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