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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_VERTEX = 0,
43    MESA_SHADER_TESS_CTRL = 1,
44    MESA_SHADER_TESS_EVAL = 2,
45    MESA_SHADER_GEOMETRY = 3,
46    MESA_SHADER_FRAGMENT = 4,
47    MESA_SHADER_COMPUTE = 5,
48 } gl_shader_stage;
49 
50 const char *gl_shader_stage_name(gl_shader_stage stage);
51 
52 /**
53  * Translate a gl_shader_stage to a short shader stage name for debug
54  * printouts and error messages.
55  */
56 const char *_mesa_shader_stage_to_string(unsigned stage);
57 
58 /**
59  * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
60  * for debug printouts and error messages.
61  */
62 const char *_mesa_shader_stage_to_abbrev(unsigned stage);
63 
64 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
65 
66 
67 /**
68  * Indexes for vertex program attributes.
69  * GL_NV_vertex_program aliases generic attributes over the conventional
70  * attributes.  In GL_ARB_vertex_program shader the aliasing is optional.
71  * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
72  * generic attributes are distinct/separate).
73  */
74 typedef enum
75 {
76    VERT_ATTRIB_POS = 0,
77    VERT_ATTRIB_WEIGHT = 1,
78    VERT_ATTRIB_NORMAL = 2,
79    VERT_ATTRIB_COLOR0 = 3,
80    VERT_ATTRIB_COLOR1 = 4,
81    VERT_ATTRIB_FOG = 5,
82    VERT_ATTRIB_COLOR_INDEX = 6,
83    VERT_ATTRIB_EDGEFLAG = 7,
84    VERT_ATTRIB_TEX0 = 8,
85    VERT_ATTRIB_TEX1 = 9,
86    VERT_ATTRIB_TEX2 = 10,
87    VERT_ATTRIB_TEX3 = 11,
88    VERT_ATTRIB_TEX4 = 12,
89    VERT_ATTRIB_TEX5 = 13,
90    VERT_ATTRIB_TEX6 = 14,
91    VERT_ATTRIB_TEX7 = 15,
92    VERT_ATTRIB_POINT_SIZE = 16,
93    VERT_ATTRIB_GENERIC0 = 17,
94    VERT_ATTRIB_GENERIC1 = 18,
95    VERT_ATTRIB_GENERIC2 = 19,
96    VERT_ATTRIB_GENERIC3 = 20,
97    VERT_ATTRIB_GENERIC4 = 21,
98    VERT_ATTRIB_GENERIC5 = 22,
99    VERT_ATTRIB_GENERIC6 = 23,
100    VERT_ATTRIB_GENERIC7 = 24,
101    VERT_ATTRIB_GENERIC8 = 25,
102    VERT_ATTRIB_GENERIC9 = 26,
103    VERT_ATTRIB_GENERIC10 = 27,
104    VERT_ATTRIB_GENERIC11 = 28,
105    VERT_ATTRIB_GENERIC12 = 29,
106    VERT_ATTRIB_GENERIC13 = 30,
107    VERT_ATTRIB_GENERIC14 = 31,
108    VERT_ATTRIB_GENERIC15 = 32,
109    VERT_ATTRIB_MAX = 33
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             BITFIELD64_BIT(VERT_ATTRIB_POS)
143 #define VERT_BIT_WEIGHT          BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
144 #define VERT_BIT_NORMAL          BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
145 #define VERT_BIT_COLOR0          BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
146 #define VERT_BIT_COLOR1          BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
147 #define VERT_BIT_FOG             BITFIELD64_BIT(VERT_ATTRIB_FOG)
148 #define VERT_BIT_COLOR_INDEX     BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
149 #define VERT_BIT_EDGEFLAG        BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
150 #define VERT_BIT_TEX0            BITFIELD64_BIT(VERT_ATTRIB_TEX0)
151 #define VERT_BIT_TEX1            BITFIELD64_BIT(VERT_ATTRIB_TEX1)
152 #define VERT_BIT_TEX2            BITFIELD64_BIT(VERT_ATTRIB_TEX2)
153 #define VERT_BIT_TEX3            BITFIELD64_BIT(VERT_ATTRIB_TEX3)
154 #define VERT_BIT_TEX4            BITFIELD64_BIT(VERT_ATTRIB_TEX4)
155 #define VERT_BIT_TEX5            BITFIELD64_BIT(VERT_ATTRIB_TEX5)
156 #define VERT_BIT_TEX6            BITFIELD64_BIT(VERT_ATTRIB_TEX6)
157 #define VERT_BIT_TEX7            BITFIELD64_BIT(VERT_ATTRIB_TEX7)
158 #define VERT_BIT_POINT_SIZE      BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
159 #define VERT_BIT_GENERIC0        BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
160 
161 #define VERT_BIT(i)              BITFIELD64_BIT(i)
162 #define VERT_BIT_ALL             BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
163 
164 #define VERT_BIT_FF(i)           VERT_BIT(i)
165 #define VERT_BIT_FF_ALL          BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
166 #define VERT_BIT_TEX(i)          VERT_BIT(VERT_ATTRIB_TEX(i))
167 #define VERT_BIT_TEX_ALL         \
168    BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
169 
170 #define VERT_BIT_GENERIC(i)      VERT_BIT(VERT_ATTRIB_GENERIC(i))
171 #define VERT_BIT_GENERIC_ALL     \
172    BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
173 /*@}*/
174 
175 #define MAX_VARYING 32 /**< number of float[4] vectors */
176 
177 /**
178  * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
179  * fragment shader inputs.
180  *
181  * Note that some of these values are not available to all pipeline stages.
182  *
183  * When this enum is updated, the following code must be updated too:
184  * - vertResults (in prog_print.c's arb_output_attrib_string())
185  * - fragAttribs (in prog_print.c's arb_input_attrib_string())
186  * - _mesa_varying_slot_in_fs()
187  */
188 typedef enum
189 {
190    VARYING_SLOT_POS,
191    VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
192    VARYING_SLOT_COL1,
193    VARYING_SLOT_FOGC,
194    VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
195    VARYING_SLOT_TEX1,
196    VARYING_SLOT_TEX2,
197    VARYING_SLOT_TEX3,
198    VARYING_SLOT_TEX4,
199    VARYING_SLOT_TEX5,
200    VARYING_SLOT_TEX6,
201    VARYING_SLOT_TEX7,
202    VARYING_SLOT_PSIZ, /* Does not appear in FS */
203    VARYING_SLOT_BFC0, /* Does not appear in FS */
204    VARYING_SLOT_BFC1, /* Does not appear in FS */
205    VARYING_SLOT_EDGE, /* Does not appear in FS */
206    VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
207    VARYING_SLOT_CLIP_DIST0,
208    VARYING_SLOT_CLIP_DIST1,
209    VARYING_SLOT_CULL_DIST0,
210    VARYING_SLOT_CULL_DIST1,
211    VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
212    VARYING_SLOT_LAYER, /* Appears as VS or GS output */
213    VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
214    VARYING_SLOT_FACE, /* FS only */
215    VARYING_SLOT_PNTC, /* FS only */
216    VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
217    VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */
218    VARYING_SLOT_BOUNDING_BOX0, /* Only appears as TCS output. */
219    VARYING_SLOT_BOUNDING_BOX1, /* Only appears as TCS output. */
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 Vertex shader system values
322     */
323    /*@{*/
324    /**
325     * OpenGL-style vertex ID.
326     *
327     * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
328     * OpenGL 3.3 core profile spec says:
329     *
330     *     "gl_VertexID holds the integer index i implicitly passed by
331     *     DrawArrays or one of the other drawing commands defined in section
332     *     2.8.3."
333     *
334     * Section 2.8.3 (Drawing Commands) of the same spec says:
335     *
336     *     "The commands....are equivalent to the commands with the same base
337     *     name (without the BaseVertex suffix), except that the ith element
338     *     transferred by the corresponding draw call will be taken from
339     *     element indices[i] + basevertex of each enabled array."
340     *
341     * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
342     * says:
343     *
344     *     "In unextended GL, vertex shaders have inputs named gl_VertexID and
345     *     gl_InstanceID, which contain, respectively the index of the vertex
346     *     and instance. The value of gl_VertexID is the implicitly passed
347     *     index of the vertex being processed, which includes the value of
348     *     baseVertex, for those commands that accept it."
349     *
350     * gl_VertexID gets basevertex added in.  This differs from DirectX where
351     * SV_VertexID does \b not get basevertex added in.
352     *
353     * \note
354     * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
355     * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
356     * \c SYSTEM_VALUE_BASE_VERTEX.
357     *
358     * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
359     */
360    SYSTEM_VALUE_VERTEX_ID,
361 
362    /**
363     * Instanced ID as supplied to gl_InstanceID
364     *
365     * Values assigned to gl_InstanceID always begin with zero, regardless of
366     * the value of baseinstance.
367     *
368     * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
369     * says:
370     *
371     *     "gl_InstanceID holds the integer instance number of the current
372     *     primitive in an instanced draw call (see section 10.5)."
373     *
374     * Through a big chain of pseudocode, section 10.5 describes that
375     * baseinstance is not counted by gl_InstanceID.  In that section, notice
376     *
377     *     "If an enabled vertex attribute array is instanced (it has a
378     *     non-zero divisor as specified by VertexAttribDivisor), the element
379     *     index that is transferred to the GL, for all vertices, is given by
380     *
381     *         floor(instance/divisor) + baseinstance
382     *
383     *     If an array corresponding to an attribute required by a vertex
384     *     shader is not enabled, then the corresponding element is taken from
385     *     the current attribute state (see section 10.2)."
386     *
387     * Note that baseinstance is \b not included in the value of instance.
388     */
389    SYSTEM_VALUE_INSTANCE_ID,
390 
391    /**
392     * Vulkan InstanceIndex.
393     *
394     * InstanceIndex = gl_InstanceID + gl_BaseInstance
395     */
396    SYSTEM_VALUE_INSTANCE_INDEX,
397 
398    /**
399     * DirectX-style vertex ID.
400     *
401     * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
402     * the value of basevertex.
403     *
404     * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
405     */
406    SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
407 
408    /**
409     * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
410     * functions.
411     *
412     * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
413     */
414    SYSTEM_VALUE_BASE_VERTEX,
415 
416    /**
417     * Value of \c baseinstance passed to instanced draw entry points
418     *
419     * \sa SYSTEM_VALUE_INSTANCE_ID
420     */
421    SYSTEM_VALUE_BASE_INSTANCE,
422 
423    /**
424     * From _ARB_shader_draw_parameters:
425     *
426     *   "Additionally, this extension adds a further built-in variable,
427     *    gl_DrawID to the shading language. This variable contains the index
428     *    of the draw currently being processed by a Multi* variant of a
429     *    drawing command (such as MultiDrawElements or
430     *    MultiDrawArraysIndirect)."
431     *
432     * If GL_ARB_multi_draw_indirect is not supported, this is always 0.
433     */
434    SYSTEM_VALUE_DRAW_ID,
435    /*@}*/
436 
437    /**
438     * \name Geometry shader system values
439     */
440    /*@{*/
441    SYSTEM_VALUE_INVOCATION_ID,  /**< (Also in Tessellation Control shader) */
442    /*@}*/
443 
444    /**
445     * \name Fragment shader system values
446     */
447    /*@{*/
448    SYSTEM_VALUE_FRAG_COORD,
449    SYSTEM_VALUE_FRONT_FACE,
450    SYSTEM_VALUE_SAMPLE_ID,
451    SYSTEM_VALUE_SAMPLE_POS,
452    SYSTEM_VALUE_SAMPLE_MASK_IN,
453    SYSTEM_VALUE_HELPER_INVOCATION,
454    /*@}*/
455 
456    /**
457     * \name Tessellation Evaluation shader system values
458     */
459    /*@{*/
460    SYSTEM_VALUE_TESS_COORD,
461    SYSTEM_VALUE_VERTICES_IN,    /**< Tessellation vertices in input patch */
462    SYSTEM_VALUE_PRIMITIVE_ID,
463    SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */
464    SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */
465    /*@}*/
466 
467    /**
468     * \name Compute shader system values
469     */
470    /*@{*/
471    SYSTEM_VALUE_LOCAL_INVOCATION_ID,
472    SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
473    SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
474    SYSTEM_VALUE_WORK_GROUP_ID,
475    SYSTEM_VALUE_NUM_WORK_GROUPS,
476    SYSTEM_VALUE_LOCAL_GROUP_SIZE,
477    /*@}*/
478 
479    /**
480     * Driver internal vertex-count, used (for example) for drivers to
481     * calculate stride for stream-out outputs.  Not externally visible.
482     */
483    SYSTEM_VALUE_VERTEX_CNT,
484 
485    SYSTEM_VALUE_MAX             /**< Number of values */
486 } gl_system_value;
487 
488 const char *gl_system_value_name(gl_system_value sysval);
489 
490 /**
491  * The possible interpolation qualifiers that can be applied to a fragment
492  * shader input in GLSL.
493  *
494  * Note: INTERP_MODE_NONE must be 0 so that memsetting the
495  * ir_variable data structure to 0 causes the default behavior.
496  */
497 enum glsl_interp_mode
498 {
499    INTERP_MODE_NONE = 0,
500    INTERP_MODE_SMOOTH,
501    INTERP_MODE_FLAT,
502    INTERP_MODE_NOPERSPECTIVE,
503    INTERP_MODE_COUNT /**< Number of interpolation qualifiers */
504 };
505 
506 const char *glsl_interp_mode_name(enum glsl_interp_mode qual);
507 
508 /**
509  * Fragment program results
510  */
511 typedef enum
512 {
513    FRAG_RESULT_DEPTH = 0,
514    FRAG_RESULT_STENCIL = 1,
515    /* If a single color should be written to all render targets, this
516     * register is written.  No FRAG_RESULT_DATAn will be written.
517     */
518    FRAG_RESULT_COLOR = 2,
519    FRAG_RESULT_SAMPLE_MASK = 3,
520 
521    /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
522     * or ARB_fragment_program fragment.color[n]) color results.  If
523     * any are written, FRAG_RESULT_COLOR will not be written.
524     * FRAG_RESULT_DATA1 and up are simply for the benefit of
525     * gl_frag_result_name() and not to be construed as an upper bound
526     */
527    FRAG_RESULT_DATA0 = 4,
528    FRAG_RESULT_DATA1,
529    FRAG_RESULT_DATA2,
530    FRAG_RESULT_DATA3,
531    FRAG_RESULT_DATA4,
532    FRAG_RESULT_DATA5,
533    FRAG_RESULT_DATA6,
534    FRAG_RESULT_DATA7,
535 } gl_frag_result;
536 
537 const char *gl_frag_result_name(gl_frag_result result);
538 
539 #define FRAG_RESULT_MAX		(FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
540 
541 /**
542  * \brief Layout qualifiers for gl_FragDepth.
543  *
544  * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
545  * a layout qualifier.
546  *
547  * \see enum ir_depth_layout
548  */
549 enum gl_frag_depth_layout
550 {
551    FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
552    FRAG_DEPTH_LAYOUT_ANY,
553    FRAG_DEPTH_LAYOUT_GREATER,
554    FRAG_DEPTH_LAYOUT_LESS,
555    FRAG_DEPTH_LAYOUT_UNCHANGED
556 };
557 
558 /**
559  * \brief Buffer access qualifiers
560  */
561 enum gl_buffer_access_qualifier
562 {
563    ACCESS_COHERENT = 1,
564    ACCESS_RESTRICT = 2,
565    ACCESS_VOLATILE = 4,
566 };
567 
568 /**
569  * \brief Blend support qualifiers
570  */
571 enum gl_advanced_blend_mode
572 {
573    BLEND_NONE           = 0x0000,
574 
575    BLEND_MULTIPLY       = 0x0001,
576    BLEND_SCREEN         = 0x0002,
577    BLEND_OVERLAY        = 0x0004,
578    BLEND_DARKEN         = 0x0008,
579    BLEND_LIGHTEN        = 0x0010,
580    BLEND_COLORDODGE     = 0x0020,
581    BLEND_COLORBURN      = 0x0040,
582    BLEND_HARDLIGHT      = 0x0080,
583    BLEND_SOFTLIGHT      = 0x0100,
584    BLEND_DIFFERENCE     = 0x0200,
585    BLEND_EXCLUSION      = 0x0400,
586    BLEND_HSL_HUE        = 0x0800,
587    BLEND_HSL_SATURATION = 0x1000,
588    BLEND_HSL_COLOR      = 0x2000,
589    BLEND_HSL_LUMINOSITY = 0x4000,
590 
591    BLEND_ALL            = 0x7fff,
592 };
593 
594 enum gl_tess_spacing
595 {
596    TESS_SPACING_UNSPECIFIED,
597    TESS_SPACING_EQUAL,
598    TESS_SPACING_FRACTIONAL_ODD,
599    TESS_SPACING_FRACTIONAL_EVEN,
600 };
601 
602 #ifdef __cplusplus
603 } /* extern "C" */
604 #endif
605 
606 #endif /* SHADER_ENUMS_H */
607