shader_enums.h revision 7ec681f3
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
35extern "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 */
45typedef 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
69static inline bool
70gl_shader_stage_is_compute(gl_shader_stage stage)
71{
72   return stage == MESA_SHADER_COMPUTE || stage == MESA_SHADER_KERNEL;
73}
74
75static inline bool
76gl_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
84static inline bool
85gl_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
100typedef short gl_state_index16; /* see enum gl_state_index */
101
102const 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 */
108const 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 */
114const 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 */
139typedef 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
179const 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 */
271typedef 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
417const 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 */
471typedef 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
800const 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 */
809enum 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
820enum 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
827const char *glsl_interp_mode_name(enum glsl_interp_mode qual);
828
829/**
830 * Fragment program results
831 */
832typedef 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
858const 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 */
870enum 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 */
882enum 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 */
911enum 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
931enum 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
940enum 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
954enum 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 */
967enum 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 */
1014enum gl_derivative_group {
1015   DERIVATIVE_GROUP_NONE = 0,
1016   DERIVATIVE_GROUP_QUADS,
1017   DERIVATIVE_GROUP_LINEAR,
1018};
1019
1020enum 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*/
1044enum 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
1052enum 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