diff options
author | Eric Anholt <[email protected]> | 2015-03-25 12:58:51 -0700 |
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committer | Eric Anholt <[email protected]> | 2015-04-01 10:57:01 -0700 |
commit | a3a07d46d1a8e89136669dd4bb242c7bd5d10015 (patch) | |
tree | 77fd34e4eb4e8790d7375b5bb31bb482d4ece069 /src/glsl/shader_enums.h | |
parent | 5604d7675ed40227df9fc6a500eb4f0d2421f4ca (diff) |
mesa: Make a shared header for 3D pipeline enum / #defines.
NIR uses these enums/#defines in nir_variables and associated intrinsics,
but I want to be able to use them from TGSI->NIR and NIR->TGSI.
Otherwise, we had to pull in all of mtypes.h.
This doesn't cover all of the enums we might want from a shared compiler
core (like varying slots or vert attribs), but it at least covers what I
need at the moment (system values and interp qualifiers).
v2: Move to src/glsl since util/ is really vague. Include in Makefile.am
list. Use plain bitshifts and stdint types instead of undefined
BITFIELD64_BIT.
v3: Rename to shader_enums.h. Move it into Makefile.sources.
Reviewed-by: Kenneth Graunke <[email protected]> (v2, with
recommendation to rename)
Diffstat (limited to 'src/glsl/shader_enums.h')
-rw-r--r-- | src/glsl/shader_enums.h | 170 |
1 files changed, 170 insertions, 0 deletions
diff --git a/src/glsl/shader_enums.h b/src/glsl/shader_enums.h new file mode 100644 index 00000000000..0e08bd35481 --- /dev/null +++ b/src/glsl/shader_enums.h @@ -0,0 +1,170 @@ +/* + * 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 PIPELINE_H +#define PIPELINE_H + +/** + * 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) +/** + * 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, + /*@}*/ + + /** + * \name Geometry shader system values + */ + /*@{*/ + SYSTEM_VALUE_INVOCATION_ID, + /*@}*/ + + /** + * \name Fragment shader system values + */ + /*@{*/ + SYSTEM_VALUE_FRONT_FACE, /**< (not done yet) */ + SYSTEM_VALUE_SAMPLE_ID, + SYSTEM_VALUE_SAMPLE_POS, + SYSTEM_VALUE_SAMPLE_MASK_IN, + /*@}*/ + + SYSTEM_VALUE_MAX /**< Number of values */ +} gl_system_value; + + +/** + * 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 */ +}; + + +#endif /* PIPELINE_H */ |