    373     *
    374     * Through a big chain of pseudocode, section 10.5 describes that
    375     * baseinstance is not counted by gl_InstanceID.  In that section, notice
    376     *
    377     *     "If an enabled vertex attribute array is instanced (it has a
    378     *     non-zero divisor as specified by VertexAttribDivisor), the element
    379     *     index that is transferred to the GL, for all vertices, is given by
    380     *
    381     *         floor(instance/divisor) + baseinstance
    382     *
    383     *     If an array corresponding to an attribute required by a vertex
    384     *     shader is not enabled, then the corresponding element is taken from
    385     *     the current attribute state (see section 10.2)."
    386     *
    387     * Note that baseinstance is \b not included in the value of instance.
    388     */
    389    SYSTEM_VALUE_INSTANCE_ID,
    390 
    391    /**
    392     * Vulkan InstanceIndex.
    393     *
    394     * InstanceIndex = gl_InstanceID + gl_BaseInstance
    395     */
    396    SYSTEM_VALUE_INSTANCE_INDEX,
    397 
    398    /**
    399     * DirectX-style vertex ID.
    400     *
    401     * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
    402     * the value of basevertex.
    403     *
    404     * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
    405     */
    406    SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
    407 
    408    /**
    409     * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
    410     * functions.
    411     *
    412     * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
    413     */
    414    SYSTEM_VALUE_BASE_VERTEX,
    415 
    416    /**
    417     * Value of \c baseinstance passed to instanced draw entry points
    418     *
    419     * \sa SYSTEM_VALUE_INSTANCE_ID
    420     */
    421    SYSTEM_VALUE_BASE_INSTANCE,
    422 
    423    /**
    424     * From _ARB_shader_draw_parameters:
    425     *
    426     *   "Additionally, this extension adds a further built-in variable,
    427     *    gl_DrawID to the shading language. This variable contains the index
    428     *    of the draw currently being processed by a Multi* variant of a
    429     *    drawing command (such as MultiDrawElements or
    430     *    MultiDrawArraysIndirect)."
    431     *
    432     * If GL_ARB_multi_draw_indirect is not supported, this is always 0.
    433     */
    434    SYSTEM_VALUE_DRAW_ID,
    435    /*@}*/
    436 
    437    /**
    438     * \name Geometry shader system values
    439     */
    440    /*@{*/
    441    SYSTEM_VALUE_INVOCATION_ID,  /**< (Also in Tessellation Control shader) */
    442    /*@}*/
    443 
    444    /**
    445     * \name Fragment shader system values
    446     */
    447    /*@{*/
    448    SYSTEM_VALUE_FRAG_COORD,
    449    SYSTEM_VALUE_FRONT_FACE,
    450    SYSTEM_VALUE_SAMPLE_ID,
    451    SYSTEM_VALUE_SAMPLE_POS,
    452    SYSTEM_VALUE_SAMPLE_MASK_IN,
    453    SYSTEM_VALUE_HELPER_INVOCATION,
    454    /*@}*/
    455 
    456    /**
    457     * \name Tessellation Evaluation shader system values
    458     */
    459    /*@{*/
    460    SYSTEM_VALUE_TESS_COORD,
    461    SYSTEM_VALUE_VERTICES_IN,    /**< Tessellation vertices in input patch */
    462    SYSTEM_VALUE_PRIMITIVE_ID,
    463    SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */
    464    SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */
    465    /*@}*/
    466 
    467    /**
    468     * \name Compute shader system values
    469     */
    470    /*@{*/
    471    SYSTEM_VALUE_LOCAL_INVOCATION_ID,
    472    SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
    473    SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
    474    SYSTEM_VALUE_WORK_GROUP_ID,
    475    SYSTEM_VALUE_NUM_WORK_GROUPS,
    476    SYSTEM_VALUE_LOCAL_GROUP_SIZE,
    477    /*@}*/
    478 
    479    /**
    480     * Driver internal vertex-count, used (for example) for drivers to
    481     * calculate stride for stream-out outputs.  Not externally visible.
    482     */
    483    SYSTEM_VALUE_VERTEX_CNT,
    484 
    485    SYSTEM_VALUE_MAX             /**< Number of values */
    486 } gl_system_value;
    487 
    488 const char *gl_system_value_name(gl_system_value sysval);
    489 
    490 /**
    491  * The possible interpolation qualifiers that can be applied to a fragment
    492  * shader input in GLSL.
    493  *
    494  * Note: INTERP_MODE_NONE must be 0 so that memsetting the
    495  * ir_variable data structure to 0 causes the default behavior.
    496  */
    497 enum glsl_interp_mode
    498 {
    499    INTERP_MODE_NONE = 0,
    500    INTERP_MODE_SMOOTH,
    501    INTERP_MODE_FLAT,
    502    INTERP_MODE_NOPERSPECTIVE,
    503    INTERP_MODE_COUNT /**< Number of interpolation qualifiers */
    504 };
    505 
    506 const char *glsl_interp_mode_name(enum glsl_interp_mode qual);
    507 
    508 /**
    509  * Fragment program results
    510  */
    511 typedef enum
    512 {
    513    FRAG_RESULT_DEPTH = 0,
    514    FRAG_RESULT_STENCIL = 1,
    515    /* If a single color should be written to all render targets, this
    516     * register is written.  No FRAG_RESULT_DATAn will be written.
    517     */
    518    FRAG_RESULT_COLOR = 2,
    519    FRAG_RESULT_SAMPLE_MASK = 3,
    520 
    521    /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
    522     * or ARB_fragment_program fragment.color[n]) color results.  If
    523     * any are written, FRAG_RESULT_COLOR will not be written.
    524     * FRAG_RESULT_DATA1 and up are simply for the benefit of
    525     * gl_frag_result_name() and not to be construed as an upper bound
    526     */
    527    FRAG_RESULT_DATA0 = 4,
    528    FRAG_RESULT_DATA1,
    529    FRAG_RESULT_DATA2,
    530    FRAG_RESULT_DATA3,
    531    FRAG_RESULT_DATA4,
    532    FRAG_RESULT_DATA5,
    533    FRAG_RESULT_DATA6,
    534    FRAG_RESULT_DATA7,
    535 } gl_frag_result;
    536 
    537 const char *gl_frag_result_name(gl_frag_result result);
    538 
    539 #define FRAG_RESULT_MAX		(FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
    540 
    541 /**
    542  * \brief Layout qualifiers for gl_FragDepth.
    543  *
    544  * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
    545  * a layout qualifier.
    546  *
    547  * \see enum ir_depth_layout
    548  */
    549 enum gl_frag_depth_layout
    550 {
    551    FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
    552    FRAG_DEPTH_LAYOUT_ANY,
    553    FRAG_DEPTH_LAYOUT_GREATER,
    554    FRAG_DEPTH_LAYOUT_LESS,
    555    FRAG_DEPTH_LAYOUT_UNCHANGED
    556 };
    557 
    558 /**
    559  * \brief Buffer access qualifiers
    560  */
    561 enum gl_buffer_access_qualifier
    562 {
    563    ACCESS_COHERENT = 1,
    564    ACCESS_RESTRICT = 2,
    565    ACCESS_VOLATILE = 4,
    566 };
    567 
    568 /**
    569  * \brief Blend support qualifiers
    570  */
    571 enum gl_advanced_blend_mode
    572 {
    573    BLEND_NONE           = 0x0000,
    574 
    575    BLEND_MULTIPLY       = 0x0001,
    576    BLEND_SCREEN         = 0x0002,
    577    BLEND_OVERLAY        = 0x0004,
    578    BLEND_DARKEN         = 0x0008,
    579    BLEND_LIGHTEN        = 0x0010,
    580    BLEND_COLORDODGE     = 0x0020,
    581    BLEND_COLORBURN      = 0x0040,
    582    BLEND_HARDLIGHT      = 0x0080,
    583    BLEND_SOFTLIGHT      = 0x0100,
    584    BLEND_DIFFERENCE     = 0x0200,
    585    BLEND_EXCLUSION      = 0x0400,
    586    BLEND_HSL_HUE        = 0x0800,
    587    BLEND_HSL_SATURATION = 0x1000,
    588    BLEND_HSL_COLOR      = 0x2000,
    589    BLEND_HSL_LUMINOSITY = 0x4000,
    590 
    591    BLEND_ALL            = 0x7fff,
    592 };
    593 
    594 enum gl_tess_spacing
    595 {
    596    TESS_SPACING_UNSPECIFIED,
    597    TESS_SPACING_EQUAL,
    598    TESS_SPACING_FRACTIONAL_ODD,
    599    TESS_SPACING_FRACTIONAL_EVEN,
    600 };
    601 
    602 #ifdef __cplusplus
    603 } /* extern "C" */
    604 #endif
    605 
    606 #endif /* SHADER_ENUMS_H */
    607