/* * Copyright © 2016 Intel Corporation * * 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. * */ #ifndef SHADER_INFO_H #define SHADER_INFO_H #include "shader_enums.h" #ifdef __cplusplus extern "C" { #endif typedef struct shader_info { /** The shader stage, such as MESA_SHADER_VERTEX. */ gl_shader_stage stage; const char *name; /* Descriptive name provided by the client; may be NULL */ const char *label; /* Number of textures used by this shader */ unsigned num_textures; /* Number of uniform buffers used by this shader */ unsigned num_ubos; /* Number of atomic buffers used by this shader */ unsigned num_abos; /* Number of shader storage buffers used by this shader */ unsigned num_ssbos; /* Number of images used by this shader */ unsigned num_images; /* Which inputs are actually read */ uint64_t inputs_read; /* Which inputs are actually read and are double */ uint64_t double_inputs_read; /* Which outputs are actually written */ uint64_t outputs_written; /* Which outputs are actually read */ uint64_t outputs_read; /* Which system values are actually read */ uint64_t system_values_read; /* Which patch inputs are actually read */ uint32_t patch_inputs_read; /* Which patch outputs are actually written */ uint32_t patch_outputs_written; /* Whether or not this shader ever uses textureGather() */ bool uses_texture_gather; /* The size of the gl_ClipDistance[] array, if declared. */ unsigned clip_distance_array_size; /* The size of the gl_CullDistance[] array, if declared. */ unsigned cull_distance_array_size; /* Whether or not separate shader objects were used */ bool separate_shader; /** Was this shader linked with any transform feedback varyings? */ bool has_transform_feedback_varyings; union { struct { /** The number of vertices recieves per input primitive */ unsigned vertices_in; /** The output primitive type (GL enum value) */ unsigned output_primitive; /** The input primitive type (GL enum value) */ unsigned input_primitive; /** The maximum number of vertices the geometry shader might write. */ unsigned vertices_out; /** 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS */ unsigned invocations; /** Whether or not this shader uses EndPrimitive */ bool uses_end_primitive; /** Whether or not this shader uses non-zero streams */ bool uses_streams; } gs; struct { bool uses_discard; /** * Whether any inputs are declared with the "sample" qualifier. */ bool uses_sample_qualifier; /** * Whether early fragment tests are enabled as defined by * ARB_shader_image_load_store. */ bool early_fragment_tests; /** * Defined by INTEL_conservative_rasterization. */ bool inner_coverage; bool post_depth_coverage; /** gl_FragDepth layout for ARB_conservative_depth. */ enum gl_frag_depth_layout depth_layout; } fs; struct { unsigned local_size[3]; bool local_size_variable; /** * Size of shared variables accessed by the compute shader. */ unsigned shared_size; } cs; struct { /** The number of vertices in the TCS output patch. */ unsigned vertices_out; } tcs; struct { uint32_t primitive_mode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */ uint32_t spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */ uint32_t vertex_order; /* GL_CW or GL_CCW */ bool point_mode; } tes; }; } shader_info; #ifdef __cplusplus } #endif #endif /* SHADER_INFO_H */