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