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