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 "util/macros.h"
30
31 #include <stdbool.h>
32
33 /* Project-wide (GL and Vulkan) maximum. */
34 #define MAX_DRAW_BUFFERS 8
35
36 #ifdef __cplusplus
37 extern "C" {
38 #endif
39
40 /**
41 * Shader stages.
42 *
43 * The order must match how shaders are ordered in the pipeline.
44 * The GLSL linker assumes that if i<j, then the j-th shader is
45 * executed later than the i-th shader.
46 */
47 typedef enum
48 {
49 MESA_SHADER_NONE = -1,
50 MESA_SHADER_VERTEX = 0,
51 MESA_SHADER_TESS_CTRL = 1,
52 MESA_SHADER_TESS_EVAL = 2,
53 MESA_SHADER_GEOMETRY = 3,
54 MESA_SHADER_FRAGMENT = 4,
55 MESA_SHADER_COMPUTE = 5,
56
57 /* Vulkan-only stages. */
58 MESA_SHADER_TASK = 6,
59 MESA_SHADER_MESH = 7,
60 MESA_SHADER_RAYGEN = 8,
61 MESA_SHADER_ANY_HIT = 9,
62 MESA_SHADER_CLOSEST_HIT = 10,
63 MESA_SHADER_MISS = 11,
64 MESA_SHADER_INTERSECTION = 12,
65 MESA_SHADER_CALLABLE = 13,
66
67 /* must be last so it doesn't affect the GL pipeline */
68 MESA_SHADER_KERNEL = 14,
69 } gl_shader_stage;
70
71 static inline bool
gl_shader_stage_is_compute(gl_shader_stage stage)72 gl_shader_stage_is_compute(gl_shader_stage stage)
73 {
74 return stage == MESA_SHADER_COMPUTE || stage == MESA_SHADER_KERNEL;
75 }
76
77 static inline bool
gl_shader_stage_is_mesh(gl_shader_stage stage)78 gl_shader_stage_is_mesh(gl_shader_stage stage)
79 {
80 return stage == MESA_SHADER_TASK ||
81 stage == MESA_SHADER_MESH;
82 }
83
84 static inline bool
gl_shader_stage_uses_workgroup(gl_shader_stage stage)85 gl_shader_stage_uses_workgroup(gl_shader_stage stage)
86 {
87 return stage == MESA_SHADER_COMPUTE ||
88 stage == MESA_SHADER_KERNEL ||
89 stage == MESA_SHADER_TASK ||
90 stage == MESA_SHADER_MESH;
91 }
92
93 static inline bool
gl_shader_stage_is_callable(gl_shader_stage stage)94 gl_shader_stage_is_callable(gl_shader_stage stage)
95 {
96 return stage == MESA_SHADER_ANY_HIT ||
97 stage == MESA_SHADER_CLOSEST_HIT ||
98 stage == MESA_SHADER_MISS ||
99 stage == MESA_SHADER_INTERSECTION ||
100 stage == MESA_SHADER_CALLABLE;
101 }
102
103 static inline bool
gl_shader_stage_can_set_fragment_shading_rate(gl_shader_stage stage)104 gl_shader_stage_can_set_fragment_shading_rate(gl_shader_stage stage)
105 {
106 /* According to EXT_fragment_shading_rate :
107 *
108 * "This extension adds support for setting the fragment shading rate
109 * for a primitive in vertex, geometry, and mesh shading stages"
110 */
111 return stage == MESA_SHADER_VERTEX ||
112 stage == MESA_SHADER_GEOMETRY ||
113 stage == MESA_SHADER_MESH;
114 }
115
116 /**
117 * Number of STATE_* values we need to address any GL state.
118 * Used to dimension arrays.
119 */
120 #define STATE_LENGTH 4
121
122 typedef short gl_state_index16; /* see enum gl_state_index */
123
124 const char *gl_shader_stage_name(gl_shader_stage stage);
125
126 /**
127 * Translate a gl_shader_stage to a short shader stage name for debug
128 * printouts and error messages.
129 */
130 const char *_mesa_shader_stage_to_string(unsigned stage);
131
132 /**
133 * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
134 * for debug printouts and error messages.
135 */
136 const char *_mesa_shader_stage_to_abbrev(unsigned stage);
137
138 /**
139 * GL related stages (not including CL)
140 */
141 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
142
143 /**
144 * Vulkan stages (not including CL)
145 */
146 #define MESA_VULKAN_SHADER_STAGES (MESA_SHADER_CALLABLE + 1)
147
148 /**
149 * All stages
150 */
151 #define MESA_ALL_SHADER_STAGES (MESA_SHADER_KERNEL + 1)
152
153
154 /**
155 * Indexes for vertex program attributes.
156 * GL_NV_vertex_program aliases generic attributes over the conventional
157 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
158 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
159 * generic attributes are distinct/separate).
160 */
161 typedef enum
162 {
163 VERT_ATTRIB_POS,
164 VERT_ATTRIB_NORMAL,
165 VERT_ATTRIB_COLOR0,
166 VERT_ATTRIB_COLOR1,
167 VERT_ATTRIB_FOG,
168 VERT_ATTRIB_COLOR_INDEX,
169 VERT_ATTRIB_TEX0,
170 VERT_ATTRIB_TEX1,
171 VERT_ATTRIB_TEX2,
172 VERT_ATTRIB_TEX3,
173 VERT_ATTRIB_TEX4,
174 VERT_ATTRIB_TEX5,
175 VERT_ATTRIB_TEX6,
176 VERT_ATTRIB_TEX7,
177 VERT_ATTRIB_POINT_SIZE,
178 VERT_ATTRIB_GENERIC0,
179 VERT_ATTRIB_GENERIC1,
180 VERT_ATTRIB_GENERIC2,
181 VERT_ATTRIB_GENERIC3,
182 VERT_ATTRIB_GENERIC4,
183 VERT_ATTRIB_GENERIC5,
184 VERT_ATTRIB_GENERIC6,
185 VERT_ATTRIB_GENERIC7,
186 VERT_ATTRIB_GENERIC8,
187 VERT_ATTRIB_GENERIC9,
188 VERT_ATTRIB_GENERIC10,
189 VERT_ATTRIB_GENERIC11,
190 VERT_ATTRIB_GENERIC12,
191 VERT_ATTRIB_GENERIC13,
192 VERT_ATTRIB_GENERIC14,
193 VERT_ATTRIB_GENERIC15,
194 /* This must be last to keep VS inputs and vertex attributes in the same
195 * order in st/mesa, and st/mesa always adds edgeflags as the last input.
196 */
197 VERT_ATTRIB_EDGEFLAG,
198 VERT_ATTRIB_MAX
199 } gl_vert_attrib;
200
201 const char *gl_vert_attrib_name(gl_vert_attrib attrib);
202
203 /**
204 * Max number of texture coordinate units. This mainly just applies to
205 * the fixed-function vertex code. This will be difficult to raise above
206 * eight because of various vertex attribute bitvectors.
207 */
208 #define MAX_TEXTURE_COORD_UNITS 8
209 #define MAX_VERTEX_GENERIC_ATTRIBS 16
210
211 /**
212 * Symbolic constats to help iterating over
213 * specific blocks of vertex attributes.
214 *
215 * VERT_ATTRIB_TEX
216 * include the classic texture coordinate attributes.
217 * VERT_ATTRIB_GENERIC
218 * include the OpenGL 2.0+ GLSL generic shader attributes.
219 * These alias the generic GL_ARB_vertex_shader attributes.
220 * VERT_ATTRIB_MAT
221 * include the generic shader attributes used to alias
222 * varying material values for the TNL shader programs.
223 * They are located at the end of the generic attribute
224 * block not to overlap with the generic 0 attribute.
225 */
226 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
227 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
228
229 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
230 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
231
232 #define VERT_ATTRIB_MAT0 \
233 (VERT_ATTRIB_GENERIC_MAX - VERT_ATTRIB_MAT_MAX)
234 #define VERT_ATTRIB_MAT(i) \
235 VERT_ATTRIB_GENERIC((i) + VERT_ATTRIB_MAT0)
236 #define VERT_ATTRIB_MAT_MAX MAT_ATTRIB_MAX
237
238 /**
239 * Bitflags for vertex attributes.
240 * These are used in bitfields in many places.
241 */
242 /*@{*/
243 #define VERT_BIT_POS BITFIELD_BIT(VERT_ATTRIB_POS)
244 #define VERT_BIT_NORMAL BITFIELD_BIT(VERT_ATTRIB_NORMAL)
245 #define VERT_BIT_COLOR0 BITFIELD_BIT(VERT_ATTRIB_COLOR0)
246 #define VERT_BIT_COLOR1 BITFIELD_BIT(VERT_ATTRIB_COLOR1)
247 #define VERT_BIT_FOG BITFIELD_BIT(VERT_ATTRIB_FOG)
248 #define VERT_BIT_COLOR_INDEX BITFIELD_BIT(VERT_ATTRIB_COLOR_INDEX)
249 #define VERT_BIT_TEX0 BITFIELD_BIT(VERT_ATTRIB_TEX0)
250 #define VERT_BIT_TEX1 BITFIELD_BIT(VERT_ATTRIB_TEX1)
251 #define VERT_BIT_TEX2 BITFIELD_BIT(VERT_ATTRIB_TEX2)
252 #define VERT_BIT_TEX3 BITFIELD_BIT(VERT_ATTRIB_TEX3)
253 #define VERT_BIT_TEX4 BITFIELD_BIT(VERT_ATTRIB_TEX4)
254 #define VERT_BIT_TEX5 BITFIELD_BIT(VERT_ATTRIB_TEX5)
255 #define VERT_BIT_TEX6 BITFIELD_BIT(VERT_ATTRIB_TEX6)
256 #define VERT_BIT_TEX7 BITFIELD_BIT(VERT_ATTRIB_TEX7)
257 #define VERT_BIT_POINT_SIZE BITFIELD_BIT(VERT_ATTRIB_POINT_SIZE)
258 #define VERT_BIT_GENERIC0 BITFIELD_BIT(VERT_ATTRIB_GENERIC0)
259 #define VERT_BIT_EDGEFLAG BITFIELD_BIT(VERT_ATTRIB_EDGEFLAG)
260
261 #define VERT_BIT(i) BITFIELD_BIT(i)
262 #define VERT_BIT_ALL BITFIELD_RANGE(0, VERT_ATTRIB_MAX)
263
264 #define VERT_BIT_FF_ALL (BITFIELD_RANGE(0, VERT_ATTRIB_GENERIC0) | \
265 VERT_BIT_EDGEFLAG)
266 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
267 #define VERT_BIT_TEX_ALL \
268 BITFIELD_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
269
270 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
271 #define VERT_BIT_GENERIC_ALL \
272 BITFIELD_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
273
274 #define VERT_BIT_MAT(i) VERT_BIT(VERT_ATTRIB_MAT(i))
275 #define VERT_BIT_MAT_ALL \
276 BITFIELD_RANGE(VERT_ATTRIB_MAT(0), VERT_ATTRIB_MAT_MAX)
277
278 #define VERT_ATTRIB_SELECT_RESULT_OFFSET VERT_ATTRIB_GENERIC(3)
279 #define VERT_BIT_SELECT_RESULT_OFFSET VERT_BIT_GENERIC(3)
280 /*@}*/
281
282 #define MAX_VARYING 32 /**< number of float[4] vectors */
283
284 /**
285 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
286 * fragment shader inputs.
287 *
288 * Note that some of these values are not available to all pipeline stages.
289 *
290 * When this enum is updated, the following code must be updated too:
291 * - vertResults (in prog_print.c's arb_output_attrib_string())
292 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
293 * - _mesa_varying_slot_in_fs()
294 * - _mesa_varying_slot_name_for_stage()
295 */
296 typedef enum
297 {
298 VARYING_SLOT_POS,
299 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
300 VARYING_SLOT_COL1,
301 VARYING_SLOT_FOGC,
302 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
303 VARYING_SLOT_TEX1,
304 VARYING_SLOT_TEX2,
305 VARYING_SLOT_TEX3,
306 VARYING_SLOT_TEX4,
307 VARYING_SLOT_TEX5,
308 VARYING_SLOT_TEX6,
309 VARYING_SLOT_TEX7,
310 VARYING_SLOT_PSIZ, /* Does not appear in FS */
311 VARYING_SLOT_BFC0, /* Does not appear in FS */
312 VARYING_SLOT_BFC1, /* Does not appear in FS */
313 VARYING_SLOT_EDGE, /* Does not appear in FS */
314 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
315 VARYING_SLOT_CLIP_DIST0,
316 VARYING_SLOT_CLIP_DIST1,
317 VARYING_SLOT_CULL_DIST0,
318 VARYING_SLOT_CULL_DIST1,
319 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
320 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
321 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
322 VARYING_SLOT_FACE, /* FS only */
323 VARYING_SLOT_PNTC, /* FS only */
324 VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
325 VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */
326 VARYING_SLOT_BOUNDING_BOX0, /* Only appears as TCS output. */
327 VARYING_SLOT_BOUNDING_BOX1, /* Only appears as TCS output. */
328 VARYING_SLOT_VIEW_INDEX,
329 VARYING_SLOT_VIEWPORT_MASK, /* Does not appear in FS */
330 VARYING_SLOT_PRIMITIVE_SHADING_RATE = VARYING_SLOT_FACE, /* Does not appear in FS. */
331
332 VARYING_SLOT_PRIMITIVE_COUNT = VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears in MESH. */
333 VARYING_SLOT_PRIMITIVE_INDICES = VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears in MESH. */
334 VARYING_SLOT_TASK_COUNT = VARYING_SLOT_BOUNDING_BOX0, /* Only appears in TASK. */
335 VARYING_SLOT_CULL_PRIMITIVE = VARYING_SLOT_BOUNDING_BOX0, /* Only appears in MESH. */
336
337 VARYING_SLOT_VAR0 = 32, /* First generic varying slot */
338 /* the remaining are simply for the benefit of gl_varying_slot_name()
339 * and not to be construed as an upper bound:
340 */
341 VARYING_SLOT_VAR1,
342 VARYING_SLOT_VAR2,
343 VARYING_SLOT_VAR3,
344 VARYING_SLOT_VAR4,
345 VARYING_SLOT_VAR5,
346 VARYING_SLOT_VAR6,
347 VARYING_SLOT_VAR7,
348 VARYING_SLOT_VAR8,
349 VARYING_SLOT_VAR9,
350 VARYING_SLOT_VAR10,
351 VARYING_SLOT_VAR11,
352 VARYING_SLOT_VAR12,
353 VARYING_SLOT_VAR13,
354 VARYING_SLOT_VAR14,
355 VARYING_SLOT_VAR15,
356 VARYING_SLOT_VAR16,
357 VARYING_SLOT_VAR17,
358 VARYING_SLOT_VAR18,
359 VARYING_SLOT_VAR19,
360 VARYING_SLOT_VAR20,
361 VARYING_SLOT_VAR21,
362 VARYING_SLOT_VAR22,
363 VARYING_SLOT_VAR23,
364 VARYING_SLOT_VAR24,
365 VARYING_SLOT_VAR25,
366 VARYING_SLOT_VAR26,
367 VARYING_SLOT_VAR27,
368 VARYING_SLOT_VAR28,
369 VARYING_SLOT_VAR29,
370 VARYING_SLOT_VAR30,
371 VARYING_SLOT_VAR31,
372 /* Per-patch varyings for tessellation. */
373 VARYING_SLOT_PATCH0,
374 VARYING_SLOT_PATCH1,
375 VARYING_SLOT_PATCH2,
376 VARYING_SLOT_PATCH3,
377 VARYING_SLOT_PATCH4,
378 VARYING_SLOT_PATCH5,
379 VARYING_SLOT_PATCH6,
380 VARYING_SLOT_PATCH7,
381 VARYING_SLOT_PATCH8,
382 VARYING_SLOT_PATCH9,
383 VARYING_SLOT_PATCH10,
384 VARYING_SLOT_PATCH11,
385 VARYING_SLOT_PATCH12,
386 VARYING_SLOT_PATCH13,
387 VARYING_SLOT_PATCH14,
388 VARYING_SLOT_PATCH15,
389 VARYING_SLOT_PATCH16,
390 VARYING_SLOT_PATCH17,
391 VARYING_SLOT_PATCH18,
392 VARYING_SLOT_PATCH19,
393 VARYING_SLOT_PATCH20,
394 VARYING_SLOT_PATCH21,
395 VARYING_SLOT_PATCH22,
396 VARYING_SLOT_PATCH23,
397 VARYING_SLOT_PATCH24,
398 VARYING_SLOT_PATCH25,
399 VARYING_SLOT_PATCH26,
400 VARYING_SLOT_PATCH27,
401 VARYING_SLOT_PATCH28,
402 VARYING_SLOT_PATCH29,
403 VARYING_SLOT_PATCH30,
404 VARYING_SLOT_PATCH31,
405 /* 32 16-bit vec4 slots packed in 16 32-bit vec4 slots for GLES/mediump.
406 * They are really just additional generic slots used for 16-bit data to
407 * prevent conflicts between neighboring mediump and non-mediump varyings
408 * that can't be packed without breaking one or the other, which is
409 * a limitation of separate shaders. This allows linking shaders in 32 bits
410 * and then get an optimally packed 16-bit varyings by remapping the IO
411 * locations to these slots. The remapping can also be undone trivially.
412 *
413 * nir_io_semantics::high_16bit determines which half of the slot is
414 * accessed. The low and high halves share the same IO "base" number.
415 * Drivers can treat these as 32-bit slots everywhere except for FP16
416 * interpolation.
417 */
418 VARYING_SLOT_VAR0_16BIT,
419 VARYING_SLOT_VAR1_16BIT,
420 VARYING_SLOT_VAR2_16BIT,
421 VARYING_SLOT_VAR3_16BIT,
422 VARYING_SLOT_VAR4_16BIT,
423 VARYING_SLOT_VAR5_16BIT,
424 VARYING_SLOT_VAR6_16BIT,
425 VARYING_SLOT_VAR7_16BIT,
426 VARYING_SLOT_VAR8_16BIT,
427 VARYING_SLOT_VAR9_16BIT,
428 VARYING_SLOT_VAR10_16BIT,
429 VARYING_SLOT_VAR11_16BIT,
430 VARYING_SLOT_VAR12_16BIT,
431 VARYING_SLOT_VAR13_16BIT,
432 VARYING_SLOT_VAR14_16BIT,
433 VARYING_SLOT_VAR15_16BIT,
434
435 NUM_TOTAL_VARYING_SLOTS,
436 } gl_varying_slot;
437
438
439 #define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
440 #define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)
441 #define MAX_VARYINGS_INCL_PATCH (VARYING_SLOT_TESS_MAX - VARYING_SLOT_VAR0)
442
443 const char *gl_varying_slot_name_for_stage(gl_varying_slot slot,
444 gl_shader_stage stage);
445
446 /**
447 * Determine if the given gl_varying_slot appears in the fragment shader.
448 */
449 static inline bool
_mesa_varying_slot_in_fs(gl_varying_slot slot)450 _mesa_varying_slot_in_fs(gl_varying_slot slot)
451 {
452 switch (slot) {
453 case VARYING_SLOT_PSIZ:
454 case VARYING_SLOT_BFC0:
455 case VARYING_SLOT_BFC1:
456 case VARYING_SLOT_EDGE:
457 case VARYING_SLOT_CLIP_VERTEX:
458 case VARYING_SLOT_LAYER:
459 case VARYING_SLOT_TESS_LEVEL_OUTER:
460 case VARYING_SLOT_TESS_LEVEL_INNER:
461 case VARYING_SLOT_BOUNDING_BOX0:
462 case VARYING_SLOT_BOUNDING_BOX1:
463 case VARYING_SLOT_VIEWPORT_MASK:
464 return false;
465 default:
466 return true;
467 }
468 }
469
470 /**
471 * Bitflags for varying slots.
472 */
473 /*@{*/
474 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
475 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
476 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
477 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
478 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
479 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
480 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
481 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
482 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
483 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
484 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
485 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
486 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
487 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
488 MAX_TEXTURE_COORD_UNITS)
489 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
490 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
491 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
492 #define VARYING_BITS_COLOR (VARYING_BIT_COL0 | \
493 VARYING_BIT_COL1 | \
494 VARYING_BIT_BFC0 | \
495 VARYING_BIT_BFC1)
496 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
497 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
498 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
499 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
500 #define VARYING_BIT_CULL_DIST0 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST0)
501 #define VARYING_BIT_CULL_DIST1 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST1)
502 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
503 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
504 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
505 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
506 #define VARYING_BIT_PRIMITIVE_SHADING_RATE BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_SHADING_RATE)
507 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
508 #define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
509 #define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
510 #define VARYING_BIT_BOUNDING_BOX0 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX0)
511 #define VARYING_BIT_BOUNDING_BOX1 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX1)
512 #define VARYING_BIT_VIEWPORT_MASK BITFIELD64_BIT(VARYING_SLOT_VIEWPORT_MASK)
513 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
514 /*@}*/
515
516 /**
517 * If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
518 * one of these values. If a NIR variable's mode is nir_var_system_value, it
519 * will be one of these values.
520 */
521 typedef enum
522 {
523 /**
524 * \name System values applicable to all shaders
525 */
526 /*@{*/
527
528 /**
529 * Builtin variables added by GL_ARB_shader_ballot.
530 */
531 /*@{*/
532
533 /**
534 * From the GL_ARB_shader-ballot spec:
535 *
536 * "A sub-group is a collection of invocations which execute in lockstep.
537 * The variable <gl_SubGroupSizeARB> is the maximum number of
538 * invocations in a sub-group. The maximum <gl_SubGroupSizeARB>
539 * supported in this extension is 64."
540 *
541 * The spec defines this as a uniform. However, it's highly unlikely that
542 * implementations actually treat it as a uniform (which is loaded from a
543 * constant buffer). Most likely, this is an implementation-wide constant,
544 * or perhaps something that depends on the shader stage.
545 */
546 SYSTEM_VALUE_SUBGROUP_SIZE,
547
548 /**
549 * From the GL_ARB_shader_ballot spec:
550 *
551 * "The variable <gl_SubGroupInvocationARB> holds the index of the
552 * invocation within sub-group. This variable is in the range 0 to
553 * <gl_SubGroupSizeARB>-1, where <gl_SubGroupSizeARB> is the total
554 * number of invocations in a sub-group."
555 */
556 SYSTEM_VALUE_SUBGROUP_INVOCATION,
557
558 /**
559 * From the GL_ARB_shader_ballot spec:
560 *
561 * "The <gl_SubGroup??MaskARB> variables provide a bitmask for all
562 * invocations, with one bit per invocation starting with the least
563 * significant bit, according to the following table,
564 *
565 * variable equation for bit values
566 * -------------------- ------------------------------------
567 * gl_SubGroupEqMaskARB bit index == gl_SubGroupInvocationARB
568 * gl_SubGroupGeMaskARB bit index >= gl_SubGroupInvocationARB
569 * gl_SubGroupGtMaskARB bit index > gl_SubGroupInvocationARB
570 * gl_SubGroupLeMaskARB bit index <= gl_SubGroupInvocationARB
571 * gl_SubGroupLtMaskARB bit index < gl_SubGroupInvocationARB
572 */
573 SYSTEM_VALUE_SUBGROUP_EQ_MASK,
574 SYSTEM_VALUE_SUBGROUP_GE_MASK,
575 SYSTEM_VALUE_SUBGROUP_GT_MASK,
576 SYSTEM_VALUE_SUBGROUP_LE_MASK,
577 SYSTEM_VALUE_SUBGROUP_LT_MASK,
578 /*@}*/
579
580 /**
581 * Builtin variables added by VK_KHR_subgroups
582 */
583 /*@{*/
584 SYSTEM_VALUE_NUM_SUBGROUPS,
585 SYSTEM_VALUE_SUBGROUP_ID,
586 /*@}*/
587
588 /*@}*/
589
590 /**
591 * \name Vertex shader system values
592 */
593 /*@{*/
594 /**
595 * OpenGL-style vertex ID.
596 *
597 * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
598 * OpenGL 3.3 core profile spec says:
599 *
600 * "gl_VertexID holds the integer index i implicitly passed by
601 * DrawArrays or one of the other drawing commands defined in section
602 * 2.8.3."
603 *
604 * Section 2.8.3 (Drawing Commands) of the same spec says:
605 *
606 * "The commands....are equivalent to the commands with the same base
607 * name (without the BaseVertex suffix), except that the ith element
608 * transferred by the corresponding draw call will be taken from
609 * element indices[i] + basevertex of each enabled array."
610 *
611 * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
612 * says:
613 *
614 * "In unextended GL, vertex shaders have inputs named gl_VertexID and
615 * gl_InstanceID, which contain, respectively the index of the vertex
616 * and instance. The value of gl_VertexID is the implicitly passed
617 * index of the vertex being processed, which includes the value of
618 * baseVertex, for those commands that accept it."
619 *
620 * gl_VertexID gets basevertex added in. This differs from DirectX where
621 * SV_VertexID does \b not get basevertex added in.
622 *
623 * \note
624 * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
625 * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
626 * \c SYSTEM_VALUE_BASE_VERTEX.
627 *
628 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
629 */
630 SYSTEM_VALUE_VERTEX_ID,
631
632 /**
633 * Instanced ID as supplied to gl_InstanceID
634 *
635 * Values assigned to gl_InstanceID always begin with zero, regardless of
636 * the value of baseinstance.
637 *
638 * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
639 * says:
640 *
641 * "gl_InstanceID holds the integer instance number of the current
642 * primitive in an instanced draw call (see section 10.5)."
643 *
644 * Through a big chain of pseudocode, section 10.5 describes that
645 * baseinstance is not counted by gl_InstanceID. In that section, notice
646 *
647 * "If an enabled vertex attribute array is instanced (it has a
648 * non-zero divisor as specified by VertexAttribDivisor), the element
649 * index that is transferred to the GL, for all vertices, is given by
650 *
651 * floor(instance/divisor) + baseinstance
652 *
653 * If an array corresponding to an attribute required by a vertex
654 * shader is not enabled, then the corresponding element is taken from
655 * the current attribute state (see section 10.2)."
656 *
657 * Note that baseinstance is \b not included in the value of instance.
658 */
659 SYSTEM_VALUE_INSTANCE_ID,
660
661 /**
662 * Vulkan InstanceIndex.
663 *
664 * InstanceIndex = gl_InstanceID + gl_BaseInstance
665 */
666 SYSTEM_VALUE_INSTANCE_INDEX,
667
668 /**
669 * DirectX-style vertex ID.
670 *
671 * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
672 * the value of basevertex.
673 *
674 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
675 */
676 SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
677
678 /**
679 * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
680 * functions.
681 *
682 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
683 */
684 SYSTEM_VALUE_BASE_VERTEX,
685
686 /**
687 * Depending on the type of the draw call (indexed or non-indexed),
688 * is the value of \c basevertex passed to \c glDrawElementsBaseVertex and
689 * similar, or is the value of \c first passed to \c glDrawArrays and
690 * similar.
691 *
692 * \note
693 * It can be used to calculate the \c SYSTEM_VALUE_VERTEX_ID as
694 * \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus \c SYSTEM_VALUE_FIRST_VERTEX.
695 *
696 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_VERTEX_ID
697 */
698 SYSTEM_VALUE_FIRST_VERTEX,
699
700 /**
701 * If the Draw command used to start the rendering was an indexed draw
702 * or not (~0/0). Useful to calculate \c SYSTEM_VALUE_BASE_VERTEX as
703 * \c SYSTEM_VALUE_IS_INDEXED_DRAW & \c SYSTEM_VALUE_FIRST_VERTEX.
704 */
705 SYSTEM_VALUE_IS_INDEXED_DRAW,
706
707 /**
708 * Value of \c baseinstance passed to instanced draw entry points
709 *
710 * \sa SYSTEM_VALUE_INSTANCE_ID
711 */
712 SYSTEM_VALUE_BASE_INSTANCE,
713
714 /**
715 * From _ARB_shader_draw_parameters:
716 *
717 * "Additionally, this extension adds a further built-in variable,
718 * gl_DrawID to the shading language. This variable contains the index
719 * of the draw currently being processed by a Multi* variant of a
720 * drawing command (such as MultiDrawElements or
721 * MultiDrawArraysIndirect)."
722 *
723 * If GL_ARB_multi_draw_indirect is not supported, this is always 0.
724 */
725 SYSTEM_VALUE_DRAW_ID,
726 /*@}*/
727
728 /**
729 * \name Geometry shader system values
730 */
731 /*@{*/
732 SYSTEM_VALUE_INVOCATION_ID, /**< (Also in Tessellation Control shader) */
733 /*@}*/
734
735 /**
736 * \name Fragment shader system values
737 */
738 /*@{*/
739 SYSTEM_VALUE_FRAG_COORD,
740 SYSTEM_VALUE_POINT_COORD,
741 SYSTEM_VALUE_LINE_COORD, /**< Coord along axis perpendicular to line */
742 SYSTEM_VALUE_FRONT_FACE,
743 SYSTEM_VALUE_SAMPLE_ID,
744 SYSTEM_VALUE_SAMPLE_POS,
745 SYSTEM_VALUE_SAMPLE_POS_OR_CENTER,
746 SYSTEM_VALUE_SAMPLE_MASK_IN,
747 SYSTEM_VALUE_HELPER_INVOCATION,
748 SYSTEM_VALUE_COLOR0,
749 SYSTEM_VALUE_COLOR1,
750 /*@}*/
751
752 /**
753 * \name Tessellation Evaluation shader system values
754 */
755 /*@{*/
756 SYSTEM_VALUE_TESS_COORD,
757 SYSTEM_VALUE_VERTICES_IN, /**< Tessellation vertices in input patch */
758 SYSTEM_VALUE_PRIMITIVE_ID,
759 SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */
760 SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */
761 SYSTEM_VALUE_TESS_LEVEL_OUTER_DEFAULT, /**< TCS input for passthru TCS */
762 SYSTEM_VALUE_TESS_LEVEL_INNER_DEFAULT, /**< TCS input for passthru TCS */
763 /*@}*/
764
765 /**
766 * \name Compute shader system values
767 */
768 /*@{*/
769 SYSTEM_VALUE_LOCAL_INVOCATION_ID,
770 SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
771 SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
772 SYSTEM_VALUE_BASE_GLOBAL_INVOCATION_ID,
773 SYSTEM_VALUE_GLOBAL_INVOCATION_INDEX,
774 SYSTEM_VALUE_WORKGROUP_ID,
775 SYSTEM_VALUE_WORKGROUP_INDEX,
776 SYSTEM_VALUE_NUM_WORKGROUPS,
777 SYSTEM_VALUE_WORKGROUP_SIZE,
778 SYSTEM_VALUE_GLOBAL_GROUP_SIZE,
779 SYSTEM_VALUE_WORK_DIM,
780 SYSTEM_VALUE_USER_DATA_AMD,
781 /*@}*/
782
783 /** Required for VK_KHR_device_group */
784 SYSTEM_VALUE_DEVICE_INDEX,
785
786 /** Required for VK_KHX_multiview */
787 SYSTEM_VALUE_VIEW_INDEX,
788
789 /**
790 * Driver internal vertex-count, used (for example) for drivers to
791 * calculate stride for stream-out outputs. Not externally visible.
792 */
793 SYSTEM_VALUE_VERTEX_CNT,
794
795 /**
796 * Required for AMD_shader_explicit_vertex_parameter and also used for
797 * varying-fetch instructions.
798 *
799 * The _SIZE value is "primitive size", used to scale i/j in primitive
800 * space to pixel space.
801 */
802 SYSTEM_VALUE_BARYCENTRIC_PERSP_PIXEL,
803 SYSTEM_VALUE_BARYCENTRIC_PERSP_SAMPLE,
804 SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTROID,
805 SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTER_RHW,
806 SYSTEM_VALUE_BARYCENTRIC_LINEAR_PIXEL,
807 SYSTEM_VALUE_BARYCENTRIC_LINEAR_CENTROID,
808 SYSTEM_VALUE_BARYCENTRIC_LINEAR_SAMPLE,
809 SYSTEM_VALUE_BARYCENTRIC_PULL_MODEL,
810
811 /**
812 * \name Ray tracing shader system values
813 */
814 /*@{*/
815 SYSTEM_VALUE_RAY_LAUNCH_ID,
816 SYSTEM_VALUE_RAY_LAUNCH_SIZE,
817 SYSTEM_VALUE_RAY_LAUNCH_SIZE_ADDR_AMD,
818 SYSTEM_VALUE_RAY_WORLD_ORIGIN,
819 SYSTEM_VALUE_RAY_WORLD_DIRECTION,
820 SYSTEM_VALUE_RAY_OBJECT_ORIGIN,
821 SYSTEM_VALUE_RAY_OBJECT_DIRECTION,
822 SYSTEM_VALUE_RAY_T_MIN,
823 SYSTEM_VALUE_RAY_T_MAX,
824 SYSTEM_VALUE_RAY_OBJECT_TO_WORLD,
825 SYSTEM_VALUE_RAY_WORLD_TO_OBJECT,
826 SYSTEM_VALUE_RAY_HIT_KIND,
827 SYSTEM_VALUE_RAY_FLAGS,
828 SYSTEM_VALUE_RAY_GEOMETRY_INDEX,
829 SYSTEM_VALUE_RAY_INSTANCE_CUSTOM_INDEX,
830 SYSTEM_VALUE_CULL_MASK,
831 /*@}*/
832
833 /**
834 * \name Task/Mesh shader system values
835 */
836 /*@{*/
837 SYSTEM_VALUE_MESH_VIEW_COUNT,
838 SYSTEM_VALUE_MESH_VIEW_INDICES,
839 /*@}*/
840
841 /**
842 * IR3 specific geometry shader and tesselation control shader system
843 * values that packs invocation id, thread id and vertex id. Having this
844 * as a nir level system value lets us do the unpacking in nir.
845 */
846 SYSTEM_VALUE_GS_HEADER_IR3,
847 SYSTEM_VALUE_TCS_HEADER_IR3,
848
849 /* IR3 specific system value that contains the patch id for the current
850 * subdraw.
851 */
852 SYSTEM_VALUE_REL_PATCH_ID_IR3,
853
854 /**
855 * Fragment shading rate used for KHR_fragment_shading_rate (Vulkan).
856 */
857 SYSTEM_VALUE_FRAG_SHADING_RATE,
858
859 SYSTEM_VALUE_MAX /**< Number of values */
860 } gl_system_value;
861
862 const char *gl_system_value_name(gl_system_value sysval);
863
864 /**
865 * The possible interpolation qualifiers that can be applied to a fragment
866 * shader input in GLSL.
867 *
868 * Note: INTERP_MODE_NONE must be 0 so that memsetting the
869 * ir_variable data structure to 0 causes the default behavior.
870 */
871 enum glsl_interp_mode
872 {
873 INTERP_MODE_NONE = 0,
874 INTERP_MODE_SMOOTH,
875 INTERP_MODE_FLAT,
876 INTERP_MODE_NOPERSPECTIVE,
877 INTERP_MODE_EXPLICIT,
878 INTERP_MODE_COLOR, /**< glShadeModel determines the interp mode */
879 INTERP_MODE_COUNT /**< Number of interpolation qualifiers */
880 };
881
882 enum glsl_interface_packing {
883 GLSL_INTERFACE_PACKING_STD140,
884 GLSL_INTERFACE_PACKING_SHARED,
885 GLSL_INTERFACE_PACKING_PACKED,
886 GLSL_INTERFACE_PACKING_STD430
887 };
888
889 const char *glsl_interp_mode_name(enum glsl_interp_mode qual);
890
891 /**
892 * Fragment program results
893 */
894 typedef enum
895 {
896 FRAG_RESULT_DEPTH = 0,
897 FRAG_RESULT_STENCIL = 1,
898 /* If a single color should be written to all render targets, this
899 * register is written. No FRAG_RESULT_DATAn will be written.
900 */
901 FRAG_RESULT_COLOR = 2,
902 FRAG_RESULT_SAMPLE_MASK = 3,
903
904 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
905 * or ARB_fragment_program fragment.color[n]) color results. If
906 * any are written, FRAG_RESULT_COLOR will not be written.
907 * FRAG_RESULT_DATA1 and up are simply for the benefit of
908 * gl_frag_result_name() and not to be construed as an upper bound
909 */
910 FRAG_RESULT_DATA0 = 4,
911 FRAG_RESULT_DATA1,
912 FRAG_RESULT_DATA2,
913 FRAG_RESULT_DATA3,
914 FRAG_RESULT_DATA4,
915 FRAG_RESULT_DATA5,
916 FRAG_RESULT_DATA6,
917 FRAG_RESULT_DATA7,
918 } gl_frag_result;
919
920 const char *gl_frag_result_name(gl_frag_result result);
921
922 #define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
923
924 /**
925 * \brief Layout qualifiers for gl_FragDepth.
926 *
927 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
928 * a layout qualifier.
929 *
930 * \see enum ir_depth_layout
931 */
932 enum gl_frag_depth_layout
933 {
934 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
935 FRAG_DEPTH_LAYOUT_ANY,
936 FRAG_DEPTH_LAYOUT_GREATER,
937 FRAG_DEPTH_LAYOUT_LESS,
938 FRAG_DEPTH_LAYOUT_UNCHANGED
939 };
940
941 /**
942 * \brief Buffer access qualifiers
943 */
944 enum gl_access_qualifier
945 {
946 ACCESS_COHERENT = (1 << 0),
947 ACCESS_RESTRICT = (1 << 1),
948 ACCESS_VOLATILE = (1 << 2),
949
950 /* The memory used by the access/variable is not read. */
951 ACCESS_NON_READABLE = (1 << 3),
952
953 /* The memory used by the access/variable is not written. */
954 ACCESS_NON_WRITEABLE = (1 << 4),
955
956 /**
957 * The access may use a non-uniform buffer or image index.
958 *
959 * This is not allowed in either OpenGL or OpenGL ES, or Vulkan unless
960 * VK_EXT_descriptor_indexing is supported and the appropriate capability is
961 * enabled.
962 *
963 * Some GL spec archaeology justifying this:
964 *
965 * Up through at least GLSL ES 3.20 and GLSL 4.50, "Opaque Types" says "When
966 * aggregated into arrays within a shader, opaque types can only be indexed
967 * with a dynamically uniform integral expression (see section 3.9.3) unless
968 * otherwise noted; otherwise, results are undefined."
969 *
970 * The original GL_AB_shader_image_load_store specification for desktop GL
971 * didn't have this restriction ("Images may be aggregated into arrays within
972 * a shader (using square brackets [ ]) and can be indexed with general
973 * integer expressions.") At the same time,
974 * GL_ARB_shader_storage_buffer_objects *did* have the uniform restriction
975 * ("A uniform or shader storage block array can only be indexed with a
976 * dynamically uniform integral expression, otherwise results are
977 * undefined"), just like ARB_gpu_shader5 did when it first introduced a
978 * non-constant indexing of an opaque type with samplers. So, we assume that
979 * this was an oversight in the original image_load_store spec, and was
980 * considered a correction in the merge to core.
981 */
982 ACCESS_NON_UNIFORM = (1 << 5),
983
984 /* This has the same semantics as NIR_INTRINSIC_CAN_REORDER, only to be
985 * used with loads. In other words, it means that the load can be
986 * arbitrarily reordered, or combined with other loads to the same address.
987 * It is implied by ACCESS_NON_WRITEABLE and a lack of ACCESS_VOLATILE.
988 */
989 ACCESS_CAN_REORDER = (1 << 6),
990
991 /** Use as little cache space as possible. */
992 ACCESS_STREAM_CACHE_POLICY = (1 << 7),
993
994 /** Execute instruction also in helpers. */
995 ACCESS_INCLUDE_HELPERS = (1 << 8),
996 };
997
998 /**
999 * \brief Blend support qualifiers
1000 */
1001 enum gl_advanced_blend_mode
1002 {
1003 BLEND_NONE = 0,
1004 BLEND_MULTIPLY,
1005 BLEND_SCREEN,
1006 BLEND_OVERLAY,
1007 BLEND_DARKEN,
1008 BLEND_LIGHTEN,
1009 BLEND_COLORDODGE,
1010 BLEND_COLORBURN,
1011 BLEND_HARDLIGHT,
1012 BLEND_SOFTLIGHT,
1013 BLEND_DIFFERENCE,
1014 BLEND_EXCLUSION,
1015 BLEND_HSL_HUE,
1016 BLEND_HSL_SATURATION,
1017 BLEND_HSL_COLOR,
1018 BLEND_HSL_LUMINOSITY,
1019 };
1020
1021 enum blend_func
1022 {
1023 BLEND_FUNC_ADD,
1024 BLEND_FUNC_SUBTRACT,
1025 BLEND_FUNC_REVERSE_SUBTRACT,
1026 BLEND_FUNC_MIN,
1027 BLEND_FUNC_MAX,
1028 };
1029
1030 enum blend_factor
1031 {
1032 BLEND_FACTOR_ZERO,
1033 BLEND_FACTOR_SRC_COLOR,
1034 BLEND_FACTOR_SRC1_COLOR,
1035 BLEND_FACTOR_DST_COLOR,
1036 BLEND_FACTOR_SRC_ALPHA,
1037 BLEND_FACTOR_SRC1_ALPHA,
1038 BLEND_FACTOR_DST_ALPHA,
1039 BLEND_FACTOR_CONSTANT_COLOR,
1040 BLEND_FACTOR_CONSTANT_ALPHA,
1041 BLEND_FACTOR_SRC_ALPHA_SATURATE,
1042 };
1043
1044 enum gl_tess_spacing
1045 {
1046 TESS_SPACING_UNSPECIFIED,
1047 TESS_SPACING_EQUAL,
1048 TESS_SPACING_FRACTIONAL_ODD,
1049 TESS_SPACING_FRACTIONAL_EVEN,
1050 };
1051
1052 enum tess_primitive_mode
1053 {
1054 TESS_PRIMITIVE_UNSPECIFIED,
1055 TESS_PRIMITIVE_TRIANGLES,
1056 TESS_PRIMITIVE_QUADS,
1057 TESS_PRIMITIVE_ISOLINES,
1058 };
1059
1060 /* these also map directly to GL and gallium prim types. */
1061 enum shader_prim
1062 {
1063 SHADER_PRIM_POINTS,
1064 SHADER_PRIM_LINES,
1065 SHADER_PRIM_LINE_LOOP,
1066 SHADER_PRIM_LINE_STRIP,
1067 SHADER_PRIM_TRIANGLES,
1068 SHADER_PRIM_TRIANGLE_STRIP,
1069 SHADER_PRIM_TRIANGLE_FAN,
1070 SHADER_PRIM_QUADS,
1071 SHADER_PRIM_QUAD_STRIP,
1072 SHADER_PRIM_POLYGON,
1073 SHADER_PRIM_LINES_ADJACENCY,
1074 SHADER_PRIM_LINE_STRIP_ADJACENCY,
1075 SHADER_PRIM_TRIANGLES_ADJACENCY,
1076 SHADER_PRIM_TRIANGLE_STRIP_ADJACENCY,
1077 SHADER_PRIM_PATCHES,
1078 SHADER_PRIM_MAX = SHADER_PRIM_PATCHES,
1079 SHADER_PRIM_UNKNOWN = (SHADER_PRIM_MAX * 2),
1080 };
1081
1082 /**
1083 * Number of vertices per mesh shader primitive.
1084 */
1085 unsigned num_mesh_vertices_per_primitive(unsigned prim);
1086
1087 /**
1088 * A compare function enum for use in compiler lowering passes. This is in
1089 * the same order as GL's compare functions (shifted down by GL_NEVER), and is
1090 * exactly the same as gallium's PIPE_FUNC_*.
1091 */
1092 enum compare_func
1093 {
1094 COMPARE_FUNC_NEVER,
1095 COMPARE_FUNC_LESS,
1096 COMPARE_FUNC_EQUAL,
1097 COMPARE_FUNC_LEQUAL,
1098 COMPARE_FUNC_GREATER,
1099 COMPARE_FUNC_NOTEQUAL,
1100 COMPARE_FUNC_GEQUAL,
1101 COMPARE_FUNC_ALWAYS,
1102 };
1103
1104 /**
1105 * Arrangements for grouping invocations from NV_compute_shader_derivatives.
1106 *
1107 * The extension provides new layout qualifiers that support two different
1108 * arrangements of compute shader invocations for the purpose of derivative
1109 * computation. When specifying
1110 *
1111 * layout(derivative_group_quadsNV) in;
1112 *
1113 * compute shader invocations are grouped into 2x2x1 arrays whose four local
1114 * invocation ID values follow the pattern:
1115 *
1116 * +-----------------+------------------+
1117 * | (2x+0, 2y+0, z) | (2x+1, 2y+0, z) |
1118 * +-----------------+------------------+
1119 * | (2x+0, 2y+1, z) | (2x+1, 2y+1, z) |
1120 * +-----------------+------------------+
1121 *
1122 * where Y increases from bottom to top. When specifying
1123 *
1124 * layout(derivative_group_linearNV) in;
1125 *
1126 * compute shader invocations are grouped into 2x2x1 arrays whose four local
1127 * invocation index values follow the pattern:
1128 *
1129 * +------+------+
1130 * | 4n+0 | 4n+1 |
1131 * +------+------+
1132 * | 4n+2 | 4n+3 |
1133 * +------+------+
1134 *
1135 * If neither layout qualifier is specified, derivatives in compute shaders
1136 * return zero, which is consistent with the handling of built-in texture
1137 * functions like texture() in GLSL 4.50 compute shaders.
1138 */
1139 enum gl_derivative_group {
1140 DERIVATIVE_GROUP_NONE = 0,
1141 DERIVATIVE_GROUP_QUADS,
1142 DERIVATIVE_GROUP_LINEAR,
1143 };
1144
1145 enum float_controls
1146 {
1147 FLOAT_CONTROLS_DEFAULT_FLOAT_CONTROL_MODE = 0x0000,
1148 FLOAT_CONTROLS_DENORM_PRESERVE_FP16 = 0x0001,
1149 FLOAT_CONTROLS_DENORM_PRESERVE_FP32 = 0x0002,
1150 FLOAT_CONTROLS_DENORM_PRESERVE_FP64 = 0x0004,
1151 FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP16 = 0x0008,
1152 FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP32 = 0x0010,
1153 FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP64 = 0x0020,
1154 FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP16 = 0x0040,
1155 FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP32 = 0x0080,
1156 FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP64 = 0x0100,
1157 FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP16 = 0x0200,
1158 FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP32 = 0x0400,
1159 FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP64 = 0x0800,
1160 FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP16 = 0x1000,
1161 FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP32 = 0x2000,
1162 FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP64 = 0x4000,
1163 };
1164
1165 /**
1166 * Enums to describe sampler properties used by OpenCL's inline constant samplers.
1167 * These values match the meanings described in the SPIR-V spec.
1168 */
1169 enum cl_sampler_addressing_mode {
1170 SAMPLER_ADDRESSING_MODE_NONE = 0,
1171 SAMPLER_ADDRESSING_MODE_CLAMP_TO_EDGE = 1,
1172 SAMPLER_ADDRESSING_MODE_CLAMP = 2,
1173 SAMPLER_ADDRESSING_MODE_REPEAT = 3,
1174 SAMPLER_ADDRESSING_MODE_REPEAT_MIRRORED = 4,
1175 };
1176
1177 enum cl_sampler_filter_mode {
1178 SAMPLER_FILTER_MODE_NEAREST = 0,
1179 SAMPLER_FILTER_MODE_LINEAR = 1,
1180 };
1181
1182 /**
1183 * \name Bit flags used for updating material values.
1184 */
1185 /*@{*/
1186 #define MAT_ATTRIB_FRONT_AMBIENT 0
1187 #define MAT_ATTRIB_BACK_AMBIENT 1
1188 #define MAT_ATTRIB_FRONT_DIFFUSE 2
1189 #define MAT_ATTRIB_BACK_DIFFUSE 3
1190 #define MAT_ATTRIB_FRONT_SPECULAR 4
1191 #define MAT_ATTRIB_BACK_SPECULAR 5
1192 #define MAT_ATTRIB_FRONT_EMISSION 6
1193 #define MAT_ATTRIB_BACK_EMISSION 7
1194 #define MAT_ATTRIB_FRONT_SHININESS 8
1195 #define MAT_ATTRIB_BACK_SHININESS 9
1196 #define MAT_ATTRIB_FRONT_INDEXES 10
1197 #define MAT_ATTRIB_BACK_INDEXES 11
1198 #define MAT_ATTRIB_MAX 12
1199
1200 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
1201 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
1202 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
1203 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
1204 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
1205 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
1206
1207 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
1208 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
1209 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
1210 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
1211 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
1212 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
1213 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
1214 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
1215 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
1216 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
1217 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
1218 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
1219
1220 /** An enum representing what kind of input gl_SubgroupSize is. */
1221 enum PACKED gl_subgroup_size
1222 {
1223 /** Actual subgroup size, whatever that happens to be */
1224 SUBGROUP_SIZE_VARYING = 0,
1225
1226 /** Subgroup size must appear to be draw or dispatch-uniform
1227 *
1228 * This is the OpenGL behavior
1229 */
1230 SUBGROUP_SIZE_UNIFORM,
1231
1232 /** Subgroup size must appear to be the API advertised constant
1233 *
1234 * This is the default Vulkan 1.1 behavior
1235 */
1236 SUBGROUP_SIZE_API_CONSTANT,
1237
1238 /** Subgroup size must actually be the API advertised constant
1239 *
1240 * Not only must the subgroup size match the API advertised constant as
1241 * with SUBGROUP_SIZE_API_CONSTANT but it must also be dispatched such that
1242 * all the subgroups are full if there are enough invocations.
1243 */
1244 SUBGROUP_SIZE_FULL_SUBGROUPS,
1245
1246 /* These enums are specifically chosen so that the value of the enum is
1247 * also the subgroup size. If any new values are added, they must respect
1248 * this invariant.
1249 */
1250 SUBGROUP_SIZE_REQUIRE_8 = 8, /**< VK_EXT_subgroup_size_control */
1251 SUBGROUP_SIZE_REQUIRE_16 = 16, /**< VK_EXT_subgroup_size_control */
1252 SUBGROUP_SIZE_REQUIRE_32 = 32, /**< VK_EXT_subgroup_size_control */
1253 SUBGROUP_SIZE_REQUIRE_64 = 64, /**< VK_EXT_subgroup_size_control */
1254 SUBGROUP_SIZE_REQUIRE_128 = 128, /**< VK_EXT_subgroup_size_control */
1255 };
1256
1257 #ifdef __cplusplus
1258 } /* extern "C" */
1259 #endif
1260
1261 #endif /* SHADER_ENUMS_H */
1262