diff options
-rw-r--r-- | src/glsl/Makefile.sources | 3 | ||||
-rw-r--r-- | src/glsl/shader_enums.h | 170 | ||||
-rw-r--r-- | src/mesa/main/mtypes.h | 142 |
3 files changed, 173 insertions, 142 deletions
diff --git a/src/glsl/Makefile.sources b/src/glsl/Makefile.sources index c3b63d1354e..fa5d991b5a0 100644 --- a/src/glsl/Makefile.sources +++ b/src/glsl/Makefile.sources @@ -185,7 +185,8 @@ LIBGLSL_FILES = \ opt_vectorize.cpp \ program.h \ s_expression.cpp \ - s_expression.h + s_expression.h \ + shader_enums.h # glsl_compiler 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 */ 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 |