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#ifdef __cplusplus
32extern "C" {
33#endif
34
35/**
36 * Shader stages.
37 *
38 * The order must match how shaders are ordered in the pipeline.
39 * The GLSL linker assumes that if i<j, then the j-th shader is
40 * executed later than the i-th shader.
41 */
42typedef enum
43{
44   MESA_SHADER_NONE = -1,
45   MESA_SHADER_VERTEX = 0,
46   MESA_SHADER_TESS_CTRL = 1,
47   MESA_SHADER_TESS_EVAL = 2,
48   MESA_SHADER_GEOMETRY = 3,
49   MESA_SHADER_FRAGMENT = 4,
50   MESA_SHADER_COMPUTE = 5,
51   /* must be last so it doesn't affect the GL pipeline */
52   MESA_SHADER_KERNEL = 6,
53} gl_shader_stage;
54
55static inline bool
56gl_shader_stage_is_compute(gl_shader_stage stage)
57{
58   return stage == MESA_SHADER_COMPUTE || stage == MESA_SHADER_KERNEL;
59}
60
61/**
62 * Number of STATE_* values we need to address any GL state.
63 * Used to dimension arrays.
64 */
65#define STATE_LENGTH 5
66
67typedef short gl_state_index16; /* see enum gl_state_index */
68
69const char *gl_shader_stage_name(gl_shader_stage stage);
70
71/**
72 * Translate a gl_shader_stage to a short shader stage name for debug
73 * printouts and error messages.
74 */
75const char *_mesa_shader_stage_to_string(unsigned stage);
76
77/**
78 * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
79 * for debug printouts and error messages.
80 */
81const char *_mesa_shader_stage_to_abbrev(unsigned stage);
82
83/**
84 * GL related stages (not including CL)
85 */
86#define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
87
88/**
89 * All stages
90 */
91#define MESA_ALL_SHADER_STAGES (MESA_SHADER_KERNEL + 1)
92
93
94/**
95 * Indexes for vertex program attributes.
96 * GL_NV_vertex_program aliases generic attributes over the conventional
97 * attributes.  In GL_ARB_vertex_program shader the aliasing is optional.
98 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
99 * generic attributes are distinct/separate).
100 */
101typedef enum
102{
103   VERT_ATTRIB_POS,
104   VERT_ATTRIB_NORMAL,
105   VERT_ATTRIB_COLOR0,
106   VERT_ATTRIB_COLOR1,
107   VERT_ATTRIB_FOG,
108   VERT_ATTRIB_COLOR_INDEX,
109   VERT_ATTRIB_EDGEFLAG,
110   VERT_ATTRIB_TEX0,
111   VERT_ATTRIB_TEX1,
112   VERT_ATTRIB_TEX2,
113   VERT_ATTRIB_TEX3,
114   VERT_ATTRIB_TEX4,
115   VERT_ATTRIB_TEX5,
116   VERT_ATTRIB_TEX6,
117   VERT_ATTRIB_TEX7,
118   VERT_ATTRIB_POINT_SIZE,
119   VERT_ATTRIB_GENERIC0,
120   VERT_ATTRIB_GENERIC1,
121   VERT_ATTRIB_GENERIC2,
122   VERT_ATTRIB_GENERIC3,
123   VERT_ATTRIB_GENERIC4,
124   VERT_ATTRIB_GENERIC5,
125   VERT_ATTRIB_GENERIC6,
126   VERT_ATTRIB_GENERIC7,
127   VERT_ATTRIB_GENERIC8,
128   VERT_ATTRIB_GENERIC9,
129   VERT_ATTRIB_GENERIC10,
130   VERT_ATTRIB_GENERIC11,
131   VERT_ATTRIB_GENERIC12,
132   VERT_ATTRIB_GENERIC13,
133   VERT_ATTRIB_GENERIC14,
134   VERT_ATTRIB_GENERIC15,
135   VERT_ATTRIB_MAX
136} gl_vert_attrib;
137
138const char *gl_vert_attrib_name(gl_vert_attrib attrib);
139
140/**
141 * Symbolic constats to help iterating over
142 * specific blocks of vertex attributes.
143 *
144 * VERT_ATTRIB_FF
145 *   includes all fixed function attributes as well as
146 *   the aliased GL_NV_vertex_program shader attributes.
147 * VERT_ATTRIB_TEX
148 *   include the classic texture coordinate attributes.
149 *   Is a subset of VERT_ATTRIB_FF.
150 * VERT_ATTRIB_GENERIC
151 *   include the OpenGL 2.0+ GLSL generic shader attributes.
152 *   These alias the generic GL_ARB_vertex_shader attributes.
153 * VERT_ATTRIB_MAT
154 *   include the generic shader attributes used to alias
155 *   varying material values for the TNL shader programs.
156 *   They are located at the end of the generic attribute
157 *   block not to overlap with the generic 0 attribute.
158 */
159#define VERT_ATTRIB_FF(i)           (VERT_ATTRIB_POS + (i))
160#define VERT_ATTRIB_FF_MAX          VERT_ATTRIB_GENERIC0
161
162#define VERT_ATTRIB_TEX(i)          (VERT_ATTRIB_TEX0 + (i))
163#define VERT_ATTRIB_TEX_MAX         MAX_TEXTURE_COORD_UNITS
164
165#define VERT_ATTRIB_GENERIC(i)      (VERT_ATTRIB_GENERIC0 + (i))
166#define VERT_ATTRIB_GENERIC_MAX     MAX_VERTEX_GENERIC_ATTRIBS
167
168#define VERT_ATTRIB_MAT0            \
169   (VERT_ATTRIB_GENERIC_MAX - VERT_ATTRIB_MAT_MAX)
170#define VERT_ATTRIB_MAT(i)          \
171   VERT_ATTRIB_GENERIC((i) + VERT_ATTRIB_MAT0)
172#define VERT_ATTRIB_MAT_MAX         MAT_ATTRIB_MAX
173
174/**
175 * Bitflags for vertex attributes.
176 * These are used in bitfields in many places.
177 */
178/*@{*/
179#define VERT_BIT_POS             BITFIELD_BIT(VERT_ATTRIB_POS)
180#define VERT_BIT_NORMAL          BITFIELD_BIT(VERT_ATTRIB_NORMAL)
181#define VERT_BIT_COLOR0          BITFIELD_BIT(VERT_ATTRIB_COLOR0)
182#define VERT_BIT_COLOR1          BITFIELD_BIT(VERT_ATTRIB_COLOR1)
183#define VERT_BIT_FOG             BITFIELD_BIT(VERT_ATTRIB_FOG)
184#define VERT_BIT_COLOR_INDEX     BITFIELD_BIT(VERT_ATTRIB_COLOR_INDEX)
185#define VERT_BIT_EDGEFLAG        BITFIELD_BIT(VERT_ATTRIB_EDGEFLAG)
186#define VERT_BIT_TEX0            BITFIELD_BIT(VERT_ATTRIB_TEX0)
187#define VERT_BIT_TEX1            BITFIELD_BIT(VERT_ATTRIB_TEX1)
188#define VERT_BIT_TEX2            BITFIELD_BIT(VERT_ATTRIB_TEX2)
189#define VERT_BIT_TEX3            BITFIELD_BIT(VERT_ATTRIB_TEX3)
190#define VERT_BIT_TEX4            BITFIELD_BIT(VERT_ATTRIB_TEX4)
191#define VERT_BIT_TEX5            BITFIELD_BIT(VERT_ATTRIB_TEX5)
192#define VERT_BIT_TEX6            BITFIELD_BIT(VERT_ATTRIB_TEX6)
193#define VERT_BIT_TEX7            BITFIELD_BIT(VERT_ATTRIB_TEX7)
194#define VERT_BIT_POINT_SIZE      BITFIELD_BIT(VERT_ATTRIB_POINT_SIZE)
195#define VERT_BIT_GENERIC0        BITFIELD_BIT(VERT_ATTRIB_GENERIC0)
196
197#define VERT_BIT(i)              BITFIELD_BIT(i)
198#define VERT_BIT_ALL             BITFIELD_RANGE(0, VERT_ATTRIB_MAX)
199
200#define VERT_BIT_FF(i)           VERT_BIT(i)
201#define VERT_BIT_FF_ALL          BITFIELD_RANGE(0, VERT_ATTRIB_FF_MAX)
202#define VERT_BIT_TEX(i)          VERT_BIT(VERT_ATTRIB_TEX(i))
203#define VERT_BIT_TEX_ALL         \
204   BITFIELD_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
205
206#define VERT_BIT_GENERIC(i)      VERT_BIT(VERT_ATTRIB_GENERIC(i))
207#define VERT_BIT_GENERIC_ALL     \
208   BITFIELD_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
209
210#define VERT_BIT_MAT(i)	         VERT_BIT(VERT_ATTRIB_MAT(i))
211#define VERT_BIT_MAT_ALL         \
212   BITFIELD_RANGE(VERT_ATTRIB_MAT(0), VERT_ATTRIB_MAT_MAX)
213/*@}*/
214
215#define MAX_VARYING 32 /**< number of float[4] vectors */
216
217/**
218 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
219 * fragment shader inputs.
220 *
221 * Note that some of these values are not available to all pipeline stages.
222 *
223 * When this enum is updated, the following code must be updated too:
224 * - vertResults (in prog_print.c's arb_output_attrib_string())
225 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
226 * - _mesa_varying_slot_in_fs()
227 */
228typedef enum
229{
230   VARYING_SLOT_POS,
231   VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
232   VARYING_SLOT_COL1,
233   VARYING_SLOT_FOGC,
234   VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
235   VARYING_SLOT_TEX1,
236   VARYING_SLOT_TEX2,
237   VARYING_SLOT_TEX3,
238   VARYING_SLOT_TEX4,
239   VARYING_SLOT_TEX5,
240   VARYING_SLOT_TEX6,
241   VARYING_SLOT_TEX7,
242   VARYING_SLOT_PSIZ, /* Does not appear in FS */
243   VARYING_SLOT_BFC0, /* Does not appear in FS */
244   VARYING_SLOT_BFC1, /* Does not appear in FS */
245   VARYING_SLOT_EDGE, /* Does not appear in FS */
246   VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
247   VARYING_SLOT_CLIP_DIST0,
248   VARYING_SLOT_CLIP_DIST1,
249   VARYING_SLOT_CULL_DIST0,
250   VARYING_SLOT_CULL_DIST1,
251   VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
252   VARYING_SLOT_LAYER, /* Appears as VS or GS output */
253   VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
254   VARYING_SLOT_FACE, /* FS only */
255   VARYING_SLOT_PNTC, /* FS only */
256   VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
257   VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */
258   VARYING_SLOT_BOUNDING_BOX0, /* Only appears as TCS output. */
259   VARYING_SLOT_BOUNDING_BOX1, /* Only appears as TCS output. */
260   VARYING_SLOT_VIEW_INDEX,
261   VARYING_SLOT_VAR0, /* First generic varying slot */
262   /* the remaining are simply for the benefit of gl_varying_slot_name()
263    * and not to be construed as an upper bound:
264    */
265   VARYING_SLOT_VAR1,
266   VARYING_SLOT_VAR2,
267   VARYING_SLOT_VAR3,
268   VARYING_SLOT_VAR4,
269   VARYING_SLOT_VAR5,
270   VARYING_SLOT_VAR6,
271   VARYING_SLOT_VAR7,
272   VARYING_SLOT_VAR8,
273   VARYING_SLOT_VAR9,
274   VARYING_SLOT_VAR10,
275   VARYING_SLOT_VAR11,
276   VARYING_SLOT_VAR12,
277   VARYING_SLOT_VAR13,
278   VARYING_SLOT_VAR14,
279   VARYING_SLOT_VAR15,
280   VARYING_SLOT_VAR16,
281   VARYING_SLOT_VAR17,
282   VARYING_SLOT_VAR18,
283   VARYING_SLOT_VAR19,
284   VARYING_SLOT_VAR20,
285   VARYING_SLOT_VAR21,
286   VARYING_SLOT_VAR22,
287   VARYING_SLOT_VAR23,
288   VARYING_SLOT_VAR24,
289   VARYING_SLOT_VAR25,
290   VARYING_SLOT_VAR26,
291   VARYING_SLOT_VAR27,
292   VARYING_SLOT_VAR28,
293   VARYING_SLOT_VAR29,
294   VARYING_SLOT_VAR30,
295   VARYING_SLOT_VAR31,
296} gl_varying_slot;
297
298
299#define VARYING_SLOT_MAX	(VARYING_SLOT_VAR0 + MAX_VARYING)
300#define VARYING_SLOT_PATCH0	(VARYING_SLOT_MAX)
301#define VARYING_SLOT_TESS_MAX	(VARYING_SLOT_PATCH0 + MAX_VARYING)
302#define MAX_VARYINGS_INCL_PATCH (VARYING_SLOT_TESS_MAX - VARYING_SLOT_VAR0)
303
304const char *gl_varying_slot_name(gl_varying_slot slot);
305
306/**
307 * Bitflags for varying slots.
308 */
309/*@{*/
310#define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
311#define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
312#define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
313#define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
314#define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
315#define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
316#define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
317#define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
318#define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
319#define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
320#define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
321#define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
322#define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
323#define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
324                                              MAX_TEXTURE_COORD_UNITS)
325#define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
326#define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
327#define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
328#define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
329#define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
330#define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
331#define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
332#define VARYING_BIT_CULL_DIST0 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST0)
333#define VARYING_BIT_CULL_DIST1 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST1)
334#define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
335#define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
336#define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
337#define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
338#define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
339#define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
340#define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
341#define VARYING_BIT_BOUNDING_BOX0 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX0)
342#define VARYING_BIT_BOUNDING_BOX1 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX1)
343#define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
344/*@}*/
345
346/**
347 * Bitflags for system values.
348 */
349#define SYSTEM_BIT_SAMPLE_ID ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_ID)
350#define SYSTEM_BIT_SAMPLE_POS ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_POS)
351#define SYSTEM_BIT_SAMPLE_MASK_IN ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_MASK_IN)
352#define SYSTEM_BIT_LOCAL_INVOCATION_ID ((uint64_t)1 << SYSTEM_VALUE_LOCAL_INVOCATION_ID)
353
354/**
355 * If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
356 * one of these values.  If a NIR variable's mode is nir_var_system_value, it
357 * will be one of these values.
358 */
359typedef enum
360{
361   /**
362    * \name System values applicable to all shaders
363    */
364   /*@{*/
365
366   /**
367    * Builtin variables added by GL_ARB_shader_ballot.
368    */
369   /*@{*/
370
371   /**
372    * From the GL_ARB_shader-ballot spec:
373    *
374    *    "A sub-group is a collection of invocations which execute in lockstep.
375    *     The variable <gl_SubGroupSizeARB> is the maximum number of
376    *     invocations in a sub-group. The maximum <gl_SubGroupSizeARB>
377    *     supported in this extension is 64."
378    *
379    * The spec defines this as a uniform. However, it's highly unlikely that
380    * implementations actually treat it as a uniform (which is loaded from a
381    * constant buffer). Most likely, this is an implementation-wide constant,
382    * or perhaps something that depends on the shader stage.
383    */
384   SYSTEM_VALUE_SUBGROUP_SIZE,
385
386   /**
387    * From the GL_ARB_shader_ballot spec:
388    *
389    *    "The variable <gl_SubGroupInvocationARB> holds the index of the
390    *     invocation within sub-group. This variable is in the range 0 to
391    *     <gl_SubGroupSizeARB>-1, where <gl_SubGroupSizeARB> is the total
392    *     number of invocations in a sub-group."
393    */
394   SYSTEM_VALUE_SUBGROUP_INVOCATION,
395
396   /**
397    * From the GL_ARB_shader_ballot spec:
398    *
399    *    "The <gl_SubGroup??MaskARB> variables provide a bitmask for all
400    *     invocations, with one bit per invocation starting with the least
401    *     significant bit, according to the following table,
402    *
403    *       variable               equation for bit values
404    *       --------------------   ------------------------------------
405    *       gl_SubGroupEqMaskARB   bit index == gl_SubGroupInvocationARB
406    *       gl_SubGroupGeMaskARB   bit index >= gl_SubGroupInvocationARB
407    *       gl_SubGroupGtMaskARB   bit index >  gl_SubGroupInvocationARB
408    *       gl_SubGroupLeMaskARB   bit index <= gl_SubGroupInvocationARB
409    *       gl_SubGroupLtMaskARB   bit index <  gl_SubGroupInvocationARB
410    */
411   SYSTEM_VALUE_SUBGROUP_EQ_MASK,
412   SYSTEM_VALUE_SUBGROUP_GE_MASK,
413   SYSTEM_VALUE_SUBGROUP_GT_MASK,
414   SYSTEM_VALUE_SUBGROUP_LE_MASK,
415   SYSTEM_VALUE_SUBGROUP_LT_MASK,
416   /*@}*/
417
418   /**
419    * Builtin variables added by VK_KHR_subgroups
420    */
421   /*@{*/
422   SYSTEM_VALUE_NUM_SUBGROUPS,
423   SYSTEM_VALUE_SUBGROUP_ID,
424   /*@}*/
425
426   /*@}*/
427
428   /**
429    * \name Vertex shader system values
430    */
431   /*@{*/
432   /**
433    * OpenGL-style vertex ID.
434    *
435    * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
436    * OpenGL 3.3 core profile spec says:
437    *
438    *     "gl_VertexID holds the integer index i implicitly passed by
439    *     DrawArrays or one of the other drawing commands defined in section
440    *     2.8.3."
441    *
442    * Section 2.8.3 (Drawing Commands) of the same spec says:
443    *
444    *     "The commands....are equivalent to the commands with the same base
445    *     name (without the BaseVertex suffix), except that the ith element
446    *     transferred by the corresponding draw call will be taken from
447    *     element indices[i] + basevertex of each enabled array."
448    *
449    * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
450    * says:
451    *
452    *     "In unextended GL, vertex shaders have inputs named gl_VertexID and
453    *     gl_InstanceID, which contain, respectively the index of the vertex
454    *     and instance. The value of gl_VertexID is the implicitly passed
455    *     index of the vertex being processed, which includes the value of
456    *     baseVertex, for those commands that accept it."
457    *
458    * gl_VertexID gets basevertex added in.  This differs from DirectX where
459    * SV_VertexID does \b not get basevertex added in.
460    *
461    * \note
462    * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
463    * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
464    * \c SYSTEM_VALUE_BASE_VERTEX.
465    *
466    * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
467    */
468   SYSTEM_VALUE_VERTEX_ID,
469
470   /**
471    * Instanced ID as supplied to gl_InstanceID
472    *
473    * Values assigned to gl_InstanceID always begin with zero, regardless of
474    * the value of baseinstance.
475    *
476    * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
477    * says:
478    *
479    *     "gl_InstanceID holds the integer instance number of the current
480    *     primitive in an instanced draw call (see section 10.5)."
481    *
482    * Through a big chain of pseudocode, section 10.5 describes that
483    * baseinstance is not counted by gl_InstanceID.  In that section, notice
484    *
485    *     "If an enabled vertex attribute array is instanced (it has a
486    *     non-zero divisor as specified by VertexAttribDivisor), the element
487    *     index that is transferred to the GL, for all vertices, is given by
488    *
489    *         floor(instance/divisor) + baseinstance
490    *
491    *     If an array corresponding to an attribute required by a vertex
492    *     shader is not enabled, then the corresponding element is taken from
493    *     the current attribute state (see section 10.2)."
494    *
495    * Note that baseinstance is \b not included in the value of instance.
496    */
497   SYSTEM_VALUE_INSTANCE_ID,
498
499   /**
500    * Vulkan InstanceIndex.
501    *
502    * InstanceIndex = gl_InstanceID + gl_BaseInstance
503    */
504   SYSTEM_VALUE_INSTANCE_INDEX,
505
506   /**
507    * DirectX-style vertex ID.
508    *
509    * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
510    * the value of basevertex.
511    *
512    * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
513    */
514   SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
515
516   /**
517    * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
518    * functions.
519    *
520    * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
521    */
522   SYSTEM_VALUE_BASE_VERTEX,
523
524   /**
525    * Depending on the type of the draw call (indexed or non-indexed),
526    * is the value of \c basevertex passed to \c glDrawElementsBaseVertex and
527    * similar, or is the value of \c first passed to \c glDrawArrays and
528    * similar.
529    *
530    * \note
531    * It can be used to calculate the \c SYSTEM_VALUE_VERTEX_ID as
532    * \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus \c SYSTEM_VALUE_FIRST_VERTEX.
533    *
534    * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_VERTEX_ID
535    */
536   SYSTEM_VALUE_FIRST_VERTEX,
537
538   /**
539    * If the Draw command used to start the rendering was an indexed draw
540    * or not (~0/0). Useful to calculate \c SYSTEM_VALUE_BASE_VERTEX as
541    * \c SYSTEM_VALUE_IS_INDEXED_DRAW & \c SYSTEM_VALUE_FIRST_VERTEX.
542    */
543   SYSTEM_VALUE_IS_INDEXED_DRAW,
544
545   /**
546    * Value of \c baseinstance passed to instanced draw entry points
547    *
548    * \sa SYSTEM_VALUE_INSTANCE_ID
549    */
550   SYSTEM_VALUE_BASE_INSTANCE,
551
552   /**
553    * From _ARB_shader_draw_parameters:
554    *
555    *   "Additionally, this extension adds a further built-in variable,
556    *    gl_DrawID to the shading language. This variable contains the index
557    *    of the draw currently being processed by a Multi* variant of a
558    *    drawing command (such as MultiDrawElements or
559    *    MultiDrawArraysIndirect)."
560    *
561    * If GL_ARB_multi_draw_indirect is not supported, this is always 0.
562    */
563   SYSTEM_VALUE_DRAW_ID,
564   /*@}*/
565
566   /**
567    * \name Geometry shader system values
568    */
569   /*@{*/
570   SYSTEM_VALUE_INVOCATION_ID,  /**< (Also in Tessellation Control shader) */
571   /*@}*/
572
573   /**
574    * \name Fragment shader system values
575    */
576   /*@{*/
577   SYSTEM_VALUE_FRAG_COORD,
578   SYSTEM_VALUE_FRONT_FACE,
579   SYSTEM_VALUE_SAMPLE_ID,
580   SYSTEM_VALUE_SAMPLE_POS,
581   SYSTEM_VALUE_SAMPLE_MASK_IN,
582   SYSTEM_VALUE_HELPER_INVOCATION,
583   /*@}*/
584
585   /**
586    * \name Tessellation Evaluation shader system values
587    */
588   /*@{*/
589   SYSTEM_VALUE_TESS_COORD,
590   SYSTEM_VALUE_VERTICES_IN,    /**< Tessellation vertices in input patch */
591   SYSTEM_VALUE_PRIMITIVE_ID,
592   SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */
593   SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */
594   /*@}*/
595
596   /**
597    * \name Compute shader system values
598    */
599   /*@{*/
600   SYSTEM_VALUE_LOCAL_INVOCATION_ID,
601   SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
602   SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
603   SYSTEM_VALUE_GLOBAL_INVOCATION_INDEX,
604   SYSTEM_VALUE_WORK_GROUP_ID,
605   SYSTEM_VALUE_NUM_WORK_GROUPS,
606   SYSTEM_VALUE_LOCAL_GROUP_SIZE,
607   SYSTEM_VALUE_GLOBAL_GROUP_SIZE,
608   SYSTEM_VALUE_WORK_DIM,
609   /*@}*/
610
611   /** Required for VK_KHR_device_group */
612   SYSTEM_VALUE_DEVICE_INDEX,
613
614   /** Required for VK_KHX_multiview */
615   SYSTEM_VALUE_VIEW_INDEX,
616
617   /**
618    * Driver internal vertex-count, used (for example) for drivers to
619    * calculate stride for stream-out outputs.  Not externally visible.
620    */
621   SYSTEM_VALUE_VERTEX_CNT,
622
623   /**
624    * Driver internal varying-coords, used for varying-fetch instructions.
625    * Not externally visible.
626    *
627    * The _SIZE value is "primitive size", used to scale i/j in primitive
628    * space to pixel space.
629    */
630   SYSTEM_VALUE_BARYCENTRIC_PIXEL,
631   SYSTEM_VALUE_BARYCENTRIC_SAMPLE,
632   SYSTEM_VALUE_BARYCENTRIC_CENTROID,
633   SYSTEM_VALUE_BARYCENTRIC_SIZE,
634
635   SYSTEM_VALUE_MAX             /**< Number of values */
636} gl_system_value;
637
638const char *gl_system_value_name(gl_system_value sysval);
639
640/**
641 * The possible interpolation qualifiers that can be applied to a fragment
642 * shader input in GLSL.
643 *
644 * Note: INTERP_MODE_NONE must be 0 so that memsetting the
645 * ir_variable data structure to 0 causes the default behavior.
646 */
647enum glsl_interp_mode
648{
649   INTERP_MODE_NONE = 0,
650   INTERP_MODE_SMOOTH,
651   INTERP_MODE_FLAT,
652   INTERP_MODE_NOPERSPECTIVE,
653   INTERP_MODE_COUNT /**< Number of interpolation qualifiers */
654};
655
656enum glsl_interface_packing {
657   GLSL_INTERFACE_PACKING_STD140,
658   GLSL_INTERFACE_PACKING_SHARED,
659   GLSL_INTERFACE_PACKING_PACKED,
660   GLSL_INTERFACE_PACKING_STD430
661};
662
663const char *glsl_interp_mode_name(enum glsl_interp_mode qual);
664
665/**
666 * Fragment program results
667 */
668typedef enum
669{
670   FRAG_RESULT_DEPTH = 0,
671   FRAG_RESULT_STENCIL = 1,
672   /* If a single color should be written to all render targets, this
673    * register is written.  No FRAG_RESULT_DATAn will be written.
674    */
675   FRAG_RESULT_COLOR = 2,
676   FRAG_RESULT_SAMPLE_MASK = 3,
677
678   /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
679    * or ARB_fragment_program fragment.color[n]) color results.  If
680    * any are written, FRAG_RESULT_COLOR will not be written.
681    * FRAG_RESULT_DATA1 and up are simply for the benefit of
682    * gl_frag_result_name() and not to be construed as an upper bound
683    */
684   FRAG_RESULT_DATA0 = 4,
685   FRAG_RESULT_DATA1,
686   FRAG_RESULT_DATA2,
687   FRAG_RESULT_DATA3,
688   FRAG_RESULT_DATA4,
689   FRAG_RESULT_DATA5,
690   FRAG_RESULT_DATA6,
691   FRAG_RESULT_DATA7,
692} gl_frag_result;
693
694const char *gl_frag_result_name(gl_frag_result result);
695
696#define FRAG_RESULT_MAX		(FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
697
698/**
699 * \brief Layout qualifiers for gl_FragDepth.
700 *
701 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
702 * a layout qualifier.
703 *
704 * \see enum ir_depth_layout
705 */
706enum gl_frag_depth_layout
707{
708   FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
709   FRAG_DEPTH_LAYOUT_ANY,
710   FRAG_DEPTH_LAYOUT_GREATER,
711   FRAG_DEPTH_LAYOUT_LESS,
712   FRAG_DEPTH_LAYOUT_UNCHANGED
713};
714
715/**
716 * \brief Buffer access qualifiers
717 */
718enum gl_access_qualifier
719{
720   ACCESS_COHERENT      = (1 << 0),
721   ACCESS_RESTRICT      = (1 << 1),
722   ACCESS_VOLATILE      = (1 << 2),
723   ACCESS_NON_READABLE  = (1 << 3),
724   ACCESS_NON_WRITEABLE = (1 << 4),
725
726   /** The access may use a non-uniform buffer or image index */
727   ACCESS_NON_UNIFORM   = (1 << 5),
728};
729
730/**
731 * \brief Blend support qualifiers
732 */
733enum gl_advanced_blend_mode
734{
735   BLEND_NONE           = 0x0000,
736
737   BLEND_MULTIPLY       = 0x0001,
738   BLEND_SCREEN         = 0x0002,
739   BLEND_OVERLAY        = 0x0004,
740   BLEND_DARKEN         = 0x0008,
741   BLEND_LIGHTEN        = 0x0010,
742   BLEND_COLORDODGE     = 0x0020,
743   BLEND_COLORBURN      = 0x0040,
744   BLEND_HARDLIGHT      = 0x0080,
745   BLEND_SOFTLIGHT      = 0x0100,
746   BLEND_DIFFERENCE     = 0x0200,
747   BLEND_EXCLUSION      = 0x0400,
748   BLEND_HSL_HUE        = 0x0800,
749   BLEND_HSL_SATURATION = 0x1000,
750   BLEND_HSL_COLOR      = 0x2000,
751   BLEND_HSL_LUMINOSITY = 0x4000,
752
753   BLEND_ALL            = 0x7fff,
754};
755
756enum gl_tess_spacing
757{
758   TESS_SPACING_UNSPECIFIED,
759   TESS_SPACING_EQUAL,
760   TESS_SPACING_FRACTIONAL_ODD,
761   TESS_SPACING_FRACTIONAL_EVEN,
762};
763
764/**
765 * A compare function enum for use in compiler lowering passes.  This is in
766 * the same order as GL's compare functions (shifted down by GL_NEVER), and is
767 * exactly the same as gallium's PIPE_FUNC_*.
768 */
769enum compare_func
770{
771   COMPARE_FUNC_NEVER,
772   COMPARE_FUNC_LESS,
773   COMPARE_FUNC_EQUAL,
774   COMPARE_FUNC_LEQUAL,
775   COMPARE_FUNC_GREATER,
776   COMPARE_FUNC_NOTEQUAL,
777   COMPARE_FUNC_GEQUAL,
778   COMPARE_FUNC_ALWAYS,
779};
780
781/**
782 * Arrangements for grouping invocations from NV_compute_shader_derivatives.
783 *
784 *   The extension provides new layout qualifiers that support two different
785 *   arrangements of compute shader invocations for the purpose of derivative
786 *   computation.  When specifying
787 *
788 *     layout(derivative_group_quadsNV) in;
789 *
790 *   compute shader invocations are grouped into 2x2x1 arrays whose four local
791 *   invocation ID values follow the pattern:
792 *
793 *       +-----------------+------------------+
794 *       | (2x+0, 2y+0, z) |  (2x+1, 2y+0, z) |
795 *       +-----------------+------------------+
796 *       | (2x+0, 2y+1, z) |  (2x+1, 2y+1, z) |
797 *       +-----------------+------------------+
798 *
799 *   where Y increases from bottom to top.  When specifying
800 *
801 *     layout(derivative_group_linearNV) in;
802 *
803 *   compute shader invocations are grouped into 2x2x1 arrays whose four local
804 *   invocation index values follow the pattern:
805 *
806 *       +------+------+
807 *       | 4n+0 | 4n+1 |
808 *       +------+------+
809 *       | 4n+2 | 4n+3 |
810 *       +------+------+
811 *
812 *   If neither layout qualifier is specified, derivatives in compute shaders
813 *   return zero, which is consistent with the handling of built-in texture
814 *   functions like texture() in GLSL 4.50 compute shaders.
815 */
816enum gl_derivative_group {
817   DERIVATIVE_GROUP_NONE = 0,
818   DERIVATIVE_GROUP_QUADS,
819   DERIVATIVE_GROUP_LINEAR,
820};
821
822#ifdef __cplusplus
823} /* extern "C" */
824#endif
825
826#endif /* SHADER_ENUMS_H */
827