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/mesa | |
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/mesa')
-rw-r--r-- | src/mesa/main/mtypes.h | 142 |
1 files changed, 1 insertions, 141 deletions
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h index f7187686955..c1e5dd3a7c9 100644 --- a/src/mesa/main/mtypes.h +++ b/src/mesa/main/mtypes.h @@ -42,6 +42,7 @@ #include "main/config.h" #include "glapi/glapi.h" #include "math/m_matrix.h" /* GLmatrix */ +#include "glsl/shader_enums.h" #include "util/simple_list.h" /* struct simple_node */ #include "main/formats.h" /* MESA_FORMAT_COUNT */ @@ -280,13 +281,6 @@ typedef enum /*@}*/ /** - * Bitflags for system values. - */ -#define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID) -#define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS) -#define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN) - -/** * Determine if the given gl_varying_slot appears in the fragment shader. */ static inline GLboolean @@ -2082,140 +2076,6 @@ typedef enum /** - * If the register file is PROGRAM_SYSTEM_VALUE, the register index 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 */ -}; - - -/** * \brief Layout qualifiers for gl_FragDepth. * * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with |