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