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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 #include <stdbool.h>
     30 
     31 /* Project-wide (GL and Vulkan) maximum. */
     32 #define MAX_DRAW_BUFFERS 8
     33 
     34 #ifdef __cplusplus
     35 extern "C" {
     36 #endif
     37 
     38 /**
     39  * Shader stages.
     40  *
     41  * The order must match how shaders are ordered in the pipeline.
     42  * The GLSL linker assumes that if i<j, then the j-th shader is
     43  * executed later than the i-th shader.
     44  */
     45 typedef enum
     46 {
     47    MESA_SHADER_NONE = -1,
     48    MESA_SHADER_VERTEX = 0,
     49    MESA_SHADER_TESS_CTRL = 1,
     50    MESA_SHADER_TESS_EVAL = 2,
     51    MESA_SHADER_GEOMETRY = 3,
     52    MESA_SHADER_FRAGMENT = 4,
     53    MESA_SHADER_COMPUTE = 5,
     54 
     55    /* Vulkan-only stages. */
     56    MESA_SHADER_TASK         = 6,
     57    MESA_SHADER_MESH         = 7,
     58    MESA_SHADER_RAYGEN       = 8,
     59    MESA_SHADER_ANY_HIT      = 9,
     60    MESA_SHADER_CLOSEST_HIT  = 10,
     61    MESA_SHADER_MISS         = 11,
     62    MESA_SHADER_INTERSECTION = 12,
     63    MESA_SHADER_CALLABLE     = 13,
     64 
     65    /* must be last so it doesn't affect the GL pipeline */
     66    MESA_SHADER_KERNEL = 14,
     67 } gl_shader_stage;
     68 
     69 static inline bool
     70 gl_shader_stage_is_compute(gl_shader_stage stage)
     71 {
     72    return stage == MESA_SHADER_COMPUTE || stage == MESA_SHADER_KERNEL;
     73 }
     74 
     75 static inline bool
     76 gl_shader_stage_uses_workgroup(gl_shader_stage stage)
     77 {
     78    return stage == MESA_SHADER_COMPUTE ||
     79           stage == MESA_SHADER_KERNEL ||
     80           stage == MESA_SHADER_TASK ||
     81           stage == MESA_SHADER_MESH;
     82 }
     83 
     84 static inline bool
     85 gl_shader_stage_is_callable(gl_shader_stage stage)
     86 {
     87    return stage == MESA_SHADER_ANY_HIT ||
     88           stage == MESA_SHADER_CLOSEST_HIT ||
     89           stage == MESA_SHADER_MISS ||
     90           stage == MESA_SHADER_INTERSECTION ||
     91           stage == MESA_SHADER_CALLABLE;
     92 }
     93 
     94 /**
     95  * Number of STATE_* values we need to address any GL state.
     96  * Used to dimension arrays.
     97  */
     98 #define STATE_LENGTH 4
     99 
    100 typedef short gl_state_index16; /* see enum gl_state_index */
    101 
    102 const char *gl_shader_stage_name(gl_shader_stage stage);
    103 
    104 /**
    105  * Translate a gl_shader_stage to a short shader stage name for debug
    106  * printouts and error messages.
    107  */
    108 const char *_mesa_shader_stage_to_string(unsigned stage);
    109 
    110 /**
    111  * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
    112  * for debug printouts and error messages.
    113  */
    114 const char *_mesa_shader_stage_to_abbrev(unsigned stage);
    115 
    116 /**
    117  * GL related stages (not including CL)
    118  */
    119 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
    120 
    121 /**
    122  * Vulkan stages (not including CL)
    123  */
    124 #define MESA_VULKAN_SHADER_STAGES (MESA_SHADER_CALLABLE + 1)
    125 
    126 /**
    127  * All stages
    128  */
    129 #define MESA_ALL_SHADER_STAGES (MESA_SHADER_KERNEL + 1)
    130 
    131 
    132 /**
    133  * Indexes for vertex program attributes.
    134  * GL_NV_vertex_program aliases generic attributes over the conventional
    135  * attributes.  In GL_ARB_vertex_program shader the aliasing is optional.
    136  * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
    137  * generic attributes are distinct/separate).
    138  */
    139 typedef enum
    140 {
    141    VERT_ATTRIB_POS,
    142    VERT_ATTRIB_NORMAL,
    143    VERT_ATTRIB_COLOR0,
    144    VERT_ATTRIB_COLOR1,
    145    VERT_ATTRIB_FOG,
    146    VERT_ATTRIB_COLOR_INDEX,
    147    VERT_ATTRIB_TEX0,
    148    VERT_ATTRIB_TEX1,
    149    VERT_ATTRIB_TEX2,
    150    VERT_ATTRIB_TEX3,
    151    VERT_ATTRIB_TEX4,
    152    VERT_ATTRIB_TEX5,
    153    VERT_ATTRIB_TEX6,
    154    VERT_ATTRIB_TEX7,
    155    VERT_ATTRIB_POINT_SIZE,
    156    VERT_ATTRIB_GENERIC0,
    157    VERT_ATTRIB_GENERIC1,
    158    VERT_ATTRIB_GENERIC2,
    159    VERT_ATTRIB_GENERIC3,
    160    VERT_ATTRIB_GENERIC4,
    161    VERT_ATTRIB_GENERIC5,
    162    VERT_ATTRIB_GENERIC6,
    163    VERT_ATTRIB_GENERIC7,
    164    VERT_ATTRIB_GENERIC8,
    165    VERT_ATTRIB_GENERIC9,
    166    VERT_ATTRIB_GENERIC10,
    167    VERT_ATTRIB_GENERIC11,
    168    VERT_ATTRIB_GENERIC12,
    169    VERT_ATTRIB_GENERIC13,
    170    VERT_ATTRIB_GENERIC14,
    171    VERT_ATTRIB_GENERIC15,
    172    /* This must be last to keep VS inputs and vertex attributes in the same
    173     * order in st/mesa, and st/mesa always adds edgeflags as the last input.
    174     */
    175    VERT_ATTRIB_EDGEFLAG,
    176    VERT_ATTRIB_MAX
    177 } gl_vert_attrib;
    178 
    179 const char *gl_vert_attrib_name(gl_vert_attrib attrib);
    180 
    181 /**
    182  * Max number of texture coordinate units.  This mainly just applies to
    183  * the fixed-function vertex code.  This will be difficult to raise above
    184  * eight because of various vertex attribute bitvectors.
    185  */
    186 #define MAX_TEXTURE_COORD_UNITS     8
    187 #define MAX_VERTEX_GENERIC_ATTRIBS  16
    188 
    189 /**
    190  * Symbolic constats to help iterating over
    191  * specific blocks of vertex attributes.
    192  *
    193  * VERT_ATTRIB_TEX
    194  *   include the classic texture coordinate attributes.
    195  * VERT_ATTRIB_GENERIC
    196  *   include the OpenGL 2.0+ GLSL generic shader attributes.
    197  *   These alias the generic GL_ARB_vertex_shader attributes.
    198  * VERT_ATTRIB_MAT
    199  *   include the generic shader attributes used to alias
    200  *   varying material values for the TNL shader programs.
    201  *   They are located at the end of the generic attribute
    202  *   block not to overlap with the generic 0 attribute.
    203  */
    204 #define VERT_ATTRIB_TEX(i)          (VERT_ATTRIB_TEX0 + (i))
    205 #define VERT_ATTRIB_TEX_MAX         MAX_TEXTURE_COORD_UNITS
    206 
    207 #define VERT_ATTRIB_GENERIC(i)      (VERT_ATTRIB_GENERIC0 + (i))
    208 #define VERT_ATTRIB_GENERIC_MAX     MAX_VERTEX_GENERIC_ATTRIBS
    209 
    210 #define VERT_ATTRIB_MAT0            \
    211    (VERT_ATTRIB_GENERIC_MAX - VERT_ATTRIB_MAT_MAX)
    212 #define VERT_ATTRIB_MAT(i)          \
    213    VERT_ATTRIB_GENERIC((i) + VERT_ATTRIB_MAT0)
    214 #define VERT_ATTRIB_MAT_MAX         MAT_ATTRIB_MAX
    215 
    216 /**
    217  * Bitflags for vertex attributes.
    218  * These are used in bitfields in many places.
    219  */
    220 /*@{*/
    221 #define VERT_BIT_POS             BITFIELD_BIT(VERT_ATTRIB_POS)
    222 #define VERT_BIT_NORMAL          BITFIELD_BIT(VERT_ATTRIB_NORMAL)
    223 #define VERT_BIT_COLOR0          BITFIELD_BIT(VERT_ATTRIB_COLOR0)
    224 #define VERT_BIT_COLOR1          BITFIELD_BIT(VERT_ATTRIB_COLOR1)
    225 #define VERT_BIT_FOG             BITFIELD_BIT(VERT_ATTRIB_FOG)
    226 #define VERT_BIT_COLOR_INDEX     BITFIELD_BIT(VERT_ATTRIB_COLOR_INDEX)
    227 #define VERT_BIT_TEX0            BITFIELD_BIT(VERT_ATTRIB_TEX0)
    228 #define VERT_BIT_TEX1            BITFIELD_BIT(VERT_ATTRIB_TEX1)
    229 #define VERT_BIT_TEX2            BITFIELD_BIT(VERT_ATTRIB_TEX2)
    230 #define VERT_BIT_TEX3            BITFIELD_BIT(VERT_ATTRIB_TEX3)
    231 #define VERT_BIT_TEX4            BITFIELD_BIT(VERT_ATTRIB_TEX4)
    232 #define VERT_BIT_TEX5            BITFIELD_BIT(VERT_ATTRIB_TEX5)
    233 #define VERT_BIT_TEX6            BITFIELD_BIT(VERT_ATTRIB_TEX6)
    234 #define VERT_BIT_TEX7            BITFIELD_BIT(VERT_ATTRIB_TEX7)
    235 #define VERT_BIT_POINT_SIZE      BITFIELD_BIT(VERT_ATTRIB_POINT_SIZE)
    236 #define VERT_BIT_GENERIC0        BITFIELD_BIT(VERT_ATTRIB_GENERIC0)
    237 #define VERT_BIT_EDGEFLAG        BITFIELD_BIT(VERT_ATTRIB_EDGEFLAG)
    238 
    239 #define VERT_BIT(i)              BITFIELD_BIT(i)
    240 #define VERT_BIT_ALL             BITFIELD_RANGE(0, VERT_ATTRIB_MAX)
    241 
    242 #define VERT_BIT_FF_ALL          (BITFIELD_RANGE(0, VERT_ATTRIB_GENERIC0) | \
    243                                   VERT_BIT_EDGEFLAG)
    244 #define VERT_BIT_TEX(i)          VERT_BIT(VERT_ATTRIB_TEX(i))
    245 #define VERT_BIT_TEX_ALL         \
    246    BITFIELD_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
    247 
    248 #define VERT_BIT_GENERIC(i)      VERT_BIT(VERT_ATTRIB_GENERIC(i))
    249 #define VERT_BIT_GENERIC_ALL     \
    250    BITFIELD_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
    251 
    252 #define VERT_BIT_MAT(i)	         VERT_BIT(VERT_ATTRIB_MAT(i))
    253 #define VERT_BIT_MAT_ALL         \
    254    BITFIELD_RANGE(VERT_ATTRIB_MAT(0), VERT_ATTRIB_MAT_MAX)
    255 /*@}*/
    256 
    257 #define MAX_VARYING 32 /**< number of float[4] vectors */
    258 
    259 /**
    260  * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
    261  * fragment shader inputs.
    262  *
    263  * Note that some of these values are not available to all pipeline stages.
    264  *
    265  * When this enum is updated, the following code must be updated too:
    266  * - vertResults (in prog_print.c's arb_output_attrib_string())
    267  * - fragAttribs (in prog_print.c's arb_input_attrib_string())
    268  * - _mesa_varying_slot_in_fs()
    269  * - _mesa_varying_slot_name_for_stage()
    270  */
    271 typedef enum
    272 {
    273    VARYING_SLOT_POS,
    274    VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
    275    VARYING_SLOT_COL1,
    276    VARYING_SLOT_FOGC,
    277    VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
    278    VARYING_SLOT_TEX1,
    279    VARYING_SLOT_TEX2,
    280    VARYING_SLOT_TEX3,
    281    VARYING_SLOT_TEX4,
    282    VARYING_SLOT_TEX5,
    283    VARYING_SLOT_TEX6,
    284    VARYING_SLOT_TEX7,
    285    VARYING_SLOT_PSIZ, /* Does not appear in FS */
    286    VARYING_SLOT_BFC0, /* Does not appear in FS */
    287    VARYING_SLOT_BFC1, /* Does not appear in FS */
    288    VARYING_SLOT_EDGE, /* Does not appear in FS */
    289    VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
    290    VARYING_SLOT_CLIP_DIST0,
    291    VARYING_SLOT_CLIP_DIST1,
    292    VARYING_SLOT_CULL_DIST0,
    293    VARYING_SLOT_CULL_DIST1,
    294    VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
    295    VARYING_SLOT_LAYER, /* Appears as VS or GS output */
    296    VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
    297    VARYING_SLOT_FACE, /* FS only */
    298    VARYING_SLOT_PNTC, /* FS only */
    299    VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
    300    VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */
    301    VARYING_SLOT_BOUNDING_BOX0, /* Only appears as TCS output. */
    302    VARYING_SLOT_BOUNDING_BOX1, /* Only appears as TCS output. */
    303    VARYING_SLOT_VIEW_INDEX,
    304    VARYING_SLOT_VIEWPORT_MASK, /* Does not appear in FS */
    305    VARYING_SLOT_PRIMITIVE_SHADING_RATE = VARYING_SLOT_FACE, /* Does not appear in FS. */
    306 
    307    VARYING_SLOT_PRIMITIVE_COUNT = VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears in MESH. */
    308    VARYING_SLOT_PRIMITIVE_INDICES = VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears in MESH. */
    309    VARYING_SLOT_TASK_COUNT = VARYING_SLOT_BOUNDING_BOX0, /* Only appears in TASK. */
    310 
    311    VARYING_SLOT_VAR0 = 32, /* First generic varying slot */
    312    /* the remaining are simply for the benefit of gl_varying_slot_name()
    313     * and not to be construed as an upper bound:
    314     */
    315    VARYING_SLOT_VAR1,
    316    VARYING_SLOT_VAR2,
    317    VARYING_SLOT_VAR3,
    318    VARYING_SLOT_VAR4,
    319    VARYING_SLOT_VAR5,
    320    VARYING_SLOT_VAR6,
    321    VARYING_SLOT_VAR7,
    322    VARYING_SLOT_VAR8,
    323    VARYING_SLOT_VAR9,
    324    VARYING_SLOT_VAR10,
    325    VARYING_SLOT_VAR11,
    326    VARYING_SLOT_VAR12,
    327    VARYING_SLOT_VAR13,
    328    VARYING_SLOT_VAR14,
    329    VARYING_SLOT_VAR15,
    330    VARYING_SLOT_VAR16,
    331    VARYING_SLOT_VAR17,
    332    VARYING_SLOT_VAR18,
    333    VARYING_SLOT_VAR19,
    334    VARYING_SLOT_VAR20,
    335    VARYING_SLOT_VAR21,
    336    VARYING_SLOT_VAR22,
    337    VARYING_SLOT_VAR23,
    338    VARYING_SLOT_VAR24,
    339    VARYING_SLOT_VAR25,
    340    VARYING_SLOT_VAR26,
    341    VARYING_SLOT_VAR27,
    342    VARYING_SLOT_VAR28,
    343    VARYING_SLOT_VAR29,
    344    VARYING_SLOT_VAR30,
    345    VARYING_SLOT_VAR31,
    346    /* Per-patch varyings for tessellation. */
    347    VARYING_SLOT_PATCH0,
    348    VARYING_SLOT_PATCH1,
    349    VARYING_SLOT_PATCH2,
    350    VARYING_SLOT_PATCH3,
    351    VARYING_SLOT_PATCH4,
    352    VARYING_SLOT_PATCH5,
    353    VARYING_SLOT_PATCH6,
    354    VARYING_SLOT_PATCH7,
    355    VARYING_SLOT_PATCH8,
    356    VARYING_SLOT_PATCH9,
    357    VARYING_SLOT_PATCH10,
    358    VARYING_SLOT_PATCH11,
    359    VARYING_SLOT_PATCH12,
    360    VARYING_SLOT_PATCH13,
    361    VARYING_SLOT_PATCH14,
    362    VARYING_SLOT_PATCH15,
    363    VARYING_SLOT_PATCH16,
    364    VARYING_SLOT_PATCH17,
    365    VARYING_SLOT_PATCH18,
    366    VARYING_SLOT_PATCH19,
    367    VARYING_SLOT_PATCH20,
    368    VARYING_SLOT_PATCH21,
    369    VARYING_SLOT_PATCH22,
    370    VARYING_SLOT_PATCH23,
    371    VARYING_SLOT_PATCH24,
    372    VARYING_SLOT_PATCH25,
    373    VARYING_SLOT_PATCH26,
    374    VARYING_SLOT_PATCH27,
    375    VARYING_SLOT_PATCH28,
    376    VARYING_SLOT_PATCH29,
    377    VARYING_SLOT_PATCH30,
    378    VARYING_SLOT_PATCH31,
    379    /* 32 16-bit vec4 slots packed in 16 32-bit vec4 slots for GLES/mediump.
    380     * They are really just additional generic slots used for 16-bit data to
    381     * prevent conflicts between neighboring mediump and non-mediump varyings
    382     * that can't be packed without breaking one or the other, which is
    383     * a limitation of separate shaders. This allows linking shaders in 32 bits
    384     * and then get an optimally packed 16-bit varyings by remapping the IO
    385     * locations to these slots. The remapping can also be undone trivially.
    386     *
    387     * nir_io_semantics::high_16bit determines which half of the slot is
    388     * accessed. The low and high halves share the same IO "base" number.
    389     * Drivers can treat these as 32-bit slots everywhere except for FP16
    390     * interpolation.
    391     */
    392    VARYING_SLOT_VAR0_16BIT,
    393    VARYING_SLOT_VAR1_16BIT,
    394    VARYING_SLOT_VAR2_16BIT,
    395    VARYING_SLOT_VAR3_16BIT,
    396    VARYING_SLOT_VAR4_16BIT,
    397    VARYING_SLOT_VAR5_16BIT,
    398    VARYING_SLOT_VAR6_16BIT,
    399    VARYING_SLOT_VAR7_16BIT,
    400    VARYING_SLOT_VAR8_16BIT,
    401    VARYING_SLOT_VAR9_16BIT,
    402    VARYING_SLOT_VAR10_16BIT,
    403    VARYING_SLOT_VAR11_16BIT,
    404    VARYING_SLOT_VAR12_16BIT,
    405    VARYING_SLOT_VAR13_16BIT,
    406    VARYING_SLOT_VAR14_16BIT,
    407    VARYING_SLOT_VAR15_16BIT,
    408 
    409    NUM_TOTAL_VARYING_SLOTS,
    410 } gl_varying_slot;
    411 
    412 
    413 #define VARYING_SLOT_MAX	(VARYING_SLOT_VAR0 + MAX_VARYING)
    414 #define VARYING_SLOT_TESS_MAX	(VARYING_SLOT_PATCH0 + MAX_VARYING)
    415 #define MAX_VARYINGS_INCL_PATCH (VARYING_SLOT_TESS_MAX - VARYING_SLOT_VAR0)
    416 
    417 const char *gl_varying_slot_name_for_stage(gl_varying_slot slot,
    418                                            gl_shader_stage stage);
    419 
    420 
    421 /**
    422  * Bitflags for varying slots.
    423  */
    424 /*@{*/
    425 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
    426 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
    427 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
    428 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
    429 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
    430 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
    431 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
    432 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
    433 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
    434 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
    435 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
    436 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
    437 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
    438 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
    439                                               MAX_TEXTURE_COORD_UNITS)
    440 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
    441 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
    442 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
    443 #define VARYING_BITS_COLOR (VARYING_BIT_COL0 | \
    444                             VARYING_BIT_COL1 |        \
    445                             VARYING_BIT_BFC0 |        \
    446                             VARYING_BIT_BFC1)
    447 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
    448 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
    449 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
    450 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
    451 #define VARYING_BIT_CULL_DIST0 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST0)
    452 #define VARYING_BIT_CULL_DIST1 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST1)
    453 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
    454 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
    455 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
    456 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
    457 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
    458 #define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
    459 #define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
    460 #define VARYING_BIT_BOUNDING_BOX0 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX0)
    461 #define VARYING_BIT_BOUNDING_BOX1 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX1)
    462 #define VARYING_BIT_VIEWPORT_MASK BITFIELD64_BIT(VARYING_SLOT_VIEWPORT_MASK)
    463 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
    464 /*@}*/
    465 
    466 /**
    467  * If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
    468  * one of these values.  If a NIR variable's mode is nir_var_system_value, it
    469  * will be one of these values.
    470  */
    471 typedef enum
    472 {
    473    /**
    474     * \name System values applicable to all shaders
    475     */
    476    /*@{*/
    477 
    478    /**
    479     * Builtin variables added by GL_ARB_shader_ballot.
    480     */
    481    /*@{*/
    482 
    483    /**
    484     * From the GL_ARB_shader-ballot spec:
    485     *
    486     *    "A sub-group is a collection of invocations which execute in lockstep.
    487     *     The variable <gl_SubGroupSizeARB> is the maximum number of
    488     *     invocations in a sub-group. The maximum <gl_SubGroupSizeARB>
    489     *     supported in this extension is 64."
    490     *
    491     * The spec defines this as a uniform. However, it's highly unlikely that
    492     * implementations actually treat it as a uniform (which is loaded from a
    493     * constant buffer). Most likely, this is an implementation-wide constant,
    494     * or perhaps something that depends on the shader stage.
    495     */
    496    SYSTEM_VALUE_SUBGROUP_SIZE,
    497 
    498    /**
    499     * From the GL_ARB_shader_ballot spec:
    500     *
    501     *    "The variable <gl_SubGroupInvocationARB> holds the index of the
    502     *     invocation within sub-group. This variable is in the range 0 to
    503     *     <gl_SubGroupSizeARB>-1, where <gl_SubGroupSizeARB> is the total
    504     *     number of invocations in a sub-group."
    505     */
    506    SYSTEM_VALUE_SUBGROUP_INVOCATION,
    507 
    508    /**
    509     * From the GL_ARB_shader_ballot spec:
    510     *
    511     *    "The <gl_SubGroup??MaskARB> variables provide a bitmask for all
    512     *     invocations, with one bit per invocation starting with the least
    513     *     significant bit, according to the following table,
    514     *
    515     *       variable               equation for bit values
    516     *       --------------------   ------------------------------------
    517     *       gl_SubGroupEqMaskARB   bit index == gl_SubGroupInvocationARB
    518     *       gl_SubGroupGeMaskARB   bit index >= gl_SubGroupInvocationARB
    519     *       gl_SubGroupGtMaskARB   bit index >  gl_SubGroupInvocationARB
    520     *       gl_SubGroupLeMaskARB   bit index <= gl_SubGroupInvocationARB
    521     *       gl_SubGroupLtMaskARB   bit index <  gl_SubGroupInvocationARB
    522     */
    523    SYSTEM_VALUE_SUBGROUP_EQ_MASK,
    524    SYSTEM_VALUE_SUBGROUP_GE_MASK,
    525    SYSTEM_VALUE_SUBGROUP_GT_MASK,
    526    SYSTEM_VALUE_SUBGROUP_LE_MASK,
    527    SYSTEM_VALUE_SUBGROUP_LT_MASK,
    528    /*@}*/
    529 
    530    /**
    531     * Builtin variables added by VK_KHR_subgroups
    532     */
    533    /*@{*/
    534    SYSTEM_VALUE_NUM_SUBGROUPS,
    535    SYSTEM_VALUE_SUBGROUP_ID,
    536    /*@}*/
    537 
    538    /*@}*/
    539 
    540    /**
    541     * \name Vertex shader system values
    542     */
    543    /*@{*/
    544    /**
    545     * OpenGL-style vertex ID.
    546     *
    547     * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
    548     * OpenGL 3.3 core profile spec says:
    549     *
    550     *     "gl_VertexID holds the integer index i implicitly passed by
    551     *     DrawArrays or one of the other drawing commands defined in section
    552     *     2.8.3."
    553     *
    554     * Section 2.8.3 (Drawing Commands) of the same spec says:
    555     *
    556     *     "The commands....are equivalent to the commands with the same base
    557     *     name (without the BaseVertex suffix), except that the ith element
    558     *     transferred by the corresponding draw call will be taken from
    559     *     element indices[i] + basevertex of each enabled array."
    560     *
    561     * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
    562     * says:
    563     *
    564     *     "In unextended GL, vertex shaders have inputs named gl_VertexID and
    565     *     gl_InstanceID, which contain, respectively the index of the vertex
    566     *     and instance. The value of gl_VertexID is the implicitly passed
    567     *     index of the vertex being processed, which includes the value of
    568     *     baseVertex, for those commands that accept it."
    569     *
    570     * gl_VertexID gets basevertex added in.  This differs from DirectX where
    571     * SV_VertexID does \b not get basevertex added in.
    572     *
    573     * \note
    574     * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
    575     * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
    576     * \c SYSTEM_VALUE_BASE_VERTEX.
    577     *
    578     * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
    579     */
    580    SYSTEM_VALUE_VERTEX_ID,
    581 
    582    /**
    583     * Instanced ID as supplied to gl_InstanceID
    584     *
    585     * Values assigned to gl_InstanceID always begin with zero, regardless of
    586     * the value of baseinstance.
    587     *
    588     * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
    589     * says:
    590     *
    591     *     "gl_InstanceID holds the integer instance number of the current
    592     *     primitive in an instanced draw call (see section 10.5)."
    593     *
    594     * Through a big chain of pseudocode, section 10.5 describes that
    595     * baseinstance is not counted by gl_InstanceID.  In that section, notice
    596     *
    597     *     "If an enabled vertex attribute array is instanced (it has a
    598     *     non-zero divisor as specified by VertexAttribDivisor), the element
    599     *     index that is transferred to the GL, for all vertices, is given by
    600     *
    601     *         floor(instance/divisor) + baseinstance
    602     *
    603     *     If an array corresponding to an attribute required by a vertex
    604     *     shader is not enabled, then the corresponding element is taken from
    605     *     the current attribute state (see section 10.2)."
    606     *
    607     * Note that baseinstance is \b not included in the value of instance.
    608     */
    609    SYSTEM_VALUE_INSTANCE_ID,
    610 
    611    /**
    612     * Vulkan InstanceIndex.
    613     *
    614     * InstanceIndex = gl_InstanceID + gl_BaseInstance
    615     */
    616    SYSTEM_VALUE_INSTANCE_INDEX,
    617 
    618    /**
    619     * DirectX-style vertex ID.
    620     *
    621     * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
    622     * the value of basevertex.
    623     *
    624     * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
    625     */
    626    SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
    627 
    628    /**
    629     * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
    630     * functions.
    631     *
    632     * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
    633     */
    634    SYSTEM_VALUE_BASE_VERTEX,
    635 
    636    /**
    637     * Depending on the type of the draw call (indexed or non-indexed),
    638     * is the value of \c basevertex passed to \c glDrawElementsBaseVertex and
    639     * similar, or is the value of \c first passed to \c glDrawArrays and
    640     * similar.
    641     *
    642     * \note
    643     * It can be used to calculate the \c SYSTEM_VALUE_VERTEX_ID as
    644     * \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus \c SYSTEM_VALUE_FIRST_VERTEX.
    645     *
    646     * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_VERTEX_ID
    647     */
    648    SYSTEM_VALUE_FIRST_VERTEX,
    649 
    650    /**
    651     * If the Draw command used to start the rendering was an indexed draw
    652     * or not (~0/0). Useful to calculate \c SYSTEM_VALUE_BASE_VERTEX as
    653     * \c SYSTEM_VALUE_IS_INDEXED_DRAW & \c SYSTEM_VALUE_FIRST_VERTEX.
    654     */
    655    SYSTEM_VALUE_IS_INDEXED_DRAW,
    656 
    657    /**
    658     * Value of \c baseinstance passed to instanced draw entry points
    659     *
    660     * \sa SYSTEM_VALUE_INSTANCE_ID
    661     */
    662    SYSTEM_VALUE_BASE_INSTANCE,
    663 
    664    /**
    665     * From _ARB_shader_draw_parameters:
    666     *
    667     *   "Additionally, this extension adds a further built-in variable,
    668     *    gl_DrawID to the shading language. This variable contains the index
    669     *    of the draw currently being processed by a Multi* variant of a
    670     *    drawing command (such as MultiDrawElements or
    671     *    MultiDrawArraysIndirect)."
    672     *
    673     * If GL_ARB_multi_draw_indirect is not supported, this is always 0.
    674     */
    675    SYSTEM_VALUE_DRAW_ID,
    676    /*@}*/
    677 
    678    /**
    679     * \name Geometry shader system values
    680     */
    681    /*@{*/
    682    SYSTEM_VALUE_INVOCATION_ID,  /**< (Also in Tessellation Control shader) */
    683    /*@}*/
    684 
    685    /**
    686     * \name Fragment shader system values
    687     */
    688    /*@{*/
    689    SYSTEM_VALUE_FRAG_COORD,
    690    SYSTEM_VALUE_POINT_COORD,
    691    SYSTEM_VALUE_LINE_COORD, /**< Coord along axis perpendicular to line */
    692    SYSTEM_VALUE_FRONT_FACE,
    693    SYSTEM_VALUE_SAMPLE_ID,
    694    SYSTEM_VALUE_SAMPLE_POS,
    695    SYSTEM_VALUE_SAMPLE_MASK_IN,
    696    SYSTEM_VALUE_HELPER_INVOCATION,
    697    SYSTEM_VALUE_COLOR0,
    698    SYSTEM_VALUE_COLOR1,
    699    /*@}*/
    700 
    701    /**
    702     * \name Tessellation Evaluation shader system values
    703     */
    704    /*@{*/
    705    SYSTEM_VALUE_TESS_COORD,
    706    SYSTEM_VALUE_VERTICES_IN,    /**< Tessellation vertices in input patch */
    707    SYSTEM_VALUE_PRIMITIVE_ID,
    708    SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */
    709    SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */
    710    SYSTEM_VALUE_TESS_LEVEL_OUTER_DEFAULT, /**< TCS input for passthru TCS */
    711    SYSTEM_VALUE_TESS_LEVEL_INNER_DEFAULT, /**< TCS input for passthru TCS */
    712    /*@}*/
    713 
    714    /**
    715     * \name Compute shader system values
    716     */
    717    /*@{*/
    718    SYSTEM_VALUE_LOCAL_INVOCATION_ID,
    719    SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
    720    SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
    721    SYSTEM_VALUE_BASE_GLOBAL_INVOCATION_ID,
    722    SYSTEM_VALUE_GLOBAL_INVOCATION_INDEX,
    723    SYSTEM_VALUE_WORKGROUP_ID,
    724    SYSTEM_VALUE_NUM_WORKGROUPS,
    725    SYSTEM_VALUE_WORKGROUP_SIZE,
    726    SYSTEM_VALUE_GLOBAL_GROUP_SIZE,
    727    SYSTEM_VALUE_WORK_DIM,
    728    SYSTEM_VALUE_USER_DATA_AMD,
    729    /*@}*/
    730 
    731    /** Required for VK_KHR_device_group */
    732    SYSTEM_VALUE_DEVICE_INDEX,
    733 
    734    /** Required for VK_KHX_multiview */
    735    SYSTEM_VALUE_VIEW_INDEX,
    736 
    737    /**
    738     * Driver internal vertex-count, used (for example) for drivers to
    739     * calculate stride for stream-out outputs.  Not externally visible.
    740     */
    741    SYSTEM_VALUE_VERTEX_CNT,
    742 
    743    /**
    744     * Required for AMD_shader_explicit_vertex_parameter and also used for
    745     * varying-fetch instructions.
    746     *
    747     * The _SIZE value is "primitive size", used to scale i/j in primitive
    748     * space to pixel space.
    749     */
    750    SYSTEM_VALUE_BARYCENTRIC_PERSP_PIXEL,
    751    SYSTEM_VALUE_BARYCENTRIC_PERSP_SAMPLE,
    752    SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTROID,
    753    SYSTEM_VALUE_BARYCENTRIC_PERSP_SIZE,
    754    SYSTEM_VALUE_BARYCENTRIC_LINEAR_PIXEL,
    755    SYSTEM_VALUE_BARYCENTRIC_LINEAR_CENTROID,
    756    SYSTEM_VALUE_BARYCENTRIC_LINEAR_SAMPLE,
    757    SYSTEM_VALUE_BARYCENTRIC_PULL_MODEL,
    758 
    759    /**
    760     * \name Ray tracing shader system values
    761     */
    762    /*@{*/
    763    SYSTEM_VALUE_RAY_LAUNCH_ID,
    764    SYSTEM_VALUE_RAY_LAUNCH_SIZE,
    765    SYSTEM_VALUE_RAY_WORLD_ORIGIN,
    766    SYSTEM_VALUE_RAY_WORLD_DIRECTION,
    767    SYSTEM_VALUE_RAY_OBJECT_ORIGIN,
    768    SYSTEM_VALUE_RAY_OBJECT_DIRECTION,
    769    SYSTEM_VALUE_RAY_T_MIN,
    770    SYSTEM_VALUE_RAY_T_MAX,
    771    SYSTEM_VALUE_RAY_OBJECT_TO_WORLD,
    772    SYSTEM_VALUE_RAY_WORLD_TO_OBJECT,
    773    SYSTEM_VALUE_RAY_HIT_KIND,
    774    SYSTEM_VALUE_RAY_FLAGS,
    775    SYSTEM_VALUE_RAY_GEOMETRY_INDEX,
    776    SYSTEM_VALUE_RAY_INSTANCE_CUSTOM_INDEX,
    777    /*@}*/
    778 
    779    /**
    780     * IR3 specific geometry shader and tesselation control shader system
    781     * values that packs invocation id, thread id and vertex id.  Having this
    782     * as a nir level system value lets us do the unpacking in nir.
    783     */
    784    SYSTEM_VALUE_GS_HEADER_IR3,
    785    SYSTEM_VALUE_TCS_HEADER_IR3,
    786 
    787    /* IR3 specific system value that contains the patch id for the current
    788     * subdraw.
    789     */
    790    SYSTEM_VALUE_REL_PATCH_ID_IR3,
    791 
    792    /**
    793     * Fragment shading rate used for KHR_fragment_shading_rate (Vulkan).
    794     */
    795    SYSTEM_VALUE_FRAG_SHADING_RATE,
    796 
    797    SYSTEM_VALUE_MAX             /**< Number of values */
    798 } gl_system_value;
    799 
    800 const char *gl_system_value_name(gl_system_value sysval);
    801 
    802 /**
    803  * The possible interpolation qualifiers that can be applied to a fragment
    804  * shader input in GLSL.
    805  *
    806  * Note: INTERP_MODE_NONE must be 0 so that memsetting the
    807  * ir_variable data structure to 0 causes the default behavior.
    808  */
    809 enum glsl_interp_mode
    810 {
    811    INTERP_MODE_NONE = 0,
    812    INTERP_MODE_SMOOTH,
    813    INTERP_MODE_FLAT,
    814    INTERP_MODE_NOPERSPECTIVE,
    815    INTERP_MODE_EXPLICIT,
    816    INTERP_MODE_COLOR, /**< glShadeModel determines the interp mode */
    817    INTERP_MODE_COUNT /**< Number of interpolation qualifiers */
    818 };
    819 
    820 enum glsl_interface_packing {
    821    GLSL_INTERFACE_PACKING_STD140,
    822    GLSL_INTERFACE_PACKING_SHARED,
    823    GLSL_INTERFACE_PACKING_PACKED,
    824    GLSL_INTERFACE_PACKING_STD430
    825 };
    826 
    827 const char *glsl_interp_mode_name(enum glsl_interp_mode qual);
    828 
    829 /**
    830  * Fragment program results
    831  */
    832 typedef enum
    833 {
    834    FRAG_RESULT_DEPTH = 0,
    835    FRAG_RESULT_STENCIL = 1,
    836    /* If a single color should be written to all render targets, this
    837     * register is written.  No FRAG_RESULT_DATAn will be written.
    838     */
    839    FRAG_RESULT_COLOR = 2,
    840    FRAG_RESULT_SAMPLE_MASK = 3,
    841 
    842    /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
    843     * or ARB_fragment_program fragment.color[n]) color results.  If
    844     * any are written, FRAG_RESULT_COLOR will not be written.
    845     * FRAG_RESULT_DATA1 and up are simply for the benefit of
    846     * gl_frag_result_name() and not to be construed as an upper bound
    847     */
    848    FRAG_RESULT_DATA0 = 4,
    849    FRAG_RESULT_DATA1,
    850    FRAG_RESULT_DATA2,
    851    FRAG_RESULT_DATA3,
    852    FRAG_RESULT_DATA4,
    853    FRAG_RESULT_DATA5,
    854    FRAG_RESULT_DATA6,
    855    FRAG_RESULT_DATA7,
    856 } gl_frag_result;
    857 
    858 const char *gl_frag_result_name(gl_frag_result result);
    859 
    860 #define FRAG_RESULT_MAX		(FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
    861 
    862 /**
    863  * \brief Layout qualifiers for gl_FragDepth.
    864  *
    865  * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
    866  * a layout qualifier.
    867  *
    868  * \see enum ir_depth_layout
    869  */
    870 enum gl_frag_depth_layout
    871 {
    872    FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
    873    FRAG_DEPTH_LAYOUT_ANY,
    874    FRAG_DEPTH_LAYOUT_GREATER,
    875    FRAG_DEPTH_LAYOUT_LESS,
    876    FRAG_DEPTH_LAYOUT_UNCHANGED
    877 };
    878 
    879 /**
    880  * \brief Buffer access qualifiers
    881  */
    882 enum gl_access_qualifier
    883 {
    884    ACCESS_COHERENT      = (1 << 0),
    885    ACCESS_RESTRICT      = (1 << 1),
    886    ACCESS_VOLATILE      = (1 << 2),
    887 
    888    /* The memory used by the access/variable is not read. */
    889    ACCESS_NON_READABLE  = (1 << 3),
    890 
    891    /* The memory used by the access/variable is not written. */
    892    ACCESS_NON_WRITEABLE = (1 << 4),
    893 
    894    /** The access may use a non-uniform buffer or image index */
    895    ACCESS_NON_UNIFORM   = (1 << 5),
    896 
    897    /* This has the same semantics as NIR_INTRINSIC_CAN_REORDER, only to be
    898     * used with loads. In other words, it means that the load can be
    899     * arbitrarily reordered, or combined with other loads to the same address.
    900     * It is implied by ACCESS_NON_WRITEABLE and a lack of ACCESS_VOLATILE.
    901     */
    902    ACCESS_CAN_REORDER = (1 << 6),
    903 
    904    /** Use as little cache space as possible. */
    905    ACCESS_STREAM_CACHE_POLICY = (1 << 7),
    906 };
    907 
    908 /**
    909  * \brief Blend support qualifiers
    910  */
    911 enum gl_advanced_blend_mode
    912 {
    913    BLEND_NONE = 0,
    914    BLEND_MULTIPLY,
    915    BLEND_SCREEN,
    916    BLEND_OVERLAY,
    917    BLEND_DARKEN,
    918    BLEND_LIGHTEN,
    919    BLEND_COLORDODGE,
    920    BLEND_COLORBURN,
    921    BLEND_HARDLIGHT,
    922    BLEND_SOFTLIGHT,
    923    BLEND_DIFFERENCE,
    924    BLEND_EXCLUSION,
    925    BLEND_HSL_HUE,
    926    BLEND_HSL_SATURATION,
    927    BLEND_HSL_COLOR,
    928    BLEND_HSL_LUMINOSITY,
    929 };
    930 
    931 enum blend_func
    932 {
    933    BLEND_FUNC_ADD,
    934    BLEND_FUNC_SUBTRACT,
    935    BLEND_FUNC_REVERSE_SUBTRACT,
    936    BLEND_FUNC_MIN,
    937    BLEND_FUNC_MAX,
    938 };
    939 
    940 enum blend_factor
    941 {
    942    BLEND_FACTOR_ZERO,
    943    BLEND_FACTOR_SRC_COLOR,
    944    BLEND_FACTOR_SRC1_COLOR,
    945    BLEND_FACTOR_DST_COLOR,
    946    BLEND_FACTOR_SRC_ALPHA,
    947    BLEND_FACTOR_SRC1_ALPHA,
    948    BLEND_FACTOR_DST_ALPHA,
    949    BLEND_FACTOR_CONSTANT_COLOR,
    950    BLEND_FACTOR_CONSTANT_ALPHA,
    951    BLEND_FACTOR_SRC_ALPHA_SATURATE,
    952 };
    953 
    954 enum gl_tess_spacing
    955 {
    956    TESS_SPACING_UNSPECIFIED,
    957    TESS_SPACING_EQUAL,
    958    TESS_SPACING_FRACTIONAL_ODD,
    959    TESS_SPACING_FRACTIONAL_EVEN,
    960 };
    961 
    962 /**
    963  * A compare function enum for use in compiler lowering passes.  This is in
    964  * the same order as GL's compare functions (shifted down by GL_NEVER), and is
    965  * exactly the same as gallium's PIPE_FUNC_*.
    966  */
    967 enum compare_func
    968 {
    969    COMPARE_FUNC_NEVER,
    970    COMPARE_FUNC_LESS,
    971    COMPARE_FUNC_EQUAL,
    972    COMPARE_FUNC_LEQUAL,
    973    COMPARE_FUNC_GREATER,
    974    COMPARE_FUNC_NOTEQUAL,
    975    COMPARE_FUNC_GEQUAL,
    976    COMPARE_FUNC_ALWAYS,
    977 };
    978 
    979 /**
    980  * Arrangements for grouping invocations from NV_compute_shader_derivatives.
    981  *
    982  *   The extension provides new layout qualifiers that support two different
    983  *   arrangements of compute shader invocations for the purpose of derivative
    984  *   computation.  When specifying
    985  *
    986  *     layout(derivative_group_quadsNV) in;
    987  *
    988  *   compute shader invocations are grouped into 2x2x1 arrays whose four local
    989  *   invocation ID values follow the pattern:
    990  *
    991  *       +-----------------+------------------+
    992  *       | (2x+0, 2y+0, z) |  (2x+1, 2y+0, z) |
    993  *       +-----------------+------------------+
    994  *       | (2x+0, 2y+1, z) |  (2x+1, 2y+1, z) |
    995  *       +-----------------+------------------+
    996  *
    997  *   where Y increases from bottom to top.  When specifying
    998  *
    999  *     layout(derivative_group_linearNV) in;
   1000  *
   1001  *   compute shader invocations are grouped into 2x2x1 arrays whose four local
   1002  *   invocation index values follow the pattern:
   1003  *
   1004  *       +------+------+
   1005  *       | 4n+0 | 4n+1 |
   1006  *       +------+------+
   1007  *       | 4n+2 | 4n+3 |
   1008  *       +------+------+
   1009  *
   1010  *   If neither layout qualifier is specified, derivatives in compute shaders
   1011  *   return zero, which is consistent with the handling of built-in texture
   1012  *   functions like texture() in GLSL 4.50 compute shaders.
   1013  */
   1014 enum gl_derivative_group {
   1015    DERIVATIVE_GROUP_NONE = 0,
   1016    DERIVATIVE_GROUP_QUADS,
   1017    DERIVATIVE_GROUP_LINEAR,
   1018 };
   1019 
   1020 enum float_controls
   1021 {
   1022    FLOAT_CONTROLS_DEFAULT_FLOAT_CONTROL_MODE        = 0x0000,
   1023    FLOAT_CONTROLS_DENORM_PRESERVE_FP16              = 0x0001,
   1024    FLOAT_CONTROLS_DENORM_PRESERVE_FP32              = 0x0002,
   1025    FLOAT_CONTROLS_DENORM_PRESERVE_FP64              = 0x0004,
   1026    FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP16         = 0x0008,
   1027    FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP32         = 0x0010,
   1028    FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP64         = 0x0020,
   1029    FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP16 = 0x0040,
   1030    FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP32 = 0x0080,
   1031    FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP64 = 0x0100,
   1032    FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP16            = 0x0200,
   1033    FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP32            = 0x0400,
   1034    FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP64            = 0x0800,
   1035    FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP16            = 0x1000,
   1036    FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP32            = 0x2000,
   1037    FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP64            = 0x4000,
   1038 };
   1039 
   1040 /**
   1041 * Enums to describe sampler properties used by OpenCL's inline constant samplers.
   1042 * These values match the meanings described in the SPIR-V spec.
   1043 */
   1044 enum cl_sampler_addressing_mode {
   1045    SAMPLER_ADDRESSING_MODE_NONE = 0,
   1046    SAMPLER_ADDRESSING_MODE_CLAMP_TO_EDGE = 1,
   1047    SAMPLER_ADDRESSING_MODE_CLAMP = 2,
   1048    SAMPLER_ADDRESSING_MODE_REPEAT = 3,
   1049    SAMPLER_ADDRESSING_MODE_REPEAT_MIRRORED = 4,
   1050 };
   1051 
   1052 enum cl_sampler_filter_mode {
   1053    SAMPLER_FILTER_MODE_NEAREST = 0,
   1054    SAMPLER_FILTER_MODE_LINEAR = 1,
   1055 };
   1056 
   1057 #ifdef __cplusplus
   1058 } /* extern "C" */
   1059 #endif
   1060 
   1061 #endif /* SHADER_ENUMS_H */
   1062