diff options
author | Emil Velikov <[email protected]> | 2016-01-18 10:47:13 +0200 |
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committer | Emil Velikov <[email protected]> | 2016-01-26 16:08:20 +0000 |
commit | 1a882fd2ee84ae28a06cf07902dc4645d8ad4a6d (patch) | |
tree | dc85ad30ac20db8eecc658e7efcb3b0d7de898af /src/compiler/shader_enums.h | |
parent | 2f86383091bde24a2a0b90a43c11a13165f8c397 (diff) |
nir: move shader_enums.[ch] to compiler
This way one can reuse it in glsl, nir or other infrastructure without
pulling nir as dependency.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
Acked-by: Jose Fonseca <[email protected]>
Diffstat (limited to 'src/compiler/shader_enums.h')
-rw-r--r-- | src/compiler/shader_enums.h | 542 |
1 files changed, 542 insertions, 0 deletions
diff --git a/src/compiler/shader_enums.h b/src/compiler/shader_enums.h new file mode 100644 index 00000000000..efc0b0d515e --- /dev/null +++ b/src/compiler/shader_enums.h @@ -0,0 +1,542 @@ +/* + * Mesa 3-D graphics library + * + * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. + * Copyright (C) 2009 VMware, Inc. All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR + * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, + * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR + * OTHER DEALINGS IN THE SOFTWARE. + */ + +#ifndef SHADER_ENUMS_H +#define SHADER_ENUMS_H + +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Shader stages. Note that these will become 5 with tessellation. + * + * The order must match how shaders are ordered in the pipeline. + * The GLSL linker assumes that if i<j, then the j-th shader is + * executed later than the i-th shader. + */ +typedef enum +{ + MESA_SHADER_VERTEX = 0, + MESA_SHADER_TESS_CTRL = 1, + MESA_SHADER_TESS_EVAL = 2, + MESA_SHADER_GEOMETRY = 3, + MESA_SHADER_FRAGMENT = 4, + MESA_SHADER_COMPUTE = 5, +} gl_shader_stage; + +const char *gl_shader_stage_name(gl_shader_stage stage); + +/** + * Translate a gl_shader_stage to a short shader stage name for debug + * printouts and error messages. + */ +const char *_mesa_shader_stage_to_string(unsigned stage); + +/** + * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS) + * for debug printouts and error messages. + */ +const char *_mesa_shader_stage_to_abbrev(unsigned stage); + +#define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1) + + +/** + * Indexes for vertex program attributes. + * GL_NV_vertex_program aliases generic attributes over the conventional + * attributes. In GL_ARB_vertex_program shader the aliasing is optional. + * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the + * generic attributes are distinct/separate). + */ +typedef enum +{ + VERT_ATTRIB_POS = 0, + VERT_ATTRIB_WEIGHT = 1, + VERT_ATTRIB_NORMAL = 2, + VERT_ATTRIB_COLOR0 = 3, + VERT_ATTRIB_COLOR1 = 4, + VERT_ATTRIB_FOG = 5, + VERT_ATTRIB_COLOR_INDEX = 6, + VERT_ATTRIB_EDGEFLAG = 7, + VERT_ATTRIB_TEX0 = 8, + VERT_ATTRIB_TEX1 = 9, + VERT_ATTRIB_TEX2 = 10, + VERT_ATTRIB_TEX3 = 11, + VERT_ATTRIB_TEX4 = 12, + VERT_ATTRIB_TEX5 = 13, + VERT_ATTRIB_TEX6 = 14, + VERT_ATTRIB_TEX7 = 15, + VERT_ATTRIB_POINT_SIZE = 16, + VERT_ATTRIB_GENERIC0 = 17, + VERT_ATTRIB_GENERIC1 = 18, + VERT_ATTRIB_GENERIC2 = 19, + VERT_ATTRIB_GENERIC3 = 20, + VERT_ATTRIB_GENERIC4 = 21, + VERT_ATTRIB_GENERIC5 = 22, + VERT_ATTRIB_GENERIC6 = 23, + VERT_ATTRIB_GENERIC7 = 24, + VERT_ATTRIB_GENERIC8 = 25, + VERT_ATTRIB_GENERIC9 = 26, + VERT_ATTRIB_GENERIC10 = 27, + VERT_ATTRIB_GENERIC11 = 28, + VERT_ATTRIB_GENERIC12 = 29, + VERT_ATTRIB_GENERIC13 = 30, + VERT_ATTRIB_GENERIC14 = 31, + VERT_ATTRIB_GENERIC15 = 32, + VERT_ATTRIB_MAX = 33 +} gl_vert_attrib; + +const char *gl_vert_attrib_name(gl_vert_attrib attrib); + +/** + * Symbolic constats to help iterating over + * specific blocks of vertex attributes. + * + * VERT_ATTRIB_FF + * includes all fixed function attributes as well as + * the aliased GL_NV_vertex_program shader attributes. + * VERT_ATTRIB_TEX + * include the classic texture coordinate attributes. + * Is a subset of VERT_ATTRIB_FF. + * VERT_ATTRIB_GENERIC + * include the OpenGL 2.0+ GLSL generic shader attributes. + * These alias the generic GL_ARB_vertex_shader attributes. + */ +#define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i)) +#define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0 + +#define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i)) +#define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS + +#define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i)) +#define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS + +/** + * Bitflags for vertex attributes. + * These are used in bitfields in many places. + */ +/*@{*/ +#define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS) +#define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT) +#define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL) +#define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0) +#define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1) +#define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG) +#define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX) +#define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG) +#define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0) +#define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1) +#define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2) +#define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3) +#define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4) +#define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5) +#define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6) +#define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7) +#define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE) +#define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0) + +#define VERT_BIT(i) BITFIELD64_BIT(i) +#define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX) + +#define VERT_BIT_FF(i) VERT_BIT(i) +#define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX) +#define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i)) +#define VERT_BIT_TEX_ALL \ + BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX) + +#define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i)) +#define VERT_BIT_GENERIC_ALL \ + BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX) +/*@}*/ + + +/** + * Indexes for vertex shader outputs, geometry shader inputs/outputs, and + * fragment shader inputs. + * + * Note that some of these values are not available to all pipeline stages. + * + * When this enum is updated, the following code must be updated too: + * - vertResults (in prog_print.c's arb_output_attrib_string()) + * - fragAttribs (in prog_print.c's arb_input_attrib_string()) + * - _mesa_varying_slot_in_fs() + */ +typedef enum +{ + VARYING_SLOT_POS, + VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */ + VARYING_SLOT_COL1, + VARYING_SLOT_FOGC, + VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */ + VARYING_SLOT_TEX1, + VARYING_SLOT_TEX2, + VARYING_SLOT_TEX3, + VARYING_SLOT_TEX4, + VARYING_SLOT_TEX5, + VARYING_SLOT_TEX6, + VARYING_SLOT_TEX7, + VARYING_SLOT_PSIZ, /* Does not appear in FS */ + VARYING_SLOT_BFC0, /* Does not appear in FS */ + VARYING_SLOT_BFC1, /* Does not appear in FS */ + VARYING_SLOT_EDGE, /* Does not appear in FS */ + VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */ + VARYING_SLOT_CLIP_DIST0, + VARYING_SLOT_CLIP_DIST1, + VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */ + VARYING_SLOT_LAYER, /* Appears as VS or GS output */ + VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */ + VARYING_SLOT_FACE, /* FS only */ + VARYING_SLOT_PNTC, /* FS only */ + VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */ + VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */ + VARYING_SLOT_VAR0, /* First generic varying slot */ + /* the remaining are simply for the benefit of gl_varying_slot_name() + * and not to be construed as an upper bound: + */ + VARYING_SLOT_VAR1, + VARYING_SLOT_VAR2, + VARYING_SLOT_VAR3, + VARYING_SLOT_VAR4, + VARYING_SLOT_VAR5, + VARYING_SLOT_VAR6, + VARYING_SLOT_VAR7, + VARYING_SLOT_VAR8, + VARYING_SLOT_VAR9, + VARYING_SLOT_VAR10, + VARYING_SLOT_VAR11, + VARYING_SLOT_VAR12, + VARYING_SLOT_VAR13, + VARYING_SLOT_VAR14, + VARYING_SLOT_VAR15, + VARYING_SLOT_VAR16, + VARYING_SLOT_VAR17, + VARYING_SLOT_VAR18, + VARYING_SLOT_VAR19, + VARYING_SLOT_VAR20, + VARYING_SLOT_VAR21, + VARYING_SLOT_VAR22, + VARYING_SLOT_VAR23, + VARYING_SLOT_VAR24, + VARYING_SLOT_VAR25, + VARYING_SLOT_VAR26, + VARYING_SLOT_VAR27, + VARYING_SLOT_VAR28, + VARYING_SLOT_VAR29, + VARYING_SLOT_VAR30, + VARYING_SLOT_VAR31, +} gl_varying_slot; + + +#define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING) +#define VARYING_SLOT_PATCH0 (VARYING_SLOT_MAX) +#define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING) + +const char *gl_varying_slot_name(gl_varying_slot slot); + +/** + * Bitflags for varying slots. + */ +/*@{*/ +#define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS) +#define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0) +#define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1) +#define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC) +#define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0) +#define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1) +#define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2) +#define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3) +#define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4) +#define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5) +#define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6) +#define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7) +#define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U)) +#define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \ + MAX_TEXTURE_COORD_UNITS) +#define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ) +#define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0) +#define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1) +#define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE) +#define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX) +#define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0) +#define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1) +#define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID) +#define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER) +#define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT) +#define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE) +#define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC) +#define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER) +#define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER) +#define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V)) +/*@}*/ + +/** + * Bitflags for system values. + */ +#define SYSTEM_BIT_SAMPLE_ID ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_ID) +#define SYSTEM_BIT_SAMPLE_POS ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_POS) +#define SYSTEM_BIT_SAMPLE_MASK_IN ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_MASK_IN) +#define SYSTEM_BIT_LOCAL_INVOCATION_ID ((uint64_t)1 << SYSTEM_VALUE_LOCAL_INVOCATION_ID) + +/** + * If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be + * one of these values. If a NIR variable's mode is nir_var_system_value, it + * will be one of these values. + */ +typedef enum +{ + /** + * \name Vertex shader system values + */ + /*@{*/ + /** + * OpenGL-style vertex ID. + * + * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the + * OpenGL 3.3 core profile spec says: + * + * "gl_VertexID holds the integer index i implicitly passed by + * DrawArrays or one of the other drawing commands defined in section + * 2.8.3." + * + * Section 2.8.3 (Drawing Commands) of the same spec says: + * + * "The commands....are equivalent to the commands with the same base + * name (without the BaseVertex suffix), except that the ith element + * transferred by the corresponding draw call will be taken from + * element indices[i] + basevertex of each enabled array." + * + * Additionally, the overview in the GL_ARB_shader_draw_parameters spec + * says: + * + * "In unextended GL, vertex shaders have inputs named gl_VertexID and + * gl_InstanceID, which contain, respectively the index of the vertex + * and instance. The value of gl_VertexID is the implicitly passed + * index of the vertex being processed, which includes the value of + * baseVertex, for those commands that accept it." + * + * gl_VertexID gets basevertex added in. This differs from DirectX where + * SV_VertexID does \b not get basevertex added in. + * + * \note + * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be + * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus + * \c SYSTEM_VALUE_BASE_VERTEX. + * + * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX + */ + SYSTEM_VALUE_VERTEX_ID, + + /** + * Instanced ID as supplied to gl_InstanceID + * + * Values assigned to gl_InstanceID always begin with zero, regardless of + * the value of baseinstance. + * + * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec + * says: + * + * "gl_InstanceID holds the integer instance number of the current + * primitive in an instanced draw call (see section 10.5)." + * + * Through a big chain of pseudocode, section 10.5 describes that + * baseinstance is not counted by gl_InstanceID. In that section, notice + * + * "If an enabled vertex attribute array is instanced (it has a + * non-zero divisor as specified by VertexAttribDivisor), the element + * index that is transferred to the GL, for all vertices, is given by + * + * floor(instance/divisor) + baseinstance + * + * If an array corresponding to an attribute required by a vertex + * shader is not enabled, then the corresponding element is taken from + * the current attribute state (see section 10.2)." + * + * Note that baseinstance is \b not included in the value of instance. + */ + SYSTEM_VALUE_INSTANCE_ID, + + /** + * DirectX-style vertex ID. + * + * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include + * the value of basevertex. + * + * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX + */ + SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, + + /** + * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar + * functions. + * + * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE + */ + SYSTEM_VALUE_BASE_VERTEX, + + /** + * Value of \c baseinstance passed to instanced draw entry points + * + * \sa SYSTEM_VALUE_INSTANCE_ID + */ + SYSTEM_VALUE_BASE_INSTANCE, + + /** + * From _ARB_shader_draw_parameters: + * + * "Additionally, this extension adds a further built-in variable, + * gl_DrawID to the shading language. This variable contains the index + * of the draw currently being processed by a Multi* variant of a + * drawing command (such as MultiDrawElements or + * MultiDrawArraysIndirect)." + * + * If GL_ARB_multi_draw_indirect is not supported, this is always 0. + */ + SYSTEM_VALUE_DRAW_ID, + /*@}*/ + + /** + * \name Geometry shader system values + */ + /*@{*/ + SYSTEM_VALUE_INVOCATION_ID, /**< (Also in Tessellation Control shader) */ + /*@}*/ + + /** + * \name Fragment shader system values + */ + /*@{*/ + SYSTEM_VALUE_FRAG_COORD, + SYSTEM_VALUE_FRONT_FACE, + SYSTEM_VALUE_SAMPLE_ID, + SYSTEM_VALUE_SAMPLE_POS, + SYSTEM_VALUE_SAMPLE_MASK_IN, + SYSTEM_VALUE_HELPER_INVOCATION, + /*@}*/ + + /** + * \name Tessellation Evaluation shader system values + */ + /*@{*/ + SYSTEM_VALUE_TESS_COORD, + SYSTEM_VALUE_VERTICES_IN, /**< Tessellation vertices in input patch */ + SYSTEM_VALUE_PRIMITIVE_ID, + SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */ + SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */ + /*@}*/ + + /** + * \name Compute shader system values + */ + /*@{*/ + SYSTEM_VALUE_LOCAL_INVOCATION_ID, + SYSTEM_VALUE_WORK_GROUP_ID, + SYSTEM_VALUE_NUM_WORK_GROUPS, + /*@}*/ + + /** + * Driver internal vertex-count, used (for example) for drivers to + * calculate stride for stream-out outputs. Not externally visible. + */ + SYSTEM_VALUE_VERTEX_CNT, + + SYSTEM_VALUE_MAX /**< Number of values */ +} gl_system_value; + +const char *gl_system_value_name(gl_system_value sysval); + +/** + * The possible interpolation qualifiers that can be applied to a fragment + * shader input in GLSL. + * + * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the + * gl_fragment_program data structure to 0 causes the default behavior. + */ +enum glsl_interp_qualifier +{ + INTERP_QUALIFIER_NONE = 0, + INTERP_QUALIFIER_SMOOTH, + INTERP_QUALIFIER_FLAT, + INTERP_QUALIFIER_NOPERSPECTIVE, + INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */ +}; + +const char *glsl_interp_qualifier_name(enum glsl_interp_qualifier qual); + +/** + * Fragment program results + */ +typedef enum +{ + FRAG_RESULT_DEPTH = 0, + FRAG_RESULT_STENCIL = 1, + /* If a single color should be written to all render targets, this + * register is written. No FRAG_RESULT_DATAn will be written. + */ + FRAG_RESULT_COLOR = 2, + FRAG_RESULT_SAMPLE_MASK = 3, + + /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n] + * or ARB_fragment_program fragment.color[n]) color results. If + * any are written, FRAG_RESULT_COLOR will not be written. + * FRAG_RESULT_DATA1 and up are simply for the benefit of + * gl_frag_result_name() and not to be construed as an upper bound + */ + FRAG_RESULT_DATA0 = 4, + FRAG_RESULT_DATA1, + FRAG_RESULT_DATA2, + FRAG_RESULT_DATA3, + FRAG_RESULT_DATA4, + FRAG_RESULT_DATA5, + FRAG_RESULT_DATA6, + FRAG_RESULT_DATA7, +} gl_frag_result; + +const char *gl_frag_result_name(gl_frag_result result); + +#define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS) + +/** + * \brief Layout qualifiers for gl_FragDepth. + * + * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with + * a layout qualifier. + * + * \see enum ir_depth_layout + */ +enum gl_frag_depth_layout +{ + FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */ + FRAG_DEPTH_LAYOUT_ANY, + FRAG_DEPTH_LAYOUT_GREATER, + FRAG_DEPTH_LAYOUT_LESS, + FRAG_DEPTH_LAYOUT_UNCHANGED +}; + +#ifdef __cplusplus +} /* extern "C" */ +#endif + +#endif /* SHADER_ENUMS_H */ |