1 /*
2  * Mesa 3-D graphics library
3  *
4  * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
5  * Copyright (C) 2009  VMware, Inc.  All Rights Reserved.
6  *
7  * Permission is hereby granted, free of charge, to any person obtaining a
8  * copy of this software and associated documentation files (the "Software"),
9  * to deal in the Software without restriction, including without limitation
10  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11  * and/or sell copies of the Software, and to permit persons to whom the
12  * Software is furnished to do so, subject to the following conditions:
13  *
14  * The above copyright notice and this permission notice shall be included
15  * in all copies or substantial portions of the Software.
16  *
17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23  * OTHER DEALINGS IN THE SOFTWARE.
24  */
25 
26 #ifndef SHADER_ENUMS_H
27 #define SHADER_ENUMS_H
28 
29 #include <stdbool.h>
30 
31 /* Project-wide (GL and Vulkan) maximum. */
32 #define MAX_DRAW_BUFFERS 8
33 
34 #ifdef __cplusplus
35 extern "C" {
36 #endif
37 
38 /**
39  * Shader stages.
40  *
41  * The order must match how shaders are ordered in the pipeline.
42  * The GLSL linker assumes that if i<j, then the j-th shader is
43  * executed later than the i-th shader.
44  */
45 typedef enum
46 {
47    MESA_SHADER_NONE = -1,
48    MESA_SHADER_VERTEX = 0,
49    MESA_SHADER_TESS_CTRL = 1,
50    MESA_SHADER_TESS_EVAL = 2,
51    MESA_SHADER_GEOMETRY = 3,
52    MESA_SHADER_FRAGMENT = 4,
53    MESA_SHADER_COMPUTE = 5,
54 
55    /* Vulkan-only stages. */
56    MESA_SHADER_TASK         = 6,
57    MESA_SHADER_MESH         = 7,
58    MESA_SHADER_RAYGEN       = 8,
59    MESA_SHADER_ANY_HIT      = 9,
60    MESA_SHADER_CLOSEST_HIT  = 10,
61    MESA_SHADER_MISS         = 11,
62    MESA_SHADER_INTERSECTION = 12,
63    MESA_SHADER_CALLABLE     = 13,
64 
65    /* must be last so it doesn't affect the GL pipeline */
66    MESA_SHADER_KERNEL = 14,
67 } gl_shader_stage;
68 
69 static inline bool
gl_shader_stage_is_compute(gl_shader_stage stage)70 gl_shader_stage_is_compute(gl_shader_stage stage)
71 {
72    return stage == MESA_SHADER_COMPUTE || stage == MESA_SHADER_KERNEL;
73 }
74 
75 static inline bool
gl_shader_stage_is_mesh(gl_shader_stage stage)76 gl_shader_stage_is_mesh(gl_shader_stage stage)
77 {
78    return stage == MESA_SHADER_TASK ||
79           stage == MESA_SHADER_MESH;
80 }
81 
82 static inline bool
gl_shader_stage_uses_workgroup(gl_shader_stage stage)83 gl_shader_stage_uses_workgroup(gl_shader_stage stage)
84 {
85    return stage == MESA_SHADER_COMPUTE ||
86           stage == MESA_SHADER_KERNEL ||
87           stage == MESA_SHADER_TASK ||
88           stage == MESA_SHADER_MESH;
89 }
90 
91 static inline bool
gl_shader_stage_is_callable(gl_shader_stage stage)92 gl_shader_stage_is_callable(gl_shader_stage stage)
93 {
94    return stage == MESA_SHADER_ANY_HIT ||
95           stage == MESA_SHADER_CLOSEST_HIT ||
96           stage == MESA_SHADER_MISS ||
97           stage == MESA_SHADER_INTERSECTION ||
98           stage == MESA_SHADER_CALLABLE;
99 }
100 
101 static inline bool
gl_shader_stage_can_set_fragment_shading_rate(gl_shader_stage stage)102 gl_shader_stage_can_set_fragment_shading_rate(gl_shader_stage stage)
103 {
104    /* According to EXT_fragment_shading_rate :
105     *
106     *    "This extension adds support for setting the fragment shading rate
107     *     for a primitive in vertex, geometry, and mesh shading stages"
108     */
109    return stage == MESA_SHADER_VERTEX ||
110           stage == MESA_SHADER_GEOMETRY ||
111           stage == MESA_SHADER_MESH;
112 }
113 
114 /**
115  * Number of STATE_* values we need to address any GL state.
116  * Used to dimension arrays.
117  */
118 #define STATE_LENGTH 4
119 
120 typedef short gl_state_index16; /* see enum gl_state_index */
121 
122 const char *gl_shader_stage_name(gl_shader_stage stage);
123 
124 /**
125  * Translate a gl_shader_stage to a short shader stage name for debug
126  * printouts and error messages.
127  */
128 const char *_mesa_shader_stage_to_string(unsigned stage);
129 
130 /**
131  * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
132  * for debug printouts and error messages.
133  */
134 const char *_mesa_shader_stage_to_abbrev(unsigned stage);
135 
136 /**
137  * GL related stages (not including CL)
138  */
139 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
140 
141 /**
142  * Vulkan stages (not including CL)
143  */
144 #define MESA_VULKAN_SHADER_STAGES (MESA_SHADER_CALLABLE + 1)
145 
146 /**
147  * All stages
148  */
149 #define MESA_ALL_SHADER_STAGES (MESA_SHADER_KERNEL + 1)
150 
151 
152 /**
153  * Indexes for vertex program attributes.
154  * GL_NV_vertex_program aliases generic attributes over the conventional
155  * attributes.  In GL_ARB_vertex_program shader the aliasing is optional.
156  * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
157  * generic attributes are distinct/separate).
158  */
159 typedef enum
160 {
161    VERT_ATTRIB_POS,
162    VERT_ATTRIB_NORMAL,
163    VERT_ATTRIB_COLOR0,
164    VERT_ATTRIB_COLOR1,
165    VERT_ATTRIB_FOG,
166    VERT_ATTRIB_COLOR_INDEX,
167    VERT_ATTRIB_TEX0,
168    VERT_ATTRIB_TEX1,
169    VERT_ATTRIB_TEX2,
170    VERT_ATTRIB_TEX3,
171    VERT_ATTRIB_TEX4,
172    VERT_ATTRIB_TEX5,
173    VERT_ATTRIB_TEX6,
174    VERT_ATTRIB_TEX7,
175    VERT_ATTRIB_POINT_SIZE,
176    VERT_ATTRIB_GENERIC0,
177    VERT_ATTRIB_GENERIC1,
178    VERT_ATTRIB_GENERIC2,
179    VERT_ATTRIB_GENERIC3,
180    VERT_ATTRIB_GENERIC4,
181    VERT_ATTRIB_GENERIC5,
182    VERT_ATTRIB_GENERIC6,
183    VERT_ATTRIB_GENERIC7,
184    VERT_ATTRIB_GENERIC8,
185    VERT_ATTRIB_GENERIC9,
186    VERT_ATTRIB_GENERIC10,
187    VERT_ATTRIB_GENERIC11,
188    VERT_ATTRIB_GENERIC12,
189    VERT_ATTRIB_GENERIC13,
190    VERT_ATTRIB_GENERIC14,
191    VERT_ATTRIB_GENERIC15,
192    /* This must be last to keep VS inputs and vertex attributes in the same
193     * order in st/mesa, and st/mesa always adds edgeflags as the last input.
194     */
195    VERT_ATTRIB_EDGEFLAG,
196    VERT_ATTRIB_MAX
197 } gl_vert_attrib;
198 
199 const char *gl_vert_attrib_name(gl_vert_attrib attrib);
200 
201 /**
202  * Max number of texture coordinate units.  This mainly just applies to
203  * the fixed-function vertex code.  This will be difficult to raise above
204  * eight because of various vertex attribute bitvectors.
205  */
206 #define MAX_TEXTURE_COORD_UNITS     8
207 #define MAX_VERTEX_GENERIC_ATTRIBS  16
208 
209 /**
210  * Symbolic constats to help iterating over
211  * specific blocks of vertex attributes.
212  *
213  * VERT_ATTRIB_TEX
214  *   include the classic texture coordinate attributes.
215  * VERT_ATTRIB_GENERIC
216  *   include the OpenGL 2.0+ GLSL generic shader attributes.
217  *   These alias the generic GL_ARB_vertex_shader attributes.
218  * VERT_ATTRIB_MAT
219  *   include the generic shader attributes used to alias
220  *   varying material values for the TNL shader programs.
221  *   They are located at the end of the generic attribute
222  *   block not to overlap with the generic 0 attribute.
223  */
224 #define VERT_ATTRIB_TEX(i)          (VERT_ATTRIB_TEX0 + (i))
225 #define VERT_ATTRIB_TEX_MAX         MAX_TEXTURE_COORD_UNITS
226 
227 #define VERT_ATTRIB_GENERIC(i)      (VERT_ATTRIB_GENERIC0 + (i))
228 #define VERT_ATTRIB_GENERIC_MAX     MAX_VERTEX_GENERIC_ATTRIBS
229 
230 #define VERT_ATTRIB_MAT0            \
231    (VERT_ATTRIB_GENERIC_MAX - VERT_ATTRIB_MAT_MAX)
232 #define VERT_ATTRIB_MAT(i)          \
233    VERT_ATTRIB_GENERIC((i) + VERT_ATTRIB_MAT0)
234 #define VERT_ATTRIB_MAT_MAX         MAT_ATTRIB_MAX
235 
236 /**
237  * Bitflags for vertex attributes.
238  * These are used in bitfields in many places.
239  */
240 /*@{*/
241 #define VERT_BIT_POS             BITFIELD_BIT(VERT_ATTRIB_POS)
242 #define VERT_BIT_NORMAL          BITFIELD_BIT(VERT_ATTRIB_NORMAL)
243 #define VERT_BIT_COLOR0          BITFIELD_BIT(VERT_ATTRIB_COLOR0)
244 #define VERT_BIT_COLOR1          BITFIELD_BIT(VERT_ATTRIB_COLOR1)
245 #define VERT_BIT_FOG             BITFIELD_BIT(VERT_ATTRIB_FOG)
246 #define VERT_BIT_COLOR_INDEX     BITFIELD_BIT(VERT_ATTRIB_COLOR_INDEX)
247 #define VERT_BIT_TEX0            BITFIELD_BIT(VERT_ATTRIB_TEX0)
248 #define VERT_BIT_TEX1            BITFIELD_BIT(VERT_ATTRIB_TEX1)
249 #define VERT_BIT_TEX2            BITFIELD_BIT(VERT_ATTRIB_TEX2)
250 #define VERT_BIT_TEX3            BITFIELD_BIT(VERT_ATTRIB_TEX3)
251 #define VERT_BIT_TEX4            BITFIELD_BIT(VERT_ATTRIB_TEX4)
252 #define VERT_BIT_TEX5            BITFIELD_BIT(VERT_ATTRIB_TEX5)
253 #define VERT_BIT_TEX6            BITFIELD_BIT(VERT_ATTRIB_TEX6)
254 #define VERT_BIT_TEX7            BITFIELD_BIT(VERT_ATTRIB_TEX7)
255 #define VERT_BIT_POINT_SIZE      BITFIELD_BIT(VERT_ATTRIB_POINT_SIZE)
256 #define VERT_BIT_GENERIC0        BITFIELD_BIT(VERT_ATTRIB_GENERIC0)
257 #define VERT_BIT_EDGEFLAG        BITFIELD_BIT(VERT_ATTRIB_EDGEFLAG)
258 
259 #define VERT_BIT(i)              BITFIELD_BIT(i)
260 #define VERT_BIT_ALL             BITFIELD_RANGE(0, VERT_ATTRIB_MAX)
261 
262 #define VERT_BIT_FF_ALL          (BITFIELD_RANGE(0, VERT_ATTRIB_GENERIC0) | \
263                                   VERT_BIT_EDGEFLAG)
264 #define VERT_BIT_TEX(i)          VERT_BIT(VERT_ATTRIB_TEX(i))
265 #define VERT_BIT_TEX_ALL         \
266    BITFIELD_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
267 
268 #define VERT_BIT_GENERIC(i)      VERT_BIT(VERT_ATTRIB_GENERIC(i))
269 #define VERT_BIT_GENERIC_ALL     \
270    BITFIELD_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
271 
272 #define VERT_BIT_MAT(i)	         VERT_BIT(VERT_ATTRIB_MAT(i))
273 #define VERT_BIT_MAT_ALL         \
274    BITFIELD_RANGE(VERT_ATTRIB_MAT(0), VERT_ATTRIB_MAT_MAX)
275 /*@}*/
276 
277 #define MAX_VARYING 32 /**< number of float[4] vectors */
278 
279 /**
280  * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
281  * fragment shader inputs.
282  *
283  * Note that some of these values are not available to all pipeline stages.
284  *
285  * When this enum is updated, the following code must be updated too:
286  * - vertResults (in prog_print.c's arb_output_attrib_string())
287  * - fragAttribs (in prog_print.c's arb_input_attrib_string())
288  * - _mesa_varying_slot_in_fs()
289  * - _mesa_varying_slot_name_for_stage()
290  */
291 typedef enum
292 {
293    VARYING_SLOT_POS,
294    VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
295    VARYING_SLOT_COL1,
296    VARYING_SLOT_FOGC,
297    VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
298    VARYING_SLOT_TEX1,
299    VARYING_SLOT_TEX2,
300    VARYING_SLOT_TEX3,
301    VARYING_SLOT_TEX4,
302    VARYING_SLOT_TEX5,
303    VARYING_SLOT_TEX6,
304    VARYING_SLOT_TEX7,
305    VARYING_SLOT_PSIZ, /* Does not appear in FS */
306    VARYING_SLOT_BFC0, /* Does not appear in FS */
307    VARYING_SLOT_BFC1, /* Does not appear in FS */
308    VARYING_SLOT_EDGE, /* Does not appear in FS */
309    VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
310    VARYING_SLOT_CLIP_DIST0,
311    VARYING_SLOT_CLIP_DIST1,
312    VARYING_SLOT_CULL_DIST0,
313    VARYING_SLOT_CULL_DIST1,
314    VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
315    VARYING_SLOT_LAYER, /* Appears as VS or GS output */
316    VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
317    VARYING_SLOT_FACE, /* FS only */
318    VARYING_SLOT_PNTC, /* FS only */
319    VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
320    VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */
321    VARYING_SLOT_BOUNDING_BOX0, /* Only appears as TCS output. */
322    VARYING_SLOT_BOUNDING_BOX1, /* Only appears as TCS output. */
323    VARYING_SLOT_VIEW_INDEX,
324    VARYING_SLOT_VIEWPORT_MASK, /* Does not appear in FS */
325    VARYING_SLOT_PRIMITIVE_SHADING_RATE = VARYING_SLOT_FACE, /* Does not appear in FS. */
326 
327    VARYING_SLOT_PRIMITIVE_COUNT = VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears in MESH. */
328    VARYING_SLOT_PRIMITIVE_INDICES = VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears in MESH. */
329    VARYING_SLOT_TASK_COUNT = VARYING_SLOT_BOUNDING_BOX0, /* Only appears in TASK. */
330 
331    VARYING_SLOT_VAR0 = 32, /* First generic varying slot */
332    /* the remaining are simply for the benefit of gl_varying_slot_name()
333     * and not to be construed as an upper bound:
334     */
335    VARYING_SLOT_VAR1,
336    VARYING_SLOT_VAR2,
337    VARYING_SLOT_VAR3,
338    VARYING_SLOT_VAR4,
339    VARYING_SLOT_VAR5,
340    VARYING_SLOT_VAR6,
341    VARYING_SLOT_VAR7,
342    VARYING_SLOT_VAR8,
343    VARYING_SLOT_VAR9,
344    VARYING_SLOT_VAR10,
345    VARYING_SLOT_VAR11,
346    VARYING_SLOT_VAR12,
347    VARYING_SLOT_VAR13,
348    VARYING_SLOT_VAR14,
349    VARYING_SLOT_VAR15,
350    VARYING_SLOT_VAR16,
351    VARYING_SLOT_VAR17,
352    VARYING_SLOT_VAR18,
353    VARYING_SLOT_VAR19,
354    VARYING_SLOT_VAR20,
355    VARYING_SLOT_VAR21,
356    VARYING_SLOT_VAR22,
357    VARYING_SLOT_VAR23,
358    VARYING_SLOT_VAR24,
359    VARYING_SLOT_VAR25,
360    VARYING_SLOT_VAR26,
361    VARYING_SLOT_VAR27,
362    VARYING_SLOT_VAR28,
363    VARYING_SLOT_VAR29,
364    VARYING_SLOT_VAR30,
365    VARYING_SLOT_VAR31,
366    /* Per-patch varyings for tessellation. */
367    VARYING_SLOT_PATCH0,
368    VARYING_SLOT_PATCH1,
369    VARYING_SLOT_PATCH2,
370    VARYING_SLOT_PATCH3,
371    VARYING_SLOT_PATCH4,
372    VARYING_SLOT_PATCH5,
373    VARYING_SLOT_PATCH6,
374    VARYING_SLOT_PATCH7,
375    VARYING_SLOT_PATCH8,
376    VARYING_SLOT_PATCH9,
377    VARYING_SLOT_PATCH10,
378    VARYING_SLOT_PATCH11,
379    VARYING_SLOT_PATCH12,
380    VARYING_SLOT_PATCH13,
381    VARYING_SLOT_PATCH14,
382    VARYING_SLOT_PATCH15,
383    VARYING_SLOT_PATCH16,
384    VARYING_SLOT_PATCH17,
385    VARYING_SLOT_PATCH18,
386    VARYING_SLOT_PATCH19,
387    VARYING_SLOT_PATCH20,
388    VARYING_SLOT_PATCH21,
389    VARYING_SLOT_PATCH22,
390    VARYING_SLOT_PATCH23,
391    VARYING_SLOT_PATCH24,
392    VARYING_SLOT_PATCH25,
393    VARYING_SLOT_PATCH26,
394    VARYING_SLOT_PATCH27,
395    VARYING_SLOT_PATCH28,
396    VARYING_SLOT_PATCH29,
397    VARYING_SLOT_PATCH30,
398    VARYING_SLOT_PATCH31,
399    /* 32 16-bit vec4 slots packed in 16 32-bit vec4 slots for GLES/mediump.
400     * They are really just additional generic slots used for 16-bit data to
401     * prevent conflicts between neighboring mediump and non-mediump varyings
402     * that can't be packed without breaking one or the other, which is
403     * a limitation of separate shaders. This allows linking shaders in 32 bits
404     * and then get an optimally packed 16-bit varyings by remapping the IO
405     * locations to these slots. The remapping can also be undone trivially.
406     *
407     * nir_io_semantics::high_16bit determines which half of the slot is
408     * accessed. The low and high halves share the same IO "base" number.
409     * Drivers can treat these as 32-bit slots everywhere except for FP16
410     * interpolation.
411     */
412    VARYING_SLOT_VAR0_16BIT,
413    VARYING_SLOT_VAR1_16BIT,
414    VARYING_SLOT_VAR2_16BIT,
415    VARYING_SLOT_VAR3_16BIT,
416    VARYING_SLOT_VAR4_16BIT,
417    VARYING_SLOT_VAR5_16BIT,
418    VARYING_SLOT_VAR6_16BIT,
419    VARYING_SLOT_VAR7_16BIT,
420    VARYING_SLOT_VAR8_16BIT,
421    VARYING_SLOT_VAR9_16BIT,
422    VARYING_SLOT_VAR10_16BIT,
423    VARYING_SLOT_VAR11_16BIT,
424    VARYING_SLOT_VAR12_16BIT,
425    VARYING_SLOT_VAR13_16BIT,
426    VARYING_SLOT_VAR14_16BIT,
427    VARYING_SLOT_VAR15_16BIT,
428 
429    NUM_TOTAL_VARYING_SLOTS,
430 } gl_varying_slot;
431 
432 
433 #define VARYING_SLOT_MAX	(VARYING_SLOT_VAR0 + MAX_VARYING)
434 #define VARYING_SLOT_TESS_MAX	(VARYING_SLOT_PATCH0 + MAX_VARYING)
435 #define MAX_VARYINGS_INCL_PATCH (VARYING_SLOT_TESS_MAX - VARYING_SLOT_VAR0)
436 
437 const char *gl_varying_slot_name_for_stage(gl_varying_slot slot,
438                                            gl_shader_stage stage);
439 
440 /**
441  * Determine if the given gl_varying_slot appears in the fragment shader.
442  */
443 static inline bool
_mesa_varying_slot_in_fs(gl_varying_slot slot)444 _mesa_varying_slot_in_fs(gl_varying_slot slot)
445 {
446    switch (slot) {
447    case VARYING_SLOT_PSIZ:
448    case VARYING_SLOT_BFC0:
449    case VARYING_SLOT_BFC1:
450    case VARYING_SLOT_EDGE:
451    case VARYING_SLOT_CLIP_VERTEX:
452    case VARYING_SLOT_LAYER:
453    case VARYING_SLOT_TESS_LEVEL_OUTER:
454    case VARYING_SLOT_TESS_LEVEL_INNER:
455    case VARYING_SLOT_BOUNDING_BOX0:
456    case VARYING_SLOT_BOUNDING_BOX1:
457    case VARYING_SLOT_VIEWPORT_MASK:
458       return false;
459    default:
460       return true;
461    }
462 }
463 
464 /**
465  * Bitflags for varying slots.
466  */
467 /*@{*/
468 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
469 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
470 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
471 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
472 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
473 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
474 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
475 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
476 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
477 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
478 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
479 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
480 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
481 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
482                                               MAX_TEXTURE_COORD_UNITS)
483 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
484 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
485 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
486 #define VARYING_BITS_COLOR (VARYING_BIT_COL0 | \
487                             VARYING_BIT_COL1 |        \
488                             VARYING_BIT_BFC0 |        \
489                             VARYING_BIT_BFC1)
490 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
491 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
492 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
493 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
494 #define VARYING_BIT_CULL_DIST0 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST0)
495 #define VARYING_BIT_CULL_DIST1 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST1)
496 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
497 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
498 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
499 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
500 #define VARYING_BIT_PRIMITIVE_SHADING_RATE BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_SHADING_RATE)
501 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
502 #define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
503 #define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
504 #define VARYING_BIT_BOUNDING_BOX0 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX0)
505 #define VARYING_BIT_BOUNDING_BOX1 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX1)
506 #define VARYING_BIT_VIEWPORT_MASK BITFIELD64_BIT(VARYING_SLOT_VIEWPORT_MASK)
507 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
508 /*@}*/
509 
510 /**
511  * If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
512  * one of these values.  If a NIR variable's mode is nir_var_system_value, it
513  * will be one of these values.
514  */
515 typedef enum
516 {
517    /**
518     * \name System values applicable to all shaders
519     */
520    /*@{*/
521 
522    /**
523     * Builtin variables added by GL_ARB_shader_ballot.
524     */
525    /*@{*/
526 
527    /**
528     * From the GL_ARB_shader-ballot spec:
529     *
530     *    "A sub-group is a collection of invocations which execute in lockstep.
531     *     The variable <gl_SubGroupSizeARB> is the maximum number of
532     *     invocations in a sub-group. The maximum <gl_SubGroupSizeARB>
533     *     supported in this extension is 64."
534     *
535     * The spec defines this as a uniform. However, it's highly unlikely that
536     * implementations actually treat it as a uniform (which is loaded from a
537     * constant buffer). Most likely, this is an implementation-wide constant,
538     * or perhaps something that depends on the shader stage.
539     */
540    SYSTEM_VALUE_SUBGROUP_SIZE,
541 
542    /**
543     * From the GL_ARB_shader_ballot spec:
544     *
545     *    "The variable <gl_SubGroupInvocationARB> holds the index of the
546     *     invocation within sub-group. This variable is in the range 0 to
547     *     <gl_SubGroupSizeARB>-1, where <gl_SubGroupSizeARB> is the total
548     *     number of invocations in a sub-group."
549     */
550    SYSTEM_VALUE_SUBGROUP_INVOCATION,
551 
552    /**
553     * From the GL_ARB_shader_ballot spec:
554     *
555     *    "The <gl_SubGroup??MaskARB> variables provide a bitmask for all
556     *     invocations, with one bit per invocation starting with the least
557     *     significant bit, according to the following table,
558     *
559     *       variable               equation for bit values
560     *       --------------------   ------------------------------------
561     *       gl_SubGroupEqMaskARB   bit index == gl_SubGroupInvocationARB
562     *       gl_SubGroupGeMaskARB   bit index >= gl_SubGroupInvocationARB
563     *       gl_SubGroupGtMaskARB   bit index >  gl_SubGroupInvocationARB
564     *       gl_SubGroupLeMaskARB   bit index <= gl_SubGroupInvocationARB
565     *       gl_SubGroupLtMaskARB   bit index <  gl_SubGroupInvocationARB
566     */
567    SYSTEM_VALUE_SUBGROUP_EQ_MASK,
568    SYSTEM_VALUE_SUBGROUP_GE_MASK,
569    SYSTEM_VALUE_SUBGROUP_GT_MASK,
570    SYSTEM_VALUE_SUBGROUP_LE_MASK,
571    SYSTEM_VALUE_SUBGROUP_LT_MASK,
572    /*@}*/
573 
574    /**
575     * Builtin variables added by VK_KHR_subgroups
576     */
577    /*@{*/
578    SYSTEM_VALUE_NUM_SUBGROUPS,
579    SYSTEM_VALUE_SUBGROUP_ID,
580    /*@}*/
581 
582    /*@}*/
583 
584    /**
585     * \name Vertex shader system values
586     */
587    /*@{*/
588    /**
589     * OpenGL-style vertex ID.
590     *
591     * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
592     * OpenGL 3.3 core profile spec says:
593     *
594     *     "gl_VertexID holds the integer index i implicitly passed by
595     *     DrawArrays or one of the other drawing commands defined in section
596     *     2.8.3."
597     *
598     * Section 2.8.3 (Drawing Commands) of the same spec says:
599     *
600     *     "The commands....are equivalent to the commands with the same base
601     *     name (without the BaseVertex suffix), except that the ith element
602     *     transferred by the corresponding draw call will be taken from
603     *     element indices[i] + basevertex of each enabled array."
604     *
605     * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
606     * says:
607     *
608     *     "In unextended GL, vertex shaders have inputs named gl_VertexID and
609     *     gl_InstanceID, which contain, respectively the index of the vertex
610     *     and instance. The value of gl_VertexID is the implicitly passed
611     *     index of the vertex being processed, which includes the value of
612     *     baseVertex, for those commands that accept it."
613     *
614     * gl_VertexID gets basevertex added in.  This differs from DirectX where
615     * SV_VertexID does \b not get basevertex added in.
616     *
617     * \note
618     * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
619     * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
620     * \c SYSTEM_VALUE_BASE_VERTEX.
621     *
622     * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
623     */
624    SYSTEM_VALUE_VERTEX_ID,
625 
626    /**
627     * Instanced ID as supplied to gl_InstanceID
628     *
629     * Values assigned to gl_InstanceID always begin with zero, regardless of
630     * the value of baseinstance.
631     *
632     * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
633     * says:
634     *
635     *     "gl_InstanceID holds the integer instance number of the current
636     *     primitive in an instanced draw call (see section 10.5)."
637     *
638     * Through a big chain of pseudocode, section 10.5 describes that
639     * baseinstance is not counted by gl_InstanceID.  In that section, notice
640     *
641     *     "If an enabled vertex attribute array is instanced (it has a
642     *     non-zero divisor as specified by VertexAttribDivisor), the element
643     *     index that is transferred to the GL, for all vertices, is given by
644     *
645     *         floor(instance/divisor) + baseinstance
646     *
647     *     If an array corresponding to an attribute required by a vertex
648     *     shader is not enabled, then the corresponding element is taken from
649     *     the current attribute state (see section 10.2)."
650     *
651     * Note that baseinstance is \b not included in the value of instance.
652     */
653    SYSTEM_VALUE_INSTANCE_ID,
654 
655    /**
656     * Vulkan InstanceIndex.
657     *
658     * InstanceIndex = gl_InstanceID + gl_BaseInstance
659     */
660    SYSTEM_VALUE_INSTANCE_INDEX,
661 
662    /**
663     * DirectX-style vertex ID.
664     *
665     * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
666     * the value of basevertex.
667     *
668     * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
669     */
670    SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
671 
672    /**
673     * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
674     * functions.
675     *
676     * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
677     */
678    SYSTEM_VALUE_BASE_VERTEX,
679 
680    /**
681     * Depending on the type of the draw call (indexed or non-indexed),
682     * is the value of \c basevertex passed to \c glDrawElementsBaseVertex and
683     * similar, or is the value of \c first passed to \c glDrawArrays and
684     * similar.
685     *
686     * \note
687     * It can be used to calculate the \c SYSTEM_VALUE_VERTEX_ID as
688     * \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus \c SYSTEM_VALUE_FIRST_VERTEX.
689     *
690     * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_VERTEX_ID
691     */
692    SYSTEM_VALUE_FIRST_VERTEX,
693 
694    /**
695     * If the Draw command used to start the rendering was an indexed draw
696     * or not (~0/0). Useful to calculate \c SYSTEM_VALUE_BASE_VERTEX as
697     * \c SYSTEM_VALUE_IS_INDEXED_DRAW & \c SYSTEM_VALUE_FIRST_VERTEX.
698     */
699    SYSTEM_VALUE_IS_INDEXED_DRAW,
700 
701    /**
702     * Value of \c baseinstance passed to instanced draw entry points
703     *
704     * \sa SYSTEM_VALUE_INSTANCE_ID
705     */
706    SYSTEM_VALUE_BASE_INSTANCE,
707 
708    /**
709     * From _ARB_shader_draw_parameters:
710     *
711     *   "Additionally, this extension adds a further built-in variable,
712     *    gl_DrawID to the shading language. This variable contains the index
713     *    of the draw currently being processed by a Multi* variant of a
714     *    drawing command (such as MultiDrawElements or
715     *    MultiDrawArraysIndirect)."
716     *
717     * If GL_ARB_multi_draw_indirect is not supported, this is always 0.
718     */
719    SYSTEM_VALUE_DRAW_ID,
720    /*@}*/
721 
722    /**
723     * \name Geometry shader system values
724     */
725    /*@{*/
726    SYSTEM_VALUE_INVOCATION_ID,  /**< (Also in Tessellation Control shader) */
727    /*@}*/
728 
729    /**
730     * \name Fragment shader system values
731     */
732    /*@{*/
733    SYSTEM_VALUE_FRAG_COORD,
734    SYSTEM_VALUE_POINT_COORD,
735    SYSTEM_VALUE_LINE_COORD, /**< Coord along axis perpendicular to line */
736    SYSTEM_VALUE_FRONT_FACE,
737    SYSTEM_VALUE_SAMPLE_ID,
738    SYSTEM_VALUE_SAMPLE_POS,
739    SYSTEM_VALUE_SAMPLE_POS_OR_CENTER,
740    SYSTEM_VALUE_SAMPLE_MASK_IN,
741    SYSTEM_VALUE_HELPER_INVOCATION,
742    SYSTEM_VALUE_COLOR0,
743    SYSTEM_VALUE_COLOR1,
744    /*@}*/
745 
746    /**
747     * \name Tessellation Evaluation shader system values
748     */
749    /*@{*/
750    SYSTEM_VALUE_TESS_COORD,
751    SYSTEM_VALUE_VERTICES_IN,    /**< Tessellation vertices in input patch */
752    SYSTEM_VALUE_PRIMITIVE_ID,
753    SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */
754    SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */
755    SYSTEM_VALUE_TESS_LEVEL_OUTER_DEFAULT, /**< TCS input for passthru TCS */
756    SYSTEM_VALUE_TESS_LEVEL_INNER_DEFAULT, /**< TCS input for passthru TCS */
757    /*@}*/
758 
759    /**
760     * \name Compute shader system values
761     */
762    /*@{*/
763    SYSTEM_VALUE_LOCAL_INVOCATION_ID,
764    SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
765    SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
766    SYSTEM_VALUE_BASE_GLOBAL_INVOCATION_ID,
767    SYSTEM_VALUE_GLOBAL_INVOCATION_INDEX,
768    SYSTEM_VALUE_WORKGROUP_ID,
769    SYSTEM_VALUE_WORKGROUP_INDEX,
770    SYSTEM_VALUE_NUM_WORKGROUPS,
771    SYSTEM_VALUE_WORKGROUP_SIZE,
772    SYSTEM_VALUE_GLOBAL_GROUP_SIZE,
773    SYSTEM_VALUE_WORK_DIM,
774    SYSTEM_VALUE_USER_DATA_AMD,
775    /*@}*/
776 
777    /** Required for VK_KHR_device_group */
778    SYSTEM_VALUE_DEVICE_INDEX,
779 
780    /** Required for VK_KHX_multiview */
781    SYSTEM_VALUE_VIEW_INDEX,
782 
783    /**
784     * Driver internal vertex-count, used (for example) for drivers to
785     * calculate stride for stream-out outputs.  Not externally visible.
786     */
787    SYSTEM_VALUE_VERTEX_CNT,
788 
789    /**
790     * Required for AMD_shader_explicit_vertex_parameter and also used for
791     * varying-fetch instructions.
792     *
793     * The _SIZE value is "primitive size", used to scale i/j in primitive
794     * space to pixel space.
795     */
796    SYSTEM_VALUE_BARYCENTRIC_PERSP_PIXEL,
797    SYSTEM_VALUE_BARYCENTRIC_PERSP_SAMPLE,
798    SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTROID,
799    SYSTEM_VALUE_BARYCENTRIC_PERSP_SIZE,
800    SYSTEM_VALUE_BARYCENTRIC_LINEAR_PIXEL,
801    SYSTEM_VALUE_BARYCENTRIC_LINEAR_CENTROID,
802    SYSTEM_VALUE_BARYCENTRIC_LINEAR_SAMPLE,
803    SYSTEM_VALUE_BARYCENTRIC_PULL_MODEL,
804 
805    /**
806     * \name Ray tracing shader system values
807     */
808    /*@{*/
809    SYSTEM_VALUE_RAY_LAUNCH_ID,
810    SYSTEM_VALUE_RAY_LAUNCH_SIZE,
811    SYSTEM_VALUE_RAY_WORLD_ORIGIN,
812    SYSTEM_VALUE_RAY_WORLD_DIRECTION,
813    SYSTEM_VALUE_RAY_OBJECT_ORIGIN,
814    SYSTEM_VALUE_RAY_OBJECT_DIRECTION,
815    SYSTEM_VALUE_RAY_T_MIN,
816    SYSTEM_VALUE_RAY_T_MAX,
817    SYSTEM_VALUE_RAY_OBJECT_TO_WORLD,
818    SYSTEM_VALUE_RAY_WORLD_TO_OBJECT,
819    SYSTEM_VALUE_RAY_HIT_KIND,
820    SYSTEM_VALUE_RAY_FLAGS,
821    SYSTEM_VALUE_RAY_GEOMETRY_INDEX,
822    SYSTEM_VALUE_RAY_INSTANCE_CUSTOM_INDEX,
823    /*@}*/
824 
825    /**
826     * \name Task/Mesh shader system values
827     */
828    /*@{*/
829    SYSTEM_VALUE_MESH_VIEW_COUNT,
830    SYSTEM_VALUE_MESH_VIEW_INDICES,
831    /*@}*/
832 
833    /**
834     * IR3 specific geometry shader and tesselation control shader system
835     * values that packs invocation id, thread id and vertex id.  Having this
836     * as a nir level system value lets us do the unpacking in nir.
837     */
838    SYSTEM_VALUE_GS_HEADER_IR3,
839    SYSTEM_VALUE_TCS_HEADER_IR3,
840 
841    /* IR3 specific system value that contains the patch id for the current
842     * subdraw.
843     */
844    SYSTEM_VALUE_REL_PATCH_ID_IR3,
845 
846    /**
847     * Fragment shading rate used for KHR_fragment_shading_rate (Vulkan).
848     */
849    SYSTEM_VALUE_FRAG_SHADING_RATE,
850 
851    SYSTEM_VALUE_MAX             /**< Number of values */
852 } gl_system_value;
853 
854 const char *gl_system_value_name(gl_system_value sysval);
855 
856 /**
857  * The possible interpolation qualifiers that can be applied to a fragment
858  * shader input in GLSL.
859  *
860  * Note: INTERP_MODE_NONE must be 0 so that memsetting the
861  * ir_variable data structure to 0 causes the default behavior.
862  */
863 enum glsl_interp_mode
864 {
865    INTERP_MODE_NONE = 0,
866    INTERP_MODE_SMOOTH,
867    INTERP_MODE_FLAT,
868    INTERP_MODE_NOPERSPECTIVE,
869    INTERP_MODE_EXPLICIT,
870    INTERP_MODE_COLOR, /**< glShadeModel determines the interp mode */
871    INTERP_MODE_COUNT /**< Number of interpolation qualifiers */
872 };
873 
874 enum glsl_interface_packing {
875    GLSL_INTERFACE_PACKING_STD140,
876    GLSL_INTERFACE_PACKING_SHARED,
877    GLSL_INTERFACE_PACKING_PACKED,
878    GLSL_INTERFACE_PACKING_STD430
879 };
880 
881 const char *glsl_interp_mode_name(enum glsl_interp_mode qual);
882 
883 /**
884  * Fragment program results
885  */
886 typedef enum
887 {
888    FRAG_RESULT_DEPTH = 0,
889    FRAG_RESULT_STENCIL = 1,
890    /* If a single color should be written to all render targets, this
891     * register is written.  No FRAG_RESULT_DATAn will be written.
892     */
893    FRAG_RESULT_COLOR = 2,
894    FRAG_RESULT_SAMPLE_MASK = 3,
895 
896    /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
897     * or ARB_fragment_program fragment.color[n]) color results.  If
898     * any are written, FRAG_RESULT_COLOR will not be written.
899     * FRAG_RESULT_DATA1 and up are simply for the benefit of
900     * gl_frag_result_name() and not to be construed as an upper bound
901     */
902    FRAG_RESULT_DATA0 = 4,
903    FRAG_RESULT_DATA1,
904    FRAG_RESULT_DATA2,
905    FRAG_RESULT_DATA3,
906    FRAG_RESULT_DATA4,
907    FRAG_RESULT_DATA5,
908    FRAG_RESULT_DATA6,
909    FRAG_RESULT_DATA7,
910 } gl_frag_result;
911 
912 const char *gl_frag_result_name(gl_frag_result result);
913 
914 #define FRAG_RESULT_MAX		(FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
915 
916 /**
917  * \brief Layout qualifiers for gl_FragDepth.
918  *
919  * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
920  * a layout qualifier.
921  *
922  * \see enum ir_depth_layout
923  */
924 enum gl_frag_depth_layout
925 {
926    FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
927    FRAG_DEPTH_LAYOUT_ANY,
928    FRAG_DEPTH_LAYOUT_GREATER,
929    FRAG_DEPTH_LAYOUT_LESS,
930    FRAG_DEPTH_LAYOUT_UNCHANGED
931 };
932 
933 /**
934  * \brief Buffer access qualifiers
935  */
936 enum gl_access_qualifier
937 {
938    ACCESS_COHERENT      = (1 << 0),
939    ACCESS_RESTRICT      = (1 << 1),
940    ACCESS_VOLATILE      = (1 << 2),
941 
942    /* The memory used by the access/variable is not read. */
943    ACCESS_NON_READABLE  = (1 << 3),
944 
945    /* The memory used by the access/variable is not written. */
946    ACCESS_NON_WRITEABLE = (1 << 4),
947 
948    /**
949     * The access may use a non-uniform buffer or image index.
950     *
951     * This is not allowed in either OpenGL or OpenGL ES, or Vulkan unless
952     * VK_EXT_descriptor_indexing is supported and the appropriate capability is
953     * enabled.
954     *
955     * Some GL spec archaeology justifying this:
956     *
957     * Up through at least GLSL ES 3.20 and GLSL 4.50,  "Opaque Types" says "When
958     * aggregated into arrays within a shader, opaque types can only be indexed
959     * with a dynamically uniform integral expression (see section 3.9.3) unless
960     * otherwise noted; otherwise, results are undefined."
961     *
962     * The original GL_AB_shader_image_load_store specification for desktop GL
963     * didn't have this restriction ("Images may be aggregated into arrays within
964     * a shader (using square brackets [ ]) and can be indexed with general
965     * integer expressions.")  At the same time,
966     * GL_ARB_shader_storage_buffer_objects *did* have the uniform restriction
967     * ("A uniform or shader storage block array can only be indexed with a
968     * dynamically uniform integral expression, otherwise results are
969     * undefined"), just like ARB_gpu_shader5 did when it first introduced a
970     * non-constant indexing of an opaque type with samplers.  So, we assume that
971     * this was an oversight in the original image_load_store spec, and was
972     * considered a correction in the merge to core.
973     */
974    ACCESS_NON_UNIFORM   = (1 << 5),
975 
976    /* This has the same semantics as NIR_INTRINSIC_CAN_REORDER, only to be
977     * used with loads. In other words, it means that the load can be
978     * arbitrarily reordered, or combined with other loads to the same address.
979     * It is implied by ACCESS_NON_WRITEABLE and a lack of ACCESS_VOLATILE.
980     */
981    ACCESS_CAN_REORDER = (1 << 6),
982 
983    /** Use as little cache space as possible. */
984    ACCESS_STREAM_CACHE_POLICY = (1 << 7),
985 
986    /** Execute instruction also in helpers. */
987    ACCESS_INCLUDE_HELPERS = (1 << 8),
988 };
989 
990 /**
991  * \brief Blend support qualifiers
992  */
993 enum gl_advanced_blend_mode
994 {
995    BLEND_NONE = 0,
996    BLEND_MULTIPLY,
997    BLEND_SCREEN,
998    BLEND_OVERLAY,
999    BLEND_DARKEN,
1000    BLEND_LIGHTEN,
1001    BLEND_COLORDODGE,
1002    BLEND_COLORBURN,
1003    BLEND_HARDLIGHT,
1004    BLEND_SOFTLIGHT,
1005    BLEND_DIFFERENCE,
1006    BLEND_EXCLUSION,
1007    BLEND_HSL_HUE,
1008    BLEND_HSL_SATURATION,
1009    BLEND_HSL_COLOR,
1010    BLEND_HSL_LUMINOSITY,
1011 };
1012 
1013 enum blend_func
1014 {
1015    BLEND_FUNC_ADD,
1016    BLEND_FUNC_SUBTRACT,
1017    BLEND_FUNC_REVERSE_SUBTRACT,
1018    BLEND_FUNC_MIN,
1019    BLEND_FUNC_MAX,
1020 };
1021 
1022 enum blend_factor
1023 {
1024    BLEND_FACTOR_ZERO,
1025    BLEND_FACTOR_SRC_COLOR,
1026    BLEND_FACTOR_SRC1_COLOR,
1027    BLEND_FACTOR_DST_COLOR,
1028    BLEND_FACTOR_SRC_ALPHA,
1029    BLEND_FACTOR_SRC1_ALPHA,
1030    BLEND_FACTOR_DST_ALPHA,
1031    BLEND_FACTOR_CONSTANT_COLOR,
1032    BLEND_FACTOR_CONSTANT_ALPHA,
1033    BLEND_FACTOR_SRC_ALPHA_SATURATE,
1034 };
1035 
1036 enum gl_tess_spacing
1037 {
1038    TESS_SPACING_UNSPECIFIED,
1039    TESS_SPACING_EQUAL,
1040    TESS_SPACING_FRACTIONAL_ODD,
1041    TESS_SPACING_FRACTIONAL_EVEN,
1042 };
1043 
1044 enum tess_primitive_mode
1045 {
1046    TESS_PRIMITIVE_UNSPECIFIED,
1047    TESS_PRIMITIVE_TRIANGLES,
1048    TESS_PRIMITIVE_QUADS,
1049    TESS_PRIMITIVE_ISOLINES,
1050 };
1051 
1052 /* these also map directly to GL and gallium prim types. */
1053 enum shader_prim
1054 {
1055    SHADER_PRIM_POINTS,
1056    SHADER_PRIM_LINES,
1057    SHADER_PRIM_LINE_LOOP,
1058    SHADER_PRIM_LINE_STRIP,
1059    SHADER_PRIM_TRIANGLES,
1060    SHADER_PRIM_TRIANGLE_STRIP,
1061    SHADER_PRIM_TRIANGLE_FAN,
1062    SHADER_PRIM_QUADS,
1063    SHADER_PRIM_QUAD_STRIP,
1064    SHADER_PRIM_POLYGON,
1065    SHADER_PRIM_LINES_ADJACENCY,
1066    SHADER_PRIM_LINE_STRIP_ADJACENCY,
1067    SHADER_PRIM_TRIANGLES_ADJACENCY,
1068    SHADER_PRIM_TRIANGLE_STRIP_ADJACENCY,
1069    SHADER_PRIM_PATCHES,
1070    SHADER_PRIM_MAX = SHADER_PRIM_PATCHES,
1071    SHADER_PRIM_UNKNOWN = (SHADER_PRIM_MAX * 2),
1072 };
1073 
1074 /**
1075  * Number of vertices per mesh shader primitive.
1076  */
1077 unsigned num_mesh_vertices_per_primitive(unsigned prim);
1078 
1079 /**
1080  * A compare function enum for use in compiler lowering passes.  This is in
1081  * the same order as GL's compare functions (shifted down by GL_NEVER), and is
1082  * exactly the same as gallium's PIPE_FUNC_*.
1083  */
1084 enum compare_func
1085 {
1086    COMPARE_FUNC_NEVER,
1087    COMPARE_FUNC_LESS,
1088    COMPARE_FUNC_EQUAL,
1089    COMPARE_FUNC_LEQUAL,
1090    COMPARE_FUNC_GREATER,
1091    COMPARE_FUNC_NOTEQUAL,
1092    COMPARE_FUNC_GEQUAL,
1093    COMPARE_FUNC_ALWAYS,
1094 };
1095 
1096 /**
1097  * Arrangements for grouping invocations from NV_compute_shader_derivatives.
1098  *
1099  *   The extension provides new layout qualifiers that support two different
1100  *   arrangements of compute shader invocations for the purpose of derivative
1101  *   computation.  When specifying
1102  *
1103  *     layout(derivative_group_quadsNV) in;
1104  *
1105  *   compute shader invocations are grouped into 2x2x1 arrays whose four local
1106  *   invocation ID values follow the pattern:
1107  *
1108  *       +-----------------+------------------+
1109  *       | (2x+0, 2y+0, z) |  (2x+1, 2y+0, z) |
1110  *       +-----------------+------------------+
1111  *       | (2x+0, 2y+1, z) |  (2x+1, 2y+1, z) |
1112  *       +-----------------+------------------+
1113  *
1114  *   where Y increases from bottom to top.  When specifying
1115  *
1116  *     layout(derivative_group_linearNV) in;
1117  *
1118  *   compute shader invocations are grouped into 2x2x1 arrays whose four local
1119  *   invocation index values follow the pattern:
1120  *
1121  *       +------+------+
1122  *       | 4n+0 | 4n+1 |
1123  *       +------+------+
1124  *       | 4n+2 | 4n+3 |
1125  *       +------+------+
1126  *
1127  *   If neither layout qualifier is specified, derivatives in compute shaders
1128  *   return zero, which is consistent with the handling of built-in texture
1129  *   functions like texture() in GLSL 4.50 compute shaders.
1130  */
1131 enum gl_derivative_group {
1132    DERIVATIVE_GROUP_NONE = 0,
1133    DERIVATIVE_GROUP_QUADS,
1134    DERIVATIVE_GROUP_LINEAR,
1135 };
1136 
1137 enum float_controls
1138 {
1139    FLOAT_CONTROLS_DEFAULT_FLOAT_CONTROL_MODE        = 0x0000,
1140    FLOAT_CONTROLS_DENORM_PRESERVE_FP16              = 0x0001,
1141    FLOAT_CONTROLS_DENORM_PRESERVE_FP32              = 0x0002,
1142    FLOAT_CONTROLS_DENORM_PRESERVE_FP64              = 0x0004,
1143    FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP16         = 0x0008,
1144    FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP32         = 0x0010,
1145    FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP64         = 0x0020,
1146    FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP16 = 0x0040,
1147    FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP32 = 0x0080,
1148    FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP64 = 0x0100,
1149    FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP16            = 0x0200,
1150    FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP32            = 0x0400,
1151    FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP64            = 0x0800,
1152    FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP16            = 0x1000,
1153    FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP32            = 0x2000,
1154    FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP64            = 0x4000,
1155 };
1156 
1157 /**
1158 * Enums to describe sampler properties used by OpenCL's inline constant samplers.
1159 * These values match the meanings described in the SPIR-V spec.
1160 */
1161 enum cl_sampler_addressing_mode {
1162    SAMPLER_ADDRESSING_MODE_NONE = 0,
1163    SAMPLER_ADDRESSING_MODE_CLAMP_TO_EDGE = 1,
1164    SAMPLER_ADDRESSING_MODE_CLAMP = 2,
1165    SAMPLER_ADDRESSING_MODE_REPEAT = 3,
1166    SAMPLER_ADDRESSING_MODE_REPEAT_MIRRORED = 4,
1167 };
1168 
1169 enum cl_sampler_filter_mode {
1170    SAMPLER_FILTER_MODE_NEAREST = 0,
1171    SAMPLER_FILTER_MODE_LINEAR = 1,
1172 };
1173 
1174 /**
1175  * \name Bit flags used for updating material values.
1176  */
1177 /*@{*/
1178 #define MAT_ATTRIB_FRONT_AMBIENT           0
1179 #define MAT_ATTRIB_BACK_AMBIENT            1
1180 #define MAT_ATTRIB_FRONT_DIFFUSE           2
1181 #define MAT_ATTRIB_BACK_DIFFUSE            3
1182 #define MAT_ATTRIB_FRONT_SPECULAR          4
1183 #define MAT_ATTRIB_BACK_SPECULAR           5
1184 #define MAT_ATTRIB_FRONT_EMISSION          6
1185 #define MAT_ATTRIB_BACK_EMISSION           7
1186 #define MAT_ATTRIB_FRONT_SHININESS         8
1187 #define MAT_ATTRIB_BACK_SHININESS          9
1188 #define MAT_ATTRIB_FRONT_INDEXES           10
1189 #define MAT_ATTRIB_BACK_INDEXES            11
1190 #define MAT_ATTRIB_MAX                     12
1191 
1192 #define MAT_ATTRIB_AMBIENT(f)  (MAT_ATTRIB_FRONT_AMBIENT+(f))
1193 #define MAT_ATTRIB_DIFFUSE(f)  (MAT_ATTRIB_FRONT_DIFFUSE+(f))
1194 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
1195 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
1196 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
1197 #define MAT_ATTRIB_INDEXES(f)  (MAT_ATTRIB_FRONT_INDEXES+(f))
1198 
1199 #define MAT_BIT_FRONT_AMBIENT         (1<<MAT_ATTRIB_FRONT_AMBIENT)
1200 #define MAT_BIT_BACK_AMBIENT          (1<<MAT_ATTRIB_BACK_AMBIENT)
1201 #define MAT_BIT_FRONT_DIFFUSE         (1<<MAT_ATTRIB_FRONT_DIFFUSE)
1202 #define MAT_BIT_BACK_DIFFUSE          (1<<MAT_ATTRIB_BACK_DIFFUSE)
1203 #define MAT_BIT_FRONT_SPECULAR        (1<<MAT_ATTRIB_FRONT_SPECULAR)
1204 #define MAT_BIT_BACK_SPECULAR         (1<<MAT_ATTRIB_BACK_SPECULAR)
1205 #define MAT_BIT_FRONT_EMISSION        (1<<MAT_ATTRIB_FRONT_EMISSION)
1206 #define MAT_BIT_BACK_EMISSION         (1<<MAT_ATTRIB_BACK_EMISSION)
1207 #define MAT_BIT_FRONT_SHININESS       (1<<MAT_ATTRIB_FRONT_SHININESS)
1208 #define MAT_BIT_BACK_SHININESS        (1<<MAT_ATTRIB_BACK_SHININESS)
1209 #define MAT_BIT_FRONT_INDEXES         (1<<MAT_ATTRIB_FRONT_INDEXES)
1210 #define MAT_BIT_BACK_INDEXES          (1<<MAT_ATTRIB_BACK_INDEXES)
1211 
1212 #ifdef __cplusplus
1213 } /* extern "C" */
1214 #endif
1215 
1216 #endif /* SHADER_ENUMS_H */
1217