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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 #ifdef __cplusplus
30 extern "C" {
31 #endif
32 
33 /**
34  * Shader stages.
35  *
36  * The order must match how shaders are ordered in the pipeline.
37  * The GLSL linker assumes that if i<j, then the j-th shader is
38  * executed later than the i-th shader.
39  */
40 typedef enum
41 {
42    MESA_SHADER_NONE = -1,
43    MESA_SHADER_VERTEX = 0,
44    MESA_SHADER_TESS_CTRL = 1,
45    MESA_SHADER_TESS_EVAL = 2,
46    MESA_SHADER_GEOMETRY = 3,
47    MESA_SHADER_FRAGMENT = 4,
48    MESA_SHADER_COMPUTE = 5,
49 } gl_shader_stage;
50 
51 const char *gl_shader_stage_name(gl_shader_stage stage);
52 
53 /**
54  * Translate a gl_shader_stage to a short shader stage name for debug
55  * printouts and error messages.
56  */
57 const char *_mesa_shader_stage_to_string(unsigned stage);
58 
59 /**
60  * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
61  * for debug printouts and error messages.
62  */
63 const char *_mesa_shader_stage_to_abbrev(unsigned stage);
64 
65 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
66 
67 
68 /**
69  * Indexes for vertex program attributes.
70  * GL_NV_vertex_program aliases generic attributes over the conventional
71  * attributes.  In GL_ARB_vertex_program shader the aliasing is optional.
72  * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
73  * generic attributes are distinct/separate).
74  */
75 typedef enum
76 {
77    VERT_ATTRIB_POS,
78    VERT_ATTRIB_NORMAL,
79    VERT_ATTRIB_COLOR0,
80    VERT_ATTRIB_COLOR1,
81    VERT_ATTRIB_FOG,
82    VERT_ATTRIB_COLOR_INDEX,
83    VERT_ATTRIB_EDGEFLAG,
84    VERT_ATTRIB_TEX0,
85    VERT_ATTRIB_TEX1,
86    VERT_ATTRIB_TEX2,
87    VERT_ATTRIB_TEX3,
88    VERT_ATTRIB_TEX4,
89    VERT_ATTRIB_TEX5,
90    VERT_ATTRIB_TEX6,
91    VERT_ATTRIB_TEX7,
92    VERT_ATTRIB_POINT_SIZE,
93    VERT_ATTRIB_GENERIC0,
94    VERT_ATTRIB_GENERIC1,
95    VERT_ATTRIB_GENERIC2,
96    VERT_ATTRIB_GENERIC3,
97    VERT_ATTRIB_GENERIC4,
98    VERT_ATTRIB_GENERIC5,
99    VERT_ATTRIB_GENERIC6,
100    VERT_ATTRIB_GENERIC7,
101    VERT_ATTRIB_GENERIC8,
102    VERT_ATTRIB_GENERIC9,
103    VERT_ATTRIB_GENERIC10,
104    VERT_ATTRIB_GENERIC11,
105    VERT_ATTRIB_GENERIC12,
106    VERT_ATTRIB_GENERIC13,
107    VERT_ATTRIB_GENERIC14,
108    VERT_ATTRIB_GENERIC15,
109    VERT_ATTRIB_MAX
110 } gl_vert_attrib;
111 
112 const char *gl_vert_attrib_name(gl_vert_attrib attrib);
113 
114 /**
115  * Symbolic constats to help iterating over
116  * specific blocks of vertex attributes.
117  *
118  * VERT_ATTRIB_FF
119  *   includes all fixed function attributes as well as
120  *   the aliased GL_NV_vertex_program shader attributes.
121  * VERT_ATTRIB_TEX
122  *   include the classic texture coordinate attributes.
123  *   Is a subset of VERT_ATTRIB_FF.
124  * VERT_ATTRIB_GENERIC
125  *   include the OpenGL 2.0+ GLSL generic shader attributes.
126  *   These alias the generic GL_ARB_vertex_shader attributes.
127  */
128 #define VERT_ATTRIB_FF(i)           (VERT_ATTRIB_POS + (i))
129 #define VERT_ATTRIB_FF_MAX          VERT_ATTRIB_GENERIC0
130 
131 #define VERT_ATTRIB_TEX(i)          (VERT_ATTRIB_TEX0 + (i))
132 #define VERT_ATTRIB_TEX_MAX         MAX_TEXTURE_COORD_UNITS
133 
134 #define VERT_ATTRIB_GENERIC(i)      (VERT_ATTRIB_GENERIC0 + (i))
135 #define VERT_ATTRIB_GENERIC_MAX     MAX_VERTEX_GENERIC_ATTRIBS
136 
137 /**
138  * Bitflags for vertex attributes.
139  * These are used in bitfields in many places.
140  */
141 /*@{*/
142 #define VERT_BIT_POS             BITFIELD_BIT(VERT_ATTRIB_POS)
143 #define VERT_BIT_NORMAL          BITFIELD_BIT(VERT_ATTRIB_NORMAL)
144 #define VERT_BIT_COLOR0          BITFIELD_BIT(VERT_ATTRIB_COLOR0)
145 #define VERT_BIT_COLOR1          BITFIELD_BIT(VERT_ATTRIB_COLOR1)
146 #define VERT_BIT_FOG             BITFIELD_BIT(VERT_ATTRIB_FOG)
147 #define VERT_BIT_COLOR_INDEX     BITFIELD_BIT(VERT_ATTRIB_COLOR_INDEX)
148 #define VERT_BIT_EDGEFLAG        BITFIELD_BIT(VERT_ATTRIB_EDGEFLAG)
149 #define VERT_BIT_TEX0            BITFIELD_BIT(VERT_ATTRIB_TEX0)
150 #define VERT_BIT_TEX1            BITFIELD_BIT(VERT_ATTRIB_TEX1)
151 #define VERT_BIT_TEX2            BITFIELD_BIT(VERT_ATTRIB_TEX2)
152 #define VERT_BIT_TEX3            BITFIELD_BIT(VERT_ATTRIB_TEX3)
153 #define VERT_BIT_TEX4            BITFIELD_BIT(VERT_ATTRIB_TEX4)
154 #define VERT_BIT_TEX5            BITFIELD_BIT(VERT_ATTRIB_TEX5)
155 #define VERT_BIT_TEX6            BITFIELD_BIT(VERT_ATTRIB_TEX6)
156 #define VERT_BIT_TEX7            BITFIELD_BIT(VERT_ATTRIB_TEX7)
157 #define VERT_BIT_POINT_SIZE      BITFIELD_BIT(VERT_ATTRIB_POINT_SIZE)
158 #define VERT_BIT_GENERIC0        BITFIELD_BIT(VERT_ATTRIB_GENERIC0)
159 
160 #define VERT_BIT(i)              BITFIELD_BIT(i)
161 #define VERT_BIT_ALL             BITFIELD_RANGE(0, VERT_ATTRIB_MAX)
162 
163 #define VERT_BIT_FF(i)           VERT_BIT(i)
164 #define VERT_BIT_FF_ALL          BITFIELD_RANGE(0, VERT_ATTRIB_FF_MAX)
165 #define VERT_BIT_TEX(i)          VERT_BIT(VERT_ATTRIB_TEX(i))
166 #define VERT_BIT_TEX_ALL         \
167    BITFIELD_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
168 
169 #define VERT_BIT_GENERIC(i)      VERT_BIT(VERT_ATTRIB_GENERIC(i))
170 #define VERT_BIT_GENERIC_ALL     \
171    BITFIELD_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
172 /*@}*/
173 
174 #define MAX_VARYING 32 /**< number of float[4] vectors */
175 
176 /**
177  * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
178  * fragment shader inputs.
179  *
180  * Note that some of these values are not available to all pipeline stages.
181  *
182  * When this enum is updated, the following code must be updated too:
183  * - vertResults (in prog_print.c's arb_output_attrib_string())
184  * - fragAttribs (in prog_print.c's arb_input_attrib_string())
185  * - _mesa_varying_slot_in_fs()
186  */
187 typedef enum
188 {
189    VARYING_SLOT_POS,
190    VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
191    VARYING_SLOT_COL1,
192    VARYING_SLOT_FOGC,
193    VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
194    VARYING_SLOT_TEX1,
195    VARYING_SLOT_TEX2,
196    VARYING_SLOT_TEX3,
197    VARYING_SLOT_TEX4,
198    VARYING_SLOT_TEX5,
199    VARYING_SLOT_TEX6,
200    VARYING_SLOT_TEX7,
201    VARYING_SLOT_PSIZ, /* Does not appear in FS */
202    VARYING_SLOT_BFC0, /* Does not appear in FS */
203    VARYING_SLOT_BFC1, /* Does not appear in FS */
204    VARYING_SLOT_EDGE, /* Does not appear in FS */
205    VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
206    VARYING_SLOT_CLIP_DIST0,
207    VARYING_SLOT_CLIP_DIST1,
208    VARYING_SLOT_CULL_DIST0,
209    VARYING_SLOT_CULL_DIST1,
210    VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
211    VARYING_SLOT_LAYER, /* Appears as VS or GS output */
212    VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
213    VARYING_SLOT_FACE, /* FS only */
214    VARYING_SLOT_PNTC, /* FS only */
215    VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
216    VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */
217    VARYING_SLOT_BOUNDING_BOX0, /* Only appears as TCS output. */
218    VARYING_SLOT_BOUNDING_BOX1, /* Only appears as TCS output. */
219    VARYING_SLOT_VIEW_INDEX,
220    VARYING_SLOT_VAR0, /* First generic varying slot */
221    /* the remaining are simply for the benefit of gl_varying_slot_name()
222     * and not to be construed as an upper bound:
223     */
224    VARYING_SLOT_VAR1,
225    VARYING_SLOT_VAR2,
226    VARYING_SLOT_VAR3,
227    VARYING_SLOT_VAR4,
228    VARYING_SLOT_VAR5,
229    VARYING_SLOT_VAR6,
230    VARYING_SLOT_VAR7,
231    VARYING_SLOT_VAR8,
232    VARYING_SLOT_VAR9,
233    VARYING_SLOT_VAR10,
234    VARYING_SLOT_VAR11,
235    VARYING_SLOT_VAR12,
236    VARYING_SLOT_VAR13,
237    VARYING_SLOT_VAR14,
238    VARYING_SLOT_VAR15,
239    VARYING_SLOT_VAR16,
240    VARYING_SLOT_VAR17,
241    VARYING_SLOT_VAR18,
242    VARYING_SLOT_VAR19,
243    VARYING_SLOT_VAR20,
244    VARYING_SLOT_VAR21,
245    VARYING_SLOT_VAR22,
246    VARYING_SLOT_VAR23,
247    VARYING_SLOT_VAR24,
248    VARYING_SLOT_VAR25,
249    VARYING_SLOT_VAR26,
250    VARYING_SLOT_VAR27,
251    VARYING_SLOT_VAR28,
252    VARYING_SLOT_VAR29,
253    VARYING_SLOT_VAR30,
254    VARYING_SLOT_VAR31,
255 } gl_varying_slot;
256 
257 
258 #define VARYING_SLOT_MAX	(VARYING_SLOT_VAR0 + MAX_VARYING)
259 #define VARYING_SLOT_PATCH0	(VARYING_SLOT_MAX)
260 #define VARYING_SLOT_TESS_MAX	(VARYING_SLOT_PATCH0 + MAX_VARYING)
261 #define MAX_VARYINGS_INCL_PATCH (VARYING_SLOT_TESS_MAX - VARYING_SLOT_VAR0)
262 
263 const char *gl_varying_slot_name(gl_varying_slot slot);
264 
265 /**
266  * Bitflags for varying slots.
267  */
268 /*@{*/
269 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
270 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
271 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
272 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
273 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
274 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
275 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
276 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
277 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
278 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
279 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
280 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
281 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
282 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
283                                               MAX_TEXTURE_COORD_UNITS)
284 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
285 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
286 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
287 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
288 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
289 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
290 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
291 #define VARYING_BIT_CULL_DIST0 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST0)
292 #define VARYING_BIT_CULL_DIST1 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST1)
293 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
294 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
295 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
296 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
297 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
298 #define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
299 #define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
300 #define VARYING_BIT_BOUNDING_BOX0 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX0)
301 #define VARYING_BIT_BOUNDING_BOX1 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX1)
302 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
303 /*@}*/
304 
305 /**
306  * Bitflags for system values.
307  */
308 #define SYSTEM_BIT_SAMPLE_ID ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_ID)
309 #define SYSTEM_BIT_SAMPLE_POS ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_POS)
310 #define SYSTEM_BIT_SAMPLE_MASK_IN ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_MASK_IN)
311 #define SYSTEM_BIT_LOCAL_INVOCATION_ID ((uint64_t)1 << SYSTEM_VALUE_LOCAL_INVOCATION_ID)
312 
313 /**
314  * If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
315  * one of these values.  If a NIR variable's mode is nir_var_system_value, it
316  * will be one of these values.
317  */
318 typedef enum
319 {
320    /**
321     * \name System values applicable to all shaders
322     */
323    /*@{*/
324 
325    /**
326     * Builtin variables added by GL_ARB_shader_ballot.
327     */
328    /*@{*/
329 
330    /**
331     * From the GL_ARB_shader-ballot spec:
332     *
333     *    "A sub-group is a collection of invocations which execute in lockstep.
334     *     The variable <gl_SubGroupSizeARB> is the maximum number of
335     *     invocations in a sub-group. The maximum <gl_SubGroupSizeARB>
336     *     supported in this extension is 64."
337     *
338     * The spec defines this as a uniform. However, it's highly unlikely that
339     * implementations actually treat it as a uniform (which is loaded from a
340     * constant buffer). Most likely, this is an implementation-wide constant,
341     * or perhaps something that depends on the shader stage.
342     */
343    SYSTEM_VALUE_SUBGROUP_SIZE,
344 
345    /**
346     * From the GL_ARB_shader_ballot spec:
347     *
348     *    "The variable <gl_SubGroupInvocationARB> holds the index of the
349     *     invocation within sub-group. This variable is in the range 0 to
350     *     <gl_SubGroupSizeARB>-1, where <gl_SubGroupSizeARB> is the total
351     *     number of invocations in a sub-group."
352     */
353    SYSTEM_VALUE_SUBGROUP_INVOCATION,
354 
355    /**
356     * From the GL_ARB_shader_ballot spec:
357     *
358     *    "The <gl_SubGroup??MaskARB> variables provide a bitmask for all
359     *     invocations, with one bit per invocation starting with the least
360     *     significant bit, according to the following table,
361     *
362     *       variable               equation for bit values
363     *       --------------------   ------------------------------------
364     *       gl_SubGroupEqMaskARB   bit index == gl_SubGroupInvocationARB
365     *       gl_SubGroupGeMaskARB   bit index >= gl_SubGroupInvocationARB
366     *       gl_SubGroupGtMaskARB   bit index >  gl_SubGroupInvocationARB
367     *       gl_SubGroupLeMaskARB   bit index <= gl_SubGroupInvocationARB
368     *       gl_SubGroupLtMaskARB   bit index <  gl_SubGroupInvocationARB
369     */
370    SYSTEM_VALUE_SUBGROUP_EQ_MASK,
371    SYSTEM_VALUE_SUBGROUP_GE_MASK,
372    SYSTEM_VALUE_SUBGROUP_GT_MASK,
373    SYSTEM_VALUE_SUBGROUP_LE_MASK,
374    SYSTEM_VALUE_SUBGROUP_LT_MASK,
375    /*@}*/
376 
377    /*@}*/
378 
379    /**
380     * \name Vertex shader system values
381     */
382    /*@{*/
383    /**
384     * OpenGL-style vertex ID.
385     *
386     * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
387     * OpenGL 3.3 core profile spec says:
388     *
389     *     "gl_VertexID holds the integer index i implicitly passed by
390     *     DrawArrays or one of the other drawing commands defined in section
391     *     2.8.3."
392     *
393     * Section 2.8.3 (Drawing Commands) of the same spec says:
394     *
395     *     "The commands....are equivalent to the commands with the same base
396     *     name (without the BaseVertex suffix), except that the ith element
397     *     transferred by the corresponding draw call will be taken from
398     *     element indices[i] + basevertex of each enabled array."
399     *
400     * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
401     * says:
402     *
403     *     "In unextended GL, vertex shaders have inputs named gl_VertexID and
404     *     gl_InstanceID, which contain, respectively the index of the vertex
405     *     and instance. The value of gl_VertexID is the implicitly passed
406     *     index of the vertex being processed, which includes the value of
407     *     baseVertex, for those commands that accept it."
408     *
409     * gl_VertexID gets basevertex added in.  This differs from DirectX where
410     * SV_VertexID does \b not get basevertex added in.
411     *
412     * \note
413     * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
414     * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
415     * \c SYSTEM_VALUE_BASE_VERTEX.
416     *
417     * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
418     */
419    SYSTEM_VALUE_VERTEX_ID,
420 
421    /**
422     * Instanced ID as supplied to gl_InstanceID
423     *
424     * Values assigned to gl_InstanceID always begin with zero, regardless of
425     * the value of baseinstance.
426     *
427     * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
428     * says:
429     *
430     *     "gl_InstanceID holds the integer instance number of the current
431     *     primitive in an instanced draw call (see section 10.5)."
432     *
433     * Through a big chain of pseudocode, section 10.5 describes that
434     * baseinstance is not counted by gl_InstanceID.  In that section, notice
435     *
436     *     "If an enabled vertex attribute array is instanced (it has a
437     *     non-zero divisor as specified by VertexAttribDivisor), the element
438     *     index that is transferred to the GL, for all vertices, is given by
439     *
440     *         floor(instance/divisor) + baseinstance
441     *
442     *     If an array corresponding to an attribute required by a vertex
443     *     shader is not enabled, then the corresponding element is taken from
444     *     the current attribute state (see section 10.2)."
445     *
446     * Note that baseinstance is \b not included in the value of instance.
447     */
448    SYSTEM_VALUE_INSTANCE_ID,
449 
450    /**
451     * Vulkan InstanceIndex.
452     *
453     * InstanceIndex = gl_InstanceID + gl_BaseInstance
454     */
455    SYSTEM_VALUE_INSTANCE_INDEX,
456 
457    /**
458     * DirectX-style vertex ID.
459     *
460     * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
461     * the value of basevertex.
462     *
463     * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
464     */
465    SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
466 
467    /**
468     * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
469     * functions.
470     *
471     * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
472     */
473    SYSTEM_VALUE_BASE_VERTEX,
474 
475    /**
476     * Value of \c baseinstance passed to instanced draw entry points
477     *
478     * \sa SYSTEM_VALUE_INSTANCE_ID
479     */
480    SYSTEM_VALUE_BASE_INSTANCE,
481 
482    /**
483     * From _ARB_shader_draw_parameters:
484     *
485     *   "Additionally, this extension adds a further built-in variable,
486     *    gl_DrawID to the shading language. This variable contains the index
487     *    of the draw currently being processed by a Multi* variant of a
488     *    drawing command (such as MultiDrawElements or
489     *    MultiDrawArraysIndirect)."
490     *
491     * If GL_ARB_multi_draw_indirect is not supported, this is always 0.
492     */
493    SYSTEM_VALUE_DRAW_ID,
494    /*@}*/
495 
496    /**
497     * \name Geometry shader system values
498     */
499    /*@{*/
500    SYSTEM_VALUE_INVOCATION_ID,  /**< (Also in Tessellation Control shader) */
501    /*@}*/
502 
503    /**
504     * \name Fragment shader system values
505     */
506    /*@{*/
507    SYSTEM_VALUE_FRAG_COORD,
508    SYSTEM_VALUE_FRONT_FACE,
509    SYSTEM_VALUE_SAMPLE_ID,
510    SYSTEM_VALUE_SAMPLE_POS,
511    SYSTEM_VALUE_SAMPLE_MASK_IN,
512    SYSTEM_VALUE_HELPER_INVOCATION,
513    /*@}*/
514 
515    /**
516     * \name Tessellation Evaluation shader system values
517     */
518    /*@{*/
519    SYSTEM_VALUE_TESS_COORD,
520    SYSTEM_VALUE_VERTICES_IN,    /**< Tessellation vertices in input patch */
521    SYSTEM_VALUE_PRIMITIVE_ID,
522    SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */
523    SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */
524    /*@}*/
525 
526    /**
527     * \name Compute shader system values
528     */
529    /*@{*/
530    SYSTEM_VALUE_LOCAL_INVOCATION_ID,
531    SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
532    SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
533    SYSTEM_VALUE_WORK_GROUP_ID,
534    SYSTEM_VALUE_NUM_WORK_GROUPS,
535    SYSTEM_VALUE_LOCAL_GROUP_SIZE,
536    /*@}*/
537 
538    /** Required for VK_KHX_multiview */
539    SYSTEM_VALUE_VIEW_INDEX,
540 
541    /**
542     * Driver internal vertex-count, used (for example) for drivers to
543     * calculate stride for stream-out outputs.  Not externally visible.
544     */
545    SYSTEM_VALUE_VERTEX_CNT,
546 
547    SYSTEM_VALUE_MAX             /**< Number of values */
548 } gl_system_value;
549 
550 const char *gl_system_value_name(gl_system_value sysval);
551 
552 /**
553  * The possible interpolation qualifiers that can be applied to a fragment
554  * shader input in GLSL.
555  *
556  * Note: INTERP_MODE_NONE must be 0 so that memsetting the
557  * ir_variable data structure to 0 causes the default behavior.
558  */
559 enum glsl_interp_mode
560 {
561    INTERP_MODE_NONE = 0,
562    INTERP_MODE_SMOOTH,
563    INTERP_MODE_FLAT,
564    INTERP_MODE_NOPERSPECTIVE,
565    INTERP_MODE_COUNT /**< Number of interpolation qualifiers */
566 };
567 
568 enum glsl_interface_packing {
569    GLSL_INTERFACE_PACKING_STD140,
570    GLSL_INTERFACE_PACKING_SHARED,
571    GLSL_INTERFACE_PACKING_PACKED,
572    GLSL_INTERFACE_PACKING_STD430
573 };
574 
575 const char *glsl_interp_mode_name(enum glsl_interp_mode qual);
576 
577 /**
578  * Fragment program results
579  */
580 typedef enum
581 {
582    FRAG_RESULT_DEPTH = 0,
583    FRAG_RESULT_STENCIL = 1,
584    /* If a single color should be written to all render targets, this
585     * register is written.  No FRAG_RESULT_DATAn will be written.
586     */
587    FRAG_RESULT_COLOR = 2,
588    FRAG_RESULT_SAMPLE_MASK = 3,
589 
590    /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
591     * or ARB_fragment_program fragment.color[n]) color results.  If
592     * any are written, FRAG_RESULT_COLOR will not be written.
593     * FRAG_RESULT_DATA1 and up are simply for the benefit of
594     * gl_frag_result_name() and not to be construed as an upper bound
595     */
596    FRAG_RESULT_DATA0 = 4,
597    FRAG_RESULT_DATA1,
598    FRAG_RESULT_DATA2,
599    FRAG_RESULT_DATA3,
600    FRAG_RESULT_DATA4,
601    FRAG_RESULT_DATA5,
602    FRAG_RESULT_DATA6,
603    FRAG_RESULT_DATA7,
604 } gl_frag_result;
605 
606 const char *gl_frag_result_name(gl_frag_result result);
607 
608 #define FRAG_RESULT_MAX		(FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
609 
610 /**
611  * \brief Layout qualifiers for gl_FragDepth.
612  *
613  * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
614  * a layout qualifier.
615  *
616  * \see enum ir_depth_layout
617  */
618 enum gl_frag_depth_layout
619 {
620    FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
621    FRAG_DEPTH_LAYOUT_ANY,
622    FRAG_DEPTH_LAYOUT_GREATER,
623    FRAG_DEPTH_LAYOUT_LESS,
624    FRAG_DEPTH_LAYOUT_UNCHANGED
625 };
626 
627 /**
628  * \brief Buffer access qualifiers
629  */
630 enum gl_buffer_access_qualifier
631 {
632    ACCESS_COHERENT = 1,
633    ACCESS_RESTRICT = 2,
634    ACCESS_VOLATILE = 4,
635 };
636 
637 /**
638  * \brief Blend support qualifiers
639  */
640 enum gl_advanced_blend_mode
641 {
642    BLEND_NONE           = 0x0000,
643 
644    BLEND_MULTIPLY       = 0x0001,
645    BLEND_SCREEN         = 0x0002,
646    BLEND_OVERLAY        = 0x0004,
647    BLEND_DARKEN         = 0x0008,
648    BLEND_LIGHTEN        = 0x0010,
649    BLEND_COLORDODGE     = 0x0020,
650    BLEND_COLORBURN      = 0x0040,
651    BLEND_HARDLIGHT      = 0x0080,
652    BLEND_SOFTLIGHT      = 0x0100,
653    BLEND_DIFFERENCE     = 0x0200,
654    BLEND_EXCLUSION      = 0x0400,
655    BLEND_HSL_HUE        = 0x0800,
656    BLEND_HSL_SATURATION = 0x1000,
657    BLEND_HSL_COLOR      = 0x2000,
658    BLEND_HSL_LUMINOSITY = 0x4000,
659 
660    BLEND_ALL            = 0x7fff,
661 };
662 
663 enum gl_tess_spacing
664 {
665    TESS_SPACING_UNSPECIFIED,
666    TESS_SPACING_EQUAL,
667    TESS_SPACING_FRACTIONAL_ODD,
668    TESS_SPACING_FRACTIONAL_EVEN,
669 };
670 
671 /**
672  * A compare function enum for use in compiler lowering passes.  This is in
673  * the same order as GL's compare functions (shifted down by GL_NEVER), and is
674  * exactly the same as gallium's PIPE_FUNC_*.
675  */
676 enum compare_func
677 {
678    COMPARE_FUNC_NEVER,
679    COMPARE_FUNC_LESS,
680    COMPARE_FUNC_EQUAL,
681    COMPARE_FUNC_LEQUAL,
682    COMPARE_FUNC_GREATER,
683    COMPARE_FUNC_NOTEQUAL,
684    COMPARE_FUNC_GEQUAL,
685    COMPARE_FUNC_ALWAYS,
686 };
687 
688 #ifdef __cplusplus
689 } /* extern "C" */
690 #endif
691 
692 #endif /* SHADER_ENUMS_H */
693