1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
|
/*
* 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 SHADER_ENUMS_H
#define SHADER_ENUMS_H
#include <stdbool.h>
#ifdef __cplusplus
extern "C" {
#endif
/**
* Shader stages.
*
* The order must match how shaders are ordered in the pipeline.
* The GLSL linker assumes that if i<j, then the j-th shader is
* executed later than the i-th shader.
*/
typedef enum
{
MESA_SHADER_NONE = -1,
MESA_SHADER_VERTEX = 0,
MESA_SHADER_TESS_CTRL = 1,
MESA_SHADER_TESS_EVAL = 2,
MESA_SHADER_GEOMETRY = 3,
MESA_SHADER_FRAGMENT = 4,
MESA_SHADER_COMPUTE = 5,
/* must be last so it doesn't affect the GL pipeline */
MESA_SHADER_KERNEL = 6,
} gl_shader_stage;
static inline bool
gl_shader_stage_is_compute(gl_shader_stage stage)
{
return stage == MESA_SHADER_COMPUTE || stage == MESA_SHADER_KERNEL;
}
/**
* Number of STATE_* values we need to address any GL state.
* Used to dimension arrays.
*/
#define STATE_LENGTH 5
typedef short gl_state_index16; /* see enum gl_state_index */
const char *gl_shader_stage_name(gl_shader_stage 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);
/**
* 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);
/**
* GL related stages (not including CL)
*/
#define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
/**
* All stages
*/
#define MESA_ALL_SHADER_STAGES (MESA_SHADER_KERNEL + 1)
/**
* Indexes for vertex program attributes.
* GL_NV_vertex_program aliases generic attributes over the conventional
* attributes. In GL_ARB_vertex_program shader the aliasing is optional.
* In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
* generic attributes are distinct/separate).
*/
typedef enum
{
VERT_ATTRIB_POS,
VERT_ATTRIB_NORMAL,
VERT_ATTRIB_COLOR0,
VERT_ATTRIB_COLOR1,
VERT_ATTRIB_FOG,
VERT_ATTRIB_COLOR_INDEX,
VERT_ATTRIB_EDGEFLAG,
VERT_ATTRIB_TEX0,
VERT_ATTRIB_TEX1,
VERT_ATTRIB_TEX2,
VERT_ATTRIB_TEX3,
VERT_ATTRIB_TEX4,
VERT_ATTRIB_TEX5,
VERT_ATTRIB_TEX6,
VERT_ATTRIB_TEX7,
VERT_ATTRIB_POINT_SIZE,
VERT_ATTRIB_GENERIC0,
VERT_ATTRIB_GENERIC1,
VERT_ATTRIB_GENERIC2,
VERT_ATTRIB_GENERIC3,
VERT_ATTRIB_GENERIC4,
VERT_ATTRIB_GENERIC5,
VERT_ATTRIB_GENERIC6,
VERT_ATTRIB_GENERIC7,
VERT_ATTRIB_GENERIC8,
VERT_ATTRIB_GENERIC9,
VERT_ATTRIB_GENERIC10,
VERT_ATTRIB_GENERIC11,
VERT_ATTRIB_GENERIC12,
VERT_ATTRIB_GENERIC13,
VERT_ATTRIB_GENERIC14,
VERT_ATTRIB_GENERIC15,
VERT_ATTRIB_MAX
} gl_vert_attrib;
const char *gl_vert_attrib_name(gl_vert_attrib attrib);
/**
* Symbolic constats to help iterating over
* specific blocks of vertex attributes.
*
* VERT_ATTRIB_FF
* includes all fixed function attributes as well as
* the aliased GL_NV_vertex_program shader attributes.
* VERT_ATTRIB_TEX
* include the classic texture coordinate attributes.
* Is a subset of VERT_ATTRIB_FF.
* VERT_ATTRIB_GENERIC
* include the OpenGL 2.0+ GLSL generic shader attributes.
* These alias the generic GL_ARB_vertex_shader attributes.
* VERT_ATTRIB_MAT
* include the generic shader attributes used to alias
* varying material values for the TNL shader programs.
* They are located at the end of the generic attribute
* block not to overlap with the generic 0 attribute.
*/
#define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
#define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
#define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
#define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
#define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
#define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
#define VERT_ATTRIB_MAT0 \
(VERT_ATTRIB_GENERIC_MAX - VERT_ATTRIB_MAT_MAX)
#define VERT_ATTRIB_MAT(i) \
VERT_ATTRIB_GENERIC((i) + VERT_ATTRIB_MAT0)
#define VERT_ATTRIB_MAT_MAX MAT_ATTRIB_MAX
/**
* Bitflags for vertex attributes.
* These are used in bitfields in many places.
*/
/*@{*/
#define VERT_BIT_POS BITFIELD_BIT(VERT_ATTRIB_POS)
#define VERT_BIT_NORMAL BITFIELD_BIT(VERT_ATTRIB_NORMAL)
#define VERT_BIT_COLOR0 BITFIELD_BIT(VERT_ATTRIB_COLOR0)
#define VERT_BIT_COLOR1 BITFIELD_BIT(VERT_ATTRIB_COLOR1)
#define VERT_BIT_FOG BITFIELD_BIT(VERT_ATTRIB_FOG)
#define VERT_BIT_COLOR_INDEX BITFIELD_BIT(VERT_ATTRIB_COLOR_INDEX)
#define VERT_BIT_EDGEFLAG BITFIELD_BIT(VERT_ATTRIB_EDGEFLAG)
#define VERT_BIT_TEX0 BITFIELD_BIT(VERT_ATTRIB_TEX0)
#define VERT_BIT_TEX1 BITFIELD_BIT(VERT_ATTRIB_TEX1)
#define VERT_BIT_TEX2 BITFIELD_BIT(VERT_ATTRIB_TEX2)
#define VERT_BIT_TEX3 BITFIELD_BIT(VERT_ATTRIB_TEX3)
#define VERT_BIT_TEX4 BITFIELD_BIT(VERT_ATTRIB_TEX4)
#define VERT_BIT_TEX5 BITFIELD_BIT(VERT_ATTRIB_TEX5)
#define VERT_BIT_TEX6 BITFIELD_BIT(VERT_ATTRIB_TEX6)
#define VERT_BIT_TEX7 BITFIELD_BIT(VERT_ATTRIB_TEX7)
#define VERT_BIT_POINT_SIZE BITFIELD_BIT(VERT_ATTRIB_POINT_SIZE)
#define VERT_BIT_GENERIC0 BITFIELD_BIT(VERT_ATTRIB_GENERIC0)
#define VERT_BIT(i) BITFIELD_BIT(i)
#define VERT_BIT_ALL BITFIELD_RANGE(0, VERT_ATTRIB_MAX)
#define VERT_BIT_FF(i) VERT_BIT(i)
#define VERT_BIT_FF_ALL BITFIELD_RANGE(0, VERT_ATTRIB_FF_MAX)
#define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
#define VERT_BIT_TEX_ALL \
BITFIELD_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
#define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
#define VERT_BIT_GENERIC_ALL \
BITFIELD_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
#define VERT_BIT_MAT(i) VERT_BIT(VERT_ATTRIB_MAT(i))
#define VERT_BIT_MAT_ALL \
BITFIELD_RANGE(VERT_ATTRIB_MAT(0), VERT_ATTRIB_MAT_MAX)
/*@}*/
#define MAX_VARYING 32 /**< number of float[4] vectors */
/**
* Indexes for vertex shader outputs, geometry shader inputs/outputs, and
* fragment shader inputs.
*
* Note that some of these values are not available to all pipeline stages.
*
* When this enum is updated, the following code must be updated too:
* - vertResults (in prog_print.c's arb_output_attrib_string())
* - fragAttribs (in prog_print.c's arb_input_attrib_string())
* - _mesa_varying_slot_in_fs()
*/
typedef enum
{
VARYING_SLOT_POS,
VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
VARYING_SLOT_COL1,
VARYING_SLOT_FOGC,
VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
VARYING_SLOT_TEX1,
VARYING_SLOT_TEX2,
VARYING_SLOT_TEX3,
VARYING_SLOT_TEX4,
VARYING_SLOT_TEX5,
VARYING_SLOT_TEX6,
VARYING_SLOT_TEX7,
VARYING_SLOT_PSIZ, /* Does not appear in FS */
VARYING_SLOT_BFC0, /* Does not appear in FS */
VARYING_SLOT_BFC1, /* Does not appear in FS */
VARYING_SLOT_EDGE, /* Does not appear in FS */
VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
VARYING_SLOT_CLIP_DIST0,
VARYING_SLOT_CLIP_DIST1,
VARYING_SLOT_CULL_DIST0,
VARYING_SLOT_CULL_DIST1,
VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
VARYING_SLOT_LAYER, /* Appears as VS or GS output */
VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
VARYING_SLOT_FACE, /* FS only */
VARYING_SLOT_PNTC, /* FS only */
VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */
VARYING_SLOT_BOUNDING_BOX0, /* Only appears as TCS output. */
VARYING_SLOT_BOUNDING_BOX1, /* Only appears as TCS output. */
VARYING_SLOT_VIEW_INDEX,
VARYING_SLOT_VAR0, /* First generic varying slot */
/* the remaining are simply for the benefit of gl_varying_slot_name()
* and not to be construed as an upper bound:
*/
VARYING_SLOT_VAR1,
VARYING_SLOT_VAR2,
VARYING_SLOT_VAR3,
VARYING_SLOT_VAR4,
VARYING_SLOT_VAR5,
VARYING_SLOT_VAR6,
VARYING_SLOT_VAR7,
VARYING_SLOT_VAR8,
VARYING_SLOT_VAR9,
VARYING_SLOT_VAR10,
VARYING_SLOT_VAR11,
VARYING_SLOT_VAR12,
VARYING_SLOT_VAR13,
VARYING_SLOT_VAR14,
VARYING_SLOT_VAR15,
VARYING_SLOT_VAR16,
VARYING_SLOT_VAR17,
VARYING_SLOT_VAR18,
VARYING_SLOT_VAR19,
VARYING_SLOT_VAR20,
VARYING_SLOT_VAR21,
VARYING_SLOT_VAR22,
VARYING_SLOT_VAR23,
VARYING_SLOT_VAR24,
VARYING_SLOT_VAR25,
VARYING_SLOT_VAR26,
VARYING_SLOT_VAR27,
VARYING_SLOT_VAR28,
VARYING_SLOT_VAR29,
VARYING_SLOT_VAR30,
VARYING_SLOT_VAR31,
} gl_varying_slot;
#define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
#define VARYING_SLOT_PATCH0 (VARYING_SLOT_MAX)
#define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)
#define MAX_VARYINGS_INCL_PATCH (VARYING_SLOT_TESS_MAX - VARYING_SLOT_VAR0)
const char *gl_varying_slot_name(gl_varying_slot slot);
/**
* Bitflags for varying slots.
*/
/*@{*/
#define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
#define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
#define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
#define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
#define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
#define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
#define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
#define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
#define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
#define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
#define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
#define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
#define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
#define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
MAX_TEXTURE_COORD_UNITS)
#define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
#define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
#define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
#define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
#define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
#define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
#define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
#define VARYING_BIT_CULL_DIST0 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST0)
#define VARYING_BIT_CULL_DIST1 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST1)
#define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
#define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
#define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
#define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
#define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
#define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
#define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
#define VARYING_BIT_BOUNDING_BOX0 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX0)
#define VARYING_BIT_BOUNDING_BOX1 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX1)
#define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
/*@}*/
/**
* 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)
#define SYSTEM_BIT_LOCAL_INVOCATION_ID ((uint64_t)1 << SYSTEM_VALUE_LOCAL_INVOCATION_ID)
/**
* 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 System values applicable to all shaders
*/
/*@{*/
/**
* Builtin variables added by GL_ARB_shader_ballot.
*/
/*@{*/
/**
* From the GL_ARB_shader-ballot spec:
*
* "A sub-group is a collection of invocations which execute in lockstep.
* The variable <gl_SubGroupSizeARB> is the maximum number of
* invocations in a sub-group. The maximum <gl_SubGroupSizeARB>
* supported in this extension is 64."
*
* The spec defines this as a uniform. However, it's highly unlikely that
* implementations actually treat it as a uniform (which is loaded from a
* constant buffer). Most likely, this is an implementation-wide constant,
* or perhaps something that depends on the shader stage.
*/
SYSTEM_VALUE_SUBGROUP_SIZE,
/**
* From the GL_ARB_shader_ballot spec:
*
* "The variable <gl_SubGroupInvocationARB> holds the index of the
* invocation within sub-group. This variable is in the range 0 to
* <gl_SubGroupSizeARB>-1, where <gl_SubGroupSizeARB> is the total
* number of invocations in a sub-group."
*/
SYSTEM_VALUE_SUBGROUP_INVOCATION,
/**
* From the GL_ARB_shader_ballot spec:
*
* "The <gl_SubGroup??MaskARB> variables provide a bitmask for all
* invocations, with one bit per invocation starting with the least
* significant bit, according to the following table,
*
* variable equation for bit values
* -------------------- ------------------------------------
* gl_SubGroupEqMaskARB bit index == gl_SubGroupInvocationARB
* gl_SubGroupGeMaskARB bit index >= gl_SubGroupInvocationARB
* gl_SubGroupGtMaskARB bit index > gl_SubGroupInvocationARB
* gl_SubGroupLeMaskARB bit index <= gl_SubGroupInvocationARB
* gl_SubGroupLtMaskARB bit index < gl_SubGroupInvocationARB
*/
SYSTEM_VALUE_SUBGROUP_EQ_MASK,
SYSTEM_VALUE_SUBGROUP_GE_MASK,
SYSTEM_VALUE_SUBGROUP_GT_MASK,
SYSTEM_VALUE_SUBGROUP_LE_MASK,
SYSTEM_VALUE_SUBGROUP_LT_MASK,
/*@}*/
/**
* Builtin variables added by VK_KHR_subgroups
*/
/*@{*/
SYSTEM_VALUE_NUM_SUBGROUPS,
SYSTEM_VALUE_SUBGROUP_ID,
/*@}*/
/*@}*/
/**
* \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,
/**
* Vulkan InstanceIndex.
*
* InstanceIndex = gl_InstanceID + gl_BaseInstance
*/
SYSTEM_VALUE_INSTANCE_INDEX,
/**
* 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,
/**
* Depending on the type of the draw call (indexed or non-indexed),
* is the value of \c basevertex passed to \c glDrawElementsBaseVertex and
* similar, or is the value of \c first passed to \c glDrawArrays and
* similar.
*
* \note
* It can be used to calculate the \c SYSTEM_VALUE_VERTEX_ID as
* \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus \c SYSTEM_VALUE_FIRST_VERTEX.
*
* \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_VERTEX_ID
*/
SYSTEM_VALUE_FIRST_VERTEX,
/**
* If the Draw command used to start the rendering was an indexed draw
* or not (~0/0). Useful to calculate \c SYSTEM_VALUE_BASE_VERTEX as
* \c SYSTEM_VALUE_IS_INDEXED_DRAW & \c SYSTEM_VALUE_FIRST_VERTEX.
*/
SYSTEM_VALUE_IS_INDEXED_DRAW,
/**
* Value of \c baseinstance passed to instanced draw entry points
*
* \sa SYSTEM_VALUE_INSTANCE_ID
*/
SYSTEM_VALUE_BASE_INSTANCE,
/**
* From _ARB_shader_draw_parameters:
*
* "Additionally, this extension adds a further built-in variable,
* gl_DrawID to the shading language. This variable contains the index
* of the draw currently being processed by a Multi* variant of a
* drawing command (such as MultiDrawElements or
* MultiDrawArraysIndirect)."
*
* If GL_ARB_multi_draw_indirect is not supported, this is always 0.
*/
SYSTEM_VALUE_DRAW_ID,
/*@}*/
/**
* \name Geometry shader system values
*/
/*@{*/
SYSTEM_VALUE_INVOCATION_ID, /**< (Also in Tessellation Control shader) */
/*@}*/
/**
* \name Fragment shader system values
*/
/*@{*/
SYSTEM_VALUE_FRAG_COORD,
SYSTEM_VALUE_FRONT_FACE,
SYSTEM_VALUE_SAMPLE_ID,
SYSTEM_VALUE_SAMPLE_POS,
SYSTEM_VALUE_SAMPLE_MASK_IN,
SYSTEM_VALUE_HELPER_INVOCATION,
SYSTEM_VALUE_COLOR0,
SYSTEM_VALUE_COLOR1,
/*@}*/
/**
* \name Tessellation Evaluation shader system values
*/
/*@{*/
SYSTEM_VALUE_TESS_COORD,
SYSTEM_VALUE_VERTICES_IN, /**< Tessellation vertices in input patch */
SYSTEM_VALUE_PRIMITIVE_ID,
SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */
SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */
/*@}*/
/**
* \name Compute shader system values
*/
/*@{*/
SYSTEM_VALUE_LOCAL_INVOCATION_ID,
SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
SYSTEM_VALUE_GLOBAL_INVOCATION_INDEX,
SYSTEM_VALUE_WORK_GROUP_ID,
SYSTEM_VALUE_NUM_WORK_GROUPS,
SYSTEM_VALUE_LOCAL_GROUP_SIZE,
SYSTEM_VALUE_GLOBAL_GROUP_SIZE,
SYSTEM_VALUE_WORK_DIM,
/*@}*/
/** Required for VK_KHR_device_group */
SYSTEM_VALUE_DEVICE_INDEX,
/** Required for VK_KHX_multiview */
SYSTEM_VALUE_VIEW_INDEX,
/**
* Driver internal vertex-count, used (for example) for drivers to
* calculate stride for stream-out outputs. Not externally visible.
*/
SYSTEM_VALUE_VERTEX_CNT,
/**
* Driver internal varying-coords, used for varying-fetch instructions.
* Not externally visible.
*
* The _SIZE value is "primitive size", used to scale i/j in primitive
* space to pixel space.
*/
SYSTEM_VALUE_BARYCENTRIC_PIXEL,
SYSTEM_VALUE_BARYCENTRIC_SAMPLE,
SYSTEM_VALUE_BARYCENTRIC_CENTROID,
SYSTEM_VALUE_BARYCENTRIC_SIZE,
SYSTEM_VALUE_MAX /**< Number of values */
} gl_system_value;
const char *gl_system_value_name(gl_system_value sysval);
/**
* The possible interpolation qualifiers that can be applied to a fragment
* shader input in GLSL.
*
* Note: INTERP_MODE_NONE must be 0 so that memsetting the
* ir_variable data structure to 0 causes the default behavior.
*/
enum glsl_interp_mode
{
INTERP_MODE_NONE = 0,
INTERP_MODE_SMOOTH,
INTERP_MODE_FLAT,
INTERP_MODE_NOPERSPECTIVE,
INTERP_MODE_COUNT /**< Number of interpolation qualifiers */
};
enum glsl_interface_packing {
GLSL_INTERFACE_PACKING_STD140,
GLSL_INTERFACE_PACKING_SHARED,
GLSL_INTERFACE_PACKING_PACKED,
GLSL_INTERFACE_PACKING_STD430
};
const char *glsl_interp_mode_name(enum glsl_interp_mode qual);
/**
* Fragment program results
*/
typedef enum
{
FRAG_RESULT_DEPTH = 0,
FRAG_RESULT_STENCIL = 1,
/* If a single color should be written to all render targets, this
* register is written. No FRAG_RESULT_DATAn will be written.
*/
FRAG_RESULT_COLOR = 2,
FRAG_RESULT_SAMPLE_MASK = 3,
/* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
* or ARB_fragment_program fragment.color[n]) color results. If
* any are written, FRAG_RESULT_COLOR will not be written.
* FRAG_RESULT_DATA1 and up are simply for the benefit of
* gl_frag_result_name() and not to be construed as an upper bound
*/
FRAG_RESULT_DATA0 = 4,
FRAG_RESULT_DATA1,
FRAG_RESULT_DATA2,
FRAG_RESULT_DATA3,
FRAG_RESULT_DATA4,
FRAG_RESULT_DATA5,
FRAG_RESULT_DATA6,
FRAG_RESULT_DATA7,
} gl_frag_result;
const char *gl_frag_result_name(gl_frag_result result);
#define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
/**
* \brief Layout qualifiers for gl_FragDepth.
*
* Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
* a layout qualifier.
*
* \see enum ir_depth_layout
*/
enum gl_frag_depth_layout
{
FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
FRAG_DEPTH_LAYOUT_ANY,
FRAG_DEPTH_LAYOUT_GREATER,
FRAG_DEPTH_LAYOUT_LESS,
FRAG_DEPTH_LAYOUT_UNCHANGED
};
/**
* \brief Buffer access qualifiers
*/
enum gl_access_qualifier
{
ACCESS_COHERENT = (1 << 0),
ACCESS_RESTRICT = (1 << 1),
ACCESS_VOLATILE = (1 << 2),
ACCESS_NON_READABLE = (1 << 3),
ACCESS_NON_WRITEABLE = (1 << 4),
/** The access may use a non-uniform buffer or image index */
ACCESS_NON_UNIFORM = (1 << 5),
/* This has the same semantics as NIR_INTRINSIC_CAN_REORDER, only to be
* used with loads. In other words, it means that the load can be
* arbitrarily reordered, or combined with other loads to the same address.
* It is implied by ACCESS_NON_WRITEABLE together with ACCESS_RESTRICT, and
* a lack of ACCESS_COHERENT and ACCESS_VOLATILE.
*/
ACCESS_CAN_REORDER = (1 << 6),
};
/**
* \brief Blend support qualifiers
*/
enum gl_advanced_blend_mode
{
BLEND_NONE = 0x0000,
BLEND_MULTIPLY = 0x0001,
BLEND_SCREEN = 0x0002,
BLEND_OVERLAY = 0x0004,
BLEND_DARKEN = 0x0008,
BLEND_LIGHTEN = 0x0010,
BLEND_COLORDODGE = 0x0020,
BLEND_COLORBURN = 0x0040,
BLEND_HARDLIGHT = 0x0080,
BLEND_SOFTLIGHT = 0x0100,
BLEND_DIFFERENCE = 0x0200,
BLEND_EXCLUSION = 0x0400,
BLEND_HSL_HUE = 0x0800,
BLEND_HSL_SATURATION = 0x1000,
BLEND_HSL_COLOR = 0x2000,
BLEND_HSL_LUMINOSITY = 0x4000,
BLEND_ALL = 0x7fff,
};
enum blend_func
{
BLEND_FUNC_ADD,
BLEND_FUNC_SUBTRACT,
BLEND_FUNC_REVERSE_SUBTRACT,
BLEND_FUNC_MIN,
BLEND_FUNC_MAX,
};
enum blend_factor
{
BLEND_FACTOR_ZERO,
BLEND_FACTOR_SRC_COLOR,
BLEND_FACTOR_DST_COLOR,
BLEND_FACTOR_SRC_ALPHA,
BLEND_FACTOR_DST_ALPHA,
BLEND_FACTOR_CONSTANT_COLOR,
BLEND_FACTOR_CONSTANT_ALPHA,
BLEND_FACTOR_SRC_ALPHA_SATURATE,
};
enum gl_tess_spacing
{
TESS_SPACING_UNSPECIFIED,
TESS_SPACING_EQUAL,
TESS_SPACING_FRACTIONAL_ODD,
TESS_SPACING_FRACTIONAL_EVEN,
};
/**
* A compare function enum for use in compiler lowering passes. This is in
* the same order as GL's compare functions (shifted down by GL_NEVER), and is
* exactly the same as gallium's PIPE_FUNC_*.
*/
enum compare_func
{
COMPARE_FUNC_NEVER,
COMPARE_FUNC_LESS,
COMPARE_FUNC_EQUAL,
COMPARE_FUNC_LEQUAL,
COMPARE_FUNC_GREATER,
COMPARE_FUNC_NOTEQUAL,
COMPARE_FUNC_GEQUAL,
COMPARE_FUNC_ALWAYS,
};
/**
* Arrangements for grouping invocations from NV_compute_shader_derivatives.
*
* The extension provides new layout qualifiers that support two different
* arrangements of compute shader invocations for the purpose of derivative
* computation. When specifying
*
* layout(derivative_group_quadsNV) in;
*
* compute shader invocations are grouped into 2x2x1 arrays whose four local
* invocation ID values follow the pattern:
*
* +-----------------+------------------+
* | (2x+0, 2y+0, z) | (2x+1, 2y+0, z) |
* +-----------------+------------------+
* | (2x+0, 2y+1, z) | (2x+1, 2y+1, z) |
* +-----------------+------------------+
*
* where Y increases from bottom to top. When specifying
*
* layout(derivative_group_linearNV) in;
*
* compute shader invocations are grouped into 2x2x1 arrays whose four local
* invocation index values follow the pattern:
*
* +------+------+
* | 4n+0 | 4n+1 |
* +------+------+
* | 4n+2 | 4n+3 |
* +------+------+
*
* If neither layout qualifier is specified, derivatives in compute shaders
* return zero, which is consistent with the handling of built-in texture
* functions like texture() in GLSL 4.50 compute shaders.
*/
enum gl_derivative_group {
DERIVATIVE_GROUP_NONE = 0,
DERIVATIVE_GROUP_QUADS,
DERIVATIVE_GROUP_LINEAR,
};
#ifdef __cplusplus
} /* extern "C" */
#endif
#endif /* SHADER_ENUMS_H */
|