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