/* * Mesa 3-D graphics library * * Copyright © 2015 Red Hat * * 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 (including the next * paragraph) 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. * * Authors: * Rob Clark */ #include "shader_enums.h" #include "util/macros.h" #include "mesa/main/config.h" #define ENUM(x) [x] = #x #define NAME(val) ((((val) < ARRAY_SIZE(names)) && names[(val)]) ? names[(val)] : "UNKNOWN") const char * gl_shader_stage_name(gl_shader_stage stage) { static const char *names[] = { ENUM(MESA_SHADER_VERTEX), ENUM(MESA_SHADER_TESS_CTRL), ENUM(MESA_SHADER_TESS_EVAL), ENUM(MESA_SHADER_GEOMETRY), ENUM(MESA_SHADER_FRAGMENT), ENUM(MESA_SHADER_COMPUTE), }; STATIC_ASSERT(ARRAY_SIZE(names) == MESA_SHADER_STAGES); return NAME(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) { switch (stage) { case MESA_SHADER_VERTEX: return "vertex"; case MESA_SHADER_FRAGMENT: return "fragment"; case MESA_SHADER_GEOMETRY: return "geometry"; case MESA_SHADER_COMPUTE: return "compute"; case MESA_SHADER_TESS_CTRL: return "tessellation control"; case MESA_SHADER_TESS_EVAL: return "tessellation evaluation"; } unreachable("Unknown shader 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) { switch (stage) { case MESA_SHADER_VERTEX: return "VS"; case MESA_SHADER_FRAGMENT: return "FS"; case MESA_SHADER_GEOMETRY: return "GS"; case MESA_SHADER_COMPUTE: return "CS"; case MESA_SHADER_TESS_CTRL: return "TCS"; case MESA_SHADER_TESS_EVAL: return "TES"; } unreachable("Unknown shader stage."); } const char * gl_vert_attrib_name(gl_vert_attrib attrib) { static const char *names[] = { ENUM(VERT_ATTRIB_POS), ENUM(VERT_ATTRIB_NORMAL), ENUM(VERT_ATTRIB_COLOR0), ENUM(VERT_ATTRIB_COLOR1), ENUM(VERT_ATTRIB_FOG), ENUM(VERT_ATTRIB_COLOR_INDEX), ENUM(VERT_ATTRIB_EDGEFLAG), ENUM(VERT_ATTRIB_TEX0), ENUM(VERT_ATTRIB_TEX1), ENUM(VERT_ATTRIB_TEX2), ENUM(VERT_ATTRIB_TEX3), ENUM(VERT_ATTRIB_TEX4), ENUM(VERT_ATTRIB_TEX5), ENUM(VERT_ATTRIB_TEX6), ENUM(VERT_ATTRIB_TEX7), ENUM(VERT_ATTRIB_POINT_SIZE), ENUM(VERT_ATTRIB_GENERIC0), ENUM(VERT_ATTRIB_GENERIC1), ENUM(VERT_ATTRIB_GENERIC2), ENUM(VERT_ATTRIB_GENERIC3), ENUM(VERT_ATTRIB_GENERIC4), ENUM(VERT_ATTRIB_GENERIC5), ENUM(VERT_ATTRIB_GENERIC6), ENUM(VERT_ATTRIB_GENERIC7), ENUM(VERT_ATTRIB_GENERIC8), ENUM(VERT_ATTRIB_GENERIC9), ENUM(VERT_ATTRIB_GENERIC10), ENUM(VERT_ATTRIB_GENERIC11), ENUM(VERT_ATTRIB_GENERIC12), ENUM(VERT_ATTRIB_GENERIC13), ENUM(VERT_ATTRIB_GENERIC14), ENUM(VERT_ATTRIB_GENERIC15), }; STATIC_ASSERT(ARRAY_SIZE(names) == VERT_ATTRIB_MAX); return NAME(attrib); } const char * gl_varying_slot_name(gl_varying_slot slot) { static const char *names[] = { ENUM(VARYING_SLOT_POS), ENUM(VARYING_SLOT_COL0), ENUM(VARYING_SLOT_COL1), ENUM(VARYING_SLOT_FOGC), ENUM(VARYING_SLOT_TEX0), ENUM(VARYING_SLOT_TEX1), ENUM(VARYING_SLOT_TEX2), ENUM(VARYING_SLOT_TEX3), ENUM(VARYING_SLOT_TEX4), ENUM(VARYING_SLOT_TEX5), ENUM(VARYING_SLOT_TEX6), ENUM(VARYING_SLOT_TEX7), ENUM(VARYING_SLOT_PSIZ), ENUM(VARYING_SLOT_BFC0), ENUM(VARYING_SLOT_BFC1), ENUM(VARYING_SLOT_EDGE), ENUM(VARYING_SLOT_CLIP_VERTEX), ENUM(VARYING_SLOT_CLIP_DIST0), ENUM(VARYING_SLOT_CLIP_DIST1), ENUM(VARYING_SLOT_CULL_DIST0), ENUM(VARYING_SLOT_CULL_DIST1), ENUM(VARYING_SLOT_PRIMITIVE_ID), ENUM(VARYING_SLOT_LAYER), ENUM(VARYING_SLOT_VIEWPORT), ENUM(VARYING_SLOT_FACE), ENUM(VARYING_SLOT_PNTC), ENUM(VARYING_SLOT_TESS_LEVEL_OUTER), ENUM(VARYING_SLOT_TESS_LEVEL_INNER), ENUM(VARYING_SLOT_BOUNDING_BOX0), ENUM(VARYING_SLOT_BOUNDING_BOX1), ENUM(VARYING_SLOT_VIEW_INDEX), ENUM(VARYING_SLOT_VAR0), ENUM(VARYING_SLOT_VAR1), ENUM(VARYING_SLOT_VAR2), ENUM(VARYING_SLOT_VAR3), ENUM(VARYING_SLOT_VAR4), ENUM(VARYING_SLOT_VAR5), ENUM(VARYING_SLOT_VAR6), ENUM(VARYING_SLOT_VAR7), ENUM(VARYING_SLOT_VAR8), ENUM(VARYING_SLOT_VAR9), ENUM(VARYING_SLOT_VAR10), ENUM(VARYING_SLOT_VAR11), ENUM(VARYING_SLOT_VAR12), ENUM(VARYING_SLOT_VAR13), ENUM(VARYING_SLOT_VAR14), ENUM(VARYING_SLOT_VAR15), ENUM(VARYING_SLOT_VAR16), ENUM(VARYING_SLOT_VAR17), ENUM(VARYING_SLOT_VAR18), ENUM(VARYING_SLOT_VAR19), ENUM(VARYING_SLOT_VAR20), ENUM(VARYING_SLOT_VAR21), ENUM(VARYING_SLOT_VAR22), ENUM(VARYING_SLOT_VAR23), ENUM(VARYING_SLOT_VAR24), ENUM(VARYING_SLOT_VAR25), ENUM(VARYING_SLOT_VAR26), ENUM(VARYING_SLOT_VAR27), ENUM(VARYING_SLOT_VAR28), ENUM(VARYING_SLOT_VAR29), ENUM(VARYING_SLOT_VAR30), ENUM(VARYING_SLOT_VAR31), }; STATIC_ASSERT(ARRAY_SIZE(names) == VARYING_SLOT_MAX); return NAME(slot); } const char * gl_system_value_name(gl_system_value sysval) { static const char *names[] = { ENUM(SYSTEM_VALUE_SUBGROUP_SIZE), ENUM(SYSTEM_VALUE_SUBGROUP_INVOCATION), ENUM(SYSTEM_VALUE_SUBGROUP_EQ_MASK), ENUM(SYSTEM_VALUE_SUBGROUP_GE_MASK), ENUM(SYSTEM_VALUE_SUBGROUP_GT_MASK), ENUM(SYSTEM_VALUE_SUBGROUP_LE_MASK), ENUM(SYSTEM_VALUE_SUBGROUP_LT_MASK), ENUM(SYSTEM_VALUE_NUM_SUBGROUPS), ENUM(SYSTEM_VALUE_SUBGROUP_ID), ENUM(SYSTEM_VALUE_VERTEX_ID), ENUM(SYSTEM_VALUE_INSTANCE_ID), ENUM(SYSTEM_VALUE_INSTANCE_INDEX), ENUM(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE), ENUM(SYSTEM_VALUE_BASE_VERTEX), ENUM(SYSTEM_VALUE_FIRST_VERTEX), ENUM(SYSTEM_VALUE_IS_INDEXED_DRAW), ENUM(SYSTEM_VALUE_BASE_INSTANCE), ENUM(SYSTEM_VALUE_DRAW_ID), ENUM(SYSTEM_VALUE_INVOCATION_ID), ENUM(SYSTEM_VALUE_FRAG_COORD), ENUM(SYSTEM_VALUE_FRONT_FACE), ENUM(SYSTEM_VALUE_SAMPLE_ID), ENUM(SYSTEM_VALUE_SAMPLE_POS), ENUM(SYSTEM_VALUE_SAMPLE_MASK_IN), ENUM(SYSTEM_VALUE_HELPER_INVOCATION), ENUM(SYSTEM_VALUE_TESS_COORD), ENUM(SYSTEM_VALUE_VERTICES_IN), ENUM(SYSTEM_VALUE_PRIMITIVE_ID), ENUM(SYSTEM_VALUE_TESS_LEVEL_OUTER), ENUM(SYSTEM_VALUE_TESS_LEVEL_INNER), ENUM(SYSTEM_VALUE_LOCAL_INVOCATION_ID), ENUM(SYSTEM_VALUE_LOCAL_INVOCATION_INDEX), ENUM(SYSTEM_VALUE_GLOBAL_INVOCATION_ID), ENUM(SYSTEM_VALUE_WORK_GROUP_ID), ENUM(SYSTEM_VALUE_NUM_WORK_GROUPS), ENUM(SYSTEM_VALUE_LOCAL_GROUP_SIZE), ENUM(SYSTEM_VALUE_GLOBAL_GROUP_SIZE), ENUM(SYSTEM_VALUE_WORK_DIM), ENUM(SYSTEM_VALUE_DEVICE_INDEX), ENUM(SYSTEM_VALUE_VIEW_INDEX), ENUM(SYSTEM_VALUE_VERTEX_CNT), }; STATIC_ASSERT(ARRAY_SIZE(names) == SYSTEM_VALUE_MAX); return NAME(sysval); } const char * glsl_interp_mode_name(enum glsl_interp_mode qual) { static const char *names[] = { ENUM(INTERP_MODE_NONE), ENUM(INTERP_MODE_SMOOTH), ENUM(INTERP_MODE_FLAT), ENUM(INTERP_MODE_NOPERSPECTIVE), }; STATIC_ASSERT(ARRAY_SIZE(names) == INTERP_MODE_COUNT); return NAME(qual); } const char * gl_frag_result_name(gl_frag_result result) { static const char *names[] = { ENUM(FRAG_RESULT_DEPTH), ENUM(FRAG_RESULT_STENCIL), ENUM(FRAG_RESULT_COLOR), ENUM(FRAG_RESULT_SAMPLE_MASK), ENUM(FRAG_RESULT_DATA0), ENUM(FRAG_RESULT_DATA1), ENUM(FRAG_RESULT_DATA2), ENUM(FRAG_RESULT_DATA3), ENUM(FRAG_RESULT_DATA4), ENUM(FRAG_RESULT_DATA5), ENUM(FRAG_RESULT_DATA6), ENUM(FRAG_RESULT_DATA7), }; STATIC_ASSERT(ARRAY_SIZE(names) == FRAG_RESULT_MAX); return NAME(result); }