shader_enums.h 30 KB
Newer Older
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
/*
 * Mesa 3-D graphics library
 *
 * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
 * Copyright (C) 2009  VMware, Inc.  All Rights Reserved.
 *
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the "Software"),
 * to deal in the Software without restriction, including without limitation
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
 * and/or sell copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included
 * in all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
 * OTHER DEALINGS IN THE SOFTWARE.
 */

26 27
#ifndef SHADER_ENUMS_H
#define SHADER_ENUMS_H
28

Karol Herbst's avatar
Karol Herbst committed
29
#include <stdbool.h>
30 31 32

/* Project-wide (GL and Vulkan) maximum. */
#define MAX_DRAW_BUFFERS 8
Karol Herbst's avatar
Karol Herbst committed
33

34 35 36 37
#ifdef __cplusplus
extern "C" {
#endif

38
/**
Rob Clark's avatar
Rob Clark committed
39
 * Shader stages.
40 41 42 43 44 45 46
 *
 * The order must match how shaders are ordered in the pipeline.
 * The GLSL linker assumes that if i<j, then the j-th shader is
 * executed later than the i-th shader.
 */
typedef enum
{
47
   MESA_SHADER_NONE = -1,
48
   MESA_SHADER_VERTEX = 0,
49 50 51 52 53
   MESA_SHADER_TESS_CTRL = 1,
   MESA_SHADER_TESS_EVAL = 2,
   MESA_SHADER_GEOMETRY = 3,
   MESA_SHADER_FRAGMENT = 4,
   MESA_SHADER_COMPUTE = 5,
Karol Herbst's avatar
Karol Herbst committed
54 55
   /* must be last so it doesn't affect the GL pipeline */
   MESA_SHADER_KERNEL = 6,
56 57
} gl_shader_stage;

Karol Herbst's avatar
Karol Herbst committed
58 59 60 61 62 63
static inline bool
gl_shader_stage_is_compute(gl_shader_stage stage)
{
   return stage == MESA_SHADER_COMPUTE || stage == MESA_SHADER_KERNEL;
}

64 65 66 67 68 69
/**
 * Number of STATE_* values we need to address any GL state.
 * Used to dimension arrays.
 */
#define STATE_LENGTH 5

70 71
typedef short gl_state_index16; /* see enum gl_state_index */

72
const char *gl_shader_stage_name(gl_shader_stage stage);
73

74 75 76 77
/**
 * Translate a gl_shader_stage to a short shader stage name for debug
 * printouts and error messages.
 */
78
const char *_mesa_shader_stage_to_string(unsigned stage);
79 80 81 82 83

/**
 * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
 * for debug printouts and error messages.
 */
84
const char *_mesa_shader_stage_to_abbrev(unsigned stage);
85

Karol Herbst's avatar
Karol Herbst committed
86 87 88
/**
 * GL related stages (not including CL)
 */
89 90
#define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)

Karol Herbst's avatar
Karol Herbst committed
91 92 93 94 95
/**
 * All stages
 */
#define MESA_ALL_SHADER_STAGES (MESA_SHADER_KERNEL + 1)

96 97 98 99 100 101 102 103 104 105

/**
 * Indexes for vertex program attributes.
 * GL_NV_vertex_program aliases generic attributes over the conventional
 * attributes.  In GL_ARB_vertex_program shader the aliasing is optional.
 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
 * generic attributes are distinct/separate).
 */
typedef enum
{
106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138
   VERT_ATTRIB_POS,
   VERT_ATTRIB_NORMAL,
   VERT_ATTRIB_COLOR0,
   VERT_ATTRIB_COLOR1,
   VERT_ATTRIB_FOG,
   VERT_ATTRIB_COLOR_INDEX,
   VERT_ATTRIB_EDGEFLAG,
   VERT_ATTRIB_TEX0,
   VERT_ATTRIB_TEX1,
   VERT_ATTRIB_TEX2,
   VERT_ATTRIB_TEX3,
   VERT_ATTRIB_TEX4,
   VERT_ATTRIB_TEX5,
   VERT_ATTRIB_TEX6,
   VERT_ATTRIB_TEX7,
   VERT_ATTRIB_POINT_SIZE,
   VERT_ATTRIB_GENERIC0,
   VERT_ATTRIB_GENERIC1,
   VERT_ATTRIB_GENERIC2,
   VERT_ATTRIB_GENERIC3,
   VERT_ATTRIB_GENERIC4,
   VERT_ATTRIB_GENERIC5,
   VERT_ATTRIB_GENERIC6,
   VERT_ATTRIB_GENERIC7,
   VERT_ATTRIB_GENERIC8,
   VERT_ATTRIB_GENERIC9,
   VERT_ATTRIB_GENERIC10,
   VERT_ATTRIB_GENERIC11,
   VERT_ATTRIB_GENERIC12,
   VERT_ATTRIB_GENERIC13,
   VERT_ATTRIB_GENERIC14,
   VERT_ATTRIB_GENERIC15,
   VERT_ATTRIB_MAX
139 140
} gl_vert_attrib;

141
const char *gl_vert_attrib_name(gl_vert_attrib attrib);
142

143 144 145 146 147 148 149 150 151 152 153 154 155
/**
 * Symbolic constats to help iterating over
 * specific blocks of vertex attributes.
 *
 * VERT_ATTRIB_FF
 *   includes all fixed function attributes as well as
 *   the aliased GL_NV_vertex_program shader attributes.
 * VERT_ATTRIB_TEX
 *   include the classic texture coordinate attributes.
 *   Is a subset of VERT_ATTRIB_FF.
 * VERT_ATTRIB_GENERIC
 *   include the OpenGL 2.0+ GLSL generic shader attributes.
 *   These alias the generic GL_ARB_vertex_shader attributes.
156 157 158
 * VERT_ATTRIB_MAT
 *   include the generic shader attributes used to alias
 *   varying material values for the TNL shader programs.
159 160
 *   They are located at the end of the generic attribute
 *   block not to overlap with the generic 0 attribute.
161 162 163 164 165 166 167 168 169 170
 */
#define VERT_ATTRIB_FF(i)           (VERT_ATTRIB_POS + (i))
#define VERT_ATTRIB_FF_MAX          VERT_ATTRIB_GENERIC0

#define VERT_ATTRIB_TEX(i)          (VERT_ATTRIB_TEX0 + (i))
#define VERT_ATTRIB_TEX_MAX         MAX_TEXTURE_COORD_UNITS

#define VERT_ATTRIB_GENERIC(i)      (VERT_ATTRIB_GENERIC0 + (i))
#define VERT_ATTRIB_GENERIC_MAX     MAX_VERTEX_GENERIC_ATTRIBS

171 172 173 174
#define VERT_ATTRIB_MAT0            \
   (VERT_ATTRIB_GENERIC_MAX - VERT_ATTRIB_MAT_MAX)
#define VERT_ATTRIB_MAT(i)          \
   VERT_ATTRIB_GENERIC((i) + VERT_ATTRIB_MAT0)
175 176
#define VERT_ATTRIB_MAT_MAX         MAT_ATTRIB_MAX

177 178 179 180 181
/**
 * Bitflags for vertex attributes.
 * These are used in bitfields in many places.
 */
/*@{*/
182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201
#define VERT_BIT_POS             BITFIELD_BIT(VERT_ATTRIB_POS)
#define VERT_BIT_NORMAL          BITFIELD_BIT(VERT_ATTRIB_NORMAL)
#define VERT_BIT_COLOR0          BITFIELD_BIT(VERT_ATTRIB_COLOR0)
#define VERT_BIT_COLOR1          BITFIELD_BIT(VERT_ATTRIB_COLOR1)
#define VERT_BIT_FOG             BITFIELD_BIT(VERT_ATTRIB_FOG)
#define VERT_BIT_COLOR_INDEX     BITFIELD_BIT(VERT_ATTRIB_COLOR_INDEX)
#define VERT_BIT_EDGEFLAG        BITFIELD_BIT(VERT_ATTRIB_EDGEFLAG)
#define VERT_BIT_TEX0            BITFIELD_BIT(VERT_ATTRIB_TEX0)
#define VERT_BIT_TEX1            BITFIELD_BIT(VERT_ATTRIB_TEX1)
#define VERT_BIT_TEX2            BITFIELD_BIT(VERT_ATTRIB_TEX2)
#define VERT_BIT_TEX3            BITFIELD_BIT(VERT_ATTRIB_TEX3)
#define VERT_BIT_TEX4            BITFIELD_BIT(VERT_ATTRIB_TEX4)
#define VERT_BIT_TEX5            BITFIELD_BIT(VERT_ATTRIB_TEX5)
#define VERT_BIT_TEX6            BITFIELD_BIT(VERT_ATTRIB_TEX6)
#define VERT_BIT_TEX7            BITFIELD_BIT(VERT_ATTRIB_TEX7)
#define VERT_BIT_POINT_SIZE      BITFIELD_BIT(VERT_ATTRIB_POINT_SIZE)
#define VERT_BIT_GENERIC0        BITFIELD_BIT(VERT_ATTRIB_GENERIC0)

#define VERT_BIT(i)              BITFIELD_BIT(i)
#define VERT_BIT_ALL             BITFIELD_RANGE(0, VERT_ATTRIB_MAX)
202 203

#define VERT_BIT_FF(i)           VERT_BIT(i)
204
#define VERT_BIT_FF_ALL          BITFIELD_RANGE(0, VERT_ATTRIB_FF_MAX)
205 206
#define VERT_BIT_TEX(i)          VERT_BIT(VERT_ATTRIB_TEX(i))
#define VERT_BIT_TEX_ALL         \
207
   BITFIELD_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
208 209 210

#define VERT_BIT_GENERIC(i)      VERT_BIT(VERT_ATTRIB_GENERIC(i))
#define VERT_BIT_GENERIC_ALL     \
211
   BITFIELD_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
212 213 214 215

#define VERT_BIT_MAT(i)	         VERT_BIT(VERT_ATTRIB_MAT(i))
#define VERT_BIT_MAT_ALL         \
   BITFIELD_RANGE(VERT_ATTRIB_MAT(0), VERT_ATTRIB_MAT_MAX)
216 217
/*@}*/

218
#define MAX_VARYING 32 /**< number of float[4] vectors */
219

220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251
/**
 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
 * fragment shader inputs.
 *
 * Note that some of these values are not available to all pipeline stages.
 *
 * When this enum is updated, the following code must be updated too:
 * - vertResults (in prog_print.c's arb_output_attrib_string())
 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
 * - _mesa_varying_slot_in_fs()
 */
typedef enum
{
   VARYING_SLOT_POS,
   VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
   VARYING_SLOT_COL1,
   VARYING_SLOT_FOGC,
   VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
   VARYING_SLOT_TEX1,
   VARYING_SLOT_TEX2,
   VARYING_SLOT_TEX3,
   VARYING_SLOT_TEX4,
   VARYING_SLOT_TEX5,
   VARYING_SLOT_TEX6,
   VARYING_SLOT_TEX7,
   VARYING_SLOT_PSIZ, /* Does not appear in FS */
   VARYING_SLOT_BFC0, /* Does not appear in FS */
   VARYING_SLOT_BFC1, /* Does not appear in FS */
   VARYING_SLOT_EDGE, /* Does not appear in FS */
   VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
   VARYING_SLOT_CLIP_DIST0,
   VARYING_SLOT_CLIP_DIST1,
252 253
   VARYING_SLOT_CULL_DIST0,
   VARYING_SLOT_CULL_DIST1,
254 255 256 257 258 259 260
   VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
   VARYING_SLOT_LAYER, /* Appears as VS or GS output */
   VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
   VARYING_SLOT_FACE, /* FS only */
   VARYING_SLOT_PNTC, /* FS only */
   VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
   VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */
261 262
   VARYING_SLOT_BOUNDING_BOX0, /* Only appears as TCS output. */
   VARYING_SLOT_BOUNDING_BOX1, /* Only appears as TCS output. */
263
   VARYING_SLOT_VIEW_INDEX,
264
   VARYING_SLOT_VIEWPORT_MASK, /* Does not appear in FS */
265
   VARYING_SLOT_VAR0, /* First generic varying slot */
266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299
   /* the remaining are simply for the benefit of gl_varying_slot_name()
    * and not to be construed as an upper bound:
    */
   VARYING_SLOT_VAR1,
   VARYING_SLOT_VAR2,
   VARYING_SLOT_VAR3,
   VARYING_SLOT_VAR4,
   VARYING_SLOT_VAR5,
   VARYING_SLOT_VAR6,
   VARYING_SLOT_VAR7,
   VARYING_SLOT_VAR8,
   VARYING_SLOT_VAR9,
   VARYING_SLOT_VAR10,
   VARYING_SLOT_VAR11,
   VARYING_SLOT_VAR12,
   VARYING_SLOT_VAR13,
   VARYING_SLOT_VAR14,
   VARYING_SLOT_VAR15,
   VARYING_SLOT_VAR16,
   VARYING_SLOT_VAR17,
   VARYING_SLOT_VAR18,
   VARYING_SLOT_VAR19,
   VARYING_SLOT_VAR20,
   VARYING_SLOT_VAR21,
   VARYING_SLOT_VAR22,
   VARYING_SLOT_VAR23,
   VARYING_SLOT_VAR24,
   VARYING_SLOT_VAR25,
   VARYING_SLOT_VAR26,
   VARYING_SLOT_VAR27,
   VARYING_SLOT_VAR28,
   VARYING_SLOT_VAR29,
   VARYING_SLOT_VAR30,
   VARYING_SLOT_VAR31,
300 301
} gl_varying_slot;

Rob Clark's avatar
Rob Clark committed
302 303 304 305

#define VARYING_SLOT_MAX	(VARYING_SLOT_VAR0 + MAX_VARYING)
#define VARYING_SLOT_PATCH0	(VARYING_SLOT_MAX)
#define VARYING_SLOT_TESS_MAX	(VARYING_SLOT_PATCH0 + MAX_VARYING)
306
#define MAX_VARYINGS_INCL_PATCH (VARYING_SLOT_TESS_MAX - VARYING_SLOT_VAR0)
Rob Clark's avatar
Rob Clark committed
307

308
const char *gl_varying_slot_name(gl_varying_slot slot);
309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335

/**
 * Bitflags for varying slots.
 */
/*@{*/
#define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
#define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
#define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
#define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
#define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
#define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
#define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
#define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
#define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
#define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
#define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
#define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
#define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
#define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
                                              MAX_TEXTURE_COORD_UNITS)
#define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
#define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
#define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
#define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
#define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
#define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
#define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
336 337
#define VARYING_BIT_CULL_DIST0 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST0)
#define VARYING_BIT_CULL_DIST1 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST1)
338 339 340 341 342 343 344
#define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
#define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
#define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
#define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
#define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
#define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
#define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
345 346
#define VARYING_BIT_BOUNDING_BOX0 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX0)
#define VARYING_BIT_BOUNDING_BOX1 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX1)
347
#define VARYING_BIT_VIEWPORT_MASK BITFIELD64_BIT(VARYING_SLOT_VIEWPORT_MASK)
348 349 350
#define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
/*@}*/

351 352 353 354 355 356
/**
 * Bitflags for system values.
 */
#define SYSTEM_BIT_SAMPLE_ID ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_ID)
#define SYSTEM_BIT_SAMPLE_POS ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_POS)
#define SYSTEM_BIT_SAMPLE_MASK_IN ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_MASK_IN)
357
#define SYSTEM_BIT_LOCAL_INVOCATION_ID ((uint64_t)1 << SYSTEM_VALUE_LOCAL_INVOCATION_ID)
358
#define SYSTEM_BIT_FRONT_FACE ((uint64_t)1 << SYSTEM_VALUE_FRONT_FACE)
359

360 361 362 363 364 365 366
/**
 * If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
 * one of these values.  If a NIR variable's mode is nir_var_system_value, it
 * will be one of these values.
 */
typedef enum
{
367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423
   /**
    * \name System values applicable to all shaders
    */
   /*@{*/

   /**
    * Builtin variables added by GL_ARB_shader_ballot.
    */
   /*@{*/

   /**
    * From the GL_ARB_shader-ballot spec:
    *
    *    "A sub-group is a collection of invocations which execute in lockstep.
    *     The variable <gl_SubGroupSizeARB> is the maximum number of
    *     invocations in a sub-group. The maximum <gl_SubGroupSizeARB>
    *     supported in this extension is 64."
    *
    * The spec defines this as a uniform. However, it's highly unlikely that
    * implementations actually treat it as a uniform (which is loaded from a
    * constant buffer). Most likely, this is an implementation-wide constant,
    * or perhaps something that depends on the shader stage.
    */
   SYSTEM_VALUE_SUBGROUP_SIZE,

   /**
    * From the GL_ARB_shader_ballot spec:
    *
    *    "The variable <gl_SubGroupInvocationARB> holds the index of the
    *     invocation within sub-group. This variable is in the range 0 to
    *     <gl_SubGroupSizeARB>-1, where <gl_SubGroupSizeARB> is the total
    *     number of invocations in a sub-group."
    */
   SYSTEM_VALUE_SUBGROUP_INVOCATION,

   /**
    * From the GL_ARB_shader_ballot spec:
    *
    *    "The <gl_SubGroup??MaskARB> variables provide a bitmask for all
    *     invocations, with one bit per invocation starting with the least
    *     significant bit, according to the following table,
    *
    *       variable               equation for bit values
    *       --------------------   ------------------------------------
    *       gl_SubGroupEqMaskARB   bit index == gl_SubGroupInvocationARB
    *       gl_SubGroupGeMaskARB   bit index >= gl_SubGroupInvocationARB
    *       gl_SubGroupGtMaskARB   bit index >  gl_SubGroupInvocationARB
    *       gl_SubGroupLeMaskARB   bit index <= gl_SubGroupInvocationARB
    *       gl_SubGroupLtMaskARB   bit index <  gl_SubGroupInvocationARB
    */
   SYSTEM_VALUE_SUBGROUP_EQ_MASK,
   SYSTEM_VALUE_SUBGROUP_GE_MASK,
   SYSTEM_VALUE_SUBGROUP_GT_MASK,
   SYSTEM_VALUE_SUBGROUP_LE_MASK,
   SYSTEM_VALUE_SUBGROUP_LT_MASK,
   /*@}*/

424 425 426 427 428 429 430 431
   /**
    * Builtin variables added by VK_KHR_subgroups
    */
   /*@{*/
   SYSTEM_VALUE_NUM_SUBGROUPS,
   SYSTEM_VALUE_SUBGROUP_ID,
   /*@}*/

432 433
   /*@}*/

434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504
   /**
    * \name Vertex shader system values
    */
   /*@{*/
   /**
    * OpenGL-style vertex ID.
    *
    * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
    * OpenGL 3.3 core profile spec says:
    *
    *     "gl_VertexID holds the integer index i implicitly passed by
    *     DrawArrays or one of the other drawing commands defined in section
    *     2.8.3."
    *
    * Section 2.8.3 (Drawing Commands) of the same spec says:
    *
    *     "The commands....are equivalent to the commands with the same base
    *     name (without the BaseVertex suffix), except that the ith element
    *     transferred by the corresponding draw call will be taken from
    *     element indices[i] + basevertex of each enabled array."
    *
    * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
    * says:
    *
    *     "In unextended GL, vertex shaders have inputs named gl_VertexID and
    *     gl_InstanceID, which contain, respectively the index of the vertex
    *     and instance. The value of gl_VertexID is the implicitly passed
    *     index of the vertex being processed, which includes the value of
    *     baseVertex, for those commands that accept it."
    *
    * gl_VertexID gets basevertex added in.  This differs from DirectX where
    * SV_VertexID does \b not get basevertex added in.
    *
    * \note
    * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
    * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
    * \c SYSTEM_VALUE_BASE_VERTEX.
    *
    * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
    */
   SYSTEM_VALUE_VERTEX_ID,

   /**
    * Instanced ID as supplied to gl_InstanceID
    *
    * Values assigned to gl_InstanceID always begin with zero, regardless of
    * the value of baseinstance.
    *
    * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
    * says:
    *
    *     "gl_InstanceID holds the integer instance number of the current
    *     primitive in an instanced draw call (see section 10.5)."
    *
    * Through a big chain of pseudocode, section 10.5 describes that
    * baseinstance is not counted by gl_InstanceID.  In that section, notice
    *
    *     "If an enabled vertex attribute array is instanced (it has a
    *     non-zero divisor as specified by VertexAttribDivisor), the element
    *     index that is transferred to the GL, for all vertices, is given by
    *
    *         floor(instance/divisor) + baseinstance
    *
    *     If an array corresponding to an attribute required by a vertex
    *     shader is not enabled, then the corresponding element is taken from
    *     the current attribute state (see section 10.2)."
    *
    * Note that baseinstance is \b not included in the value of instance.
    */
   SYSTEM_VALUE_INSTANCE_ID,

505 506 507 508 509 510 511
   /**
    * Vulkan InstanceIndex.
    *
    * InstanceIndex = gl_InstanceID + gl_BaseInstance
    */
   SYSTEM_VALUE_INSTANCE_INDEX,

512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528
   /**
    * DirectX-style vertex ID.
    *
    * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
    * the value of basevertex.
    *
    * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
    */
   SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,

   /**
    * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
    * functions.
    *
    * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
    */
   SYSTEM_VALUE_BASE_VERTEX,
529

530 531 532 533 534 535 536 537 538 539 540 541 542 543
   /**
    * Depending on the type of the draw call (indexed or non-indexed),
    * is the value of \c basevertex passed to \c glDrawElementsBaseVertex and
    * similar, or is the value of \c first passed to \c glDrawArrays and
    * similar.
    *
    * \note
    * It can be used to calculate the \c SYSTEM_VALUE_VERTEX_ID as
    * \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus \c SYSTEM_VALUE_FIRST_VERTEX.
    *
    * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_VERTEX_ID
    */
   SYSTEM_VALUE_FIRST_VERTEX,

544 545 546 547 548 549 550
   /**
    * If the Draw command used to start the rendering was an indexed draw
    * or not (~0/0). Useful to calculate \c SYSTEM_VALUE_BASE_VERTEX as
    * \c SYSTEM_VALUE_IS_INDEXED_DRAW & \c SYSTEM_VALUE_FIRST_VERTEX.
    */
   SYSTEM_VALUE_IS_INDEXED_DRAW,

551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569
   /**
    * Value of \c baseinstance passed to instanced draw entry points
    *
    * \sa SYSTEM_VALUE_INSTANCE_ID
    */
   SYSTEM_VALUE_BASE_INSTANCE,

   /**
    * From _ARB_shader_draw_parameters:
    *
    *   "Additionally, this extension adds a further built-in variable,
    *    gl_DrawID to the shading language. This variable contains the index
    *    of the draw currently being processed by a Multi* variant of a
    *    drawing command (such as MultiDrawElements or
    *    MultiDrawArraysIndirect)."
    *
    * If GL_ARB_multi_draw_indirect is not supported, this is always 0.
    */
   SYSTEM_VALUE_DRAW_ID,
570 571 572 573 574 575
   /*@}*/

   /**
    * \name Geometry shader system values
    */
   /*@{*/
576
   SYSTEM_VALUE_INVOCATION_ID,  /**< (Also in Tessellation Control shader) */
577 578 579 580 581 582
   /*@}*/

   /**
    * \name Fragment shader system values
    */
   /*@{*/
583
   SYSTEM_VALUE_FRAG_COORD,
584
   SYSTEM_VALUE_POINT_COORD,
585
   SYSTEM_VALUE_FRONT_FACE,
586 587 588
   SYSTEM_VALUE_SAMPLE_ID,
   SYSTEM_VALUE_SAMPLE_POS,
   SYSTEM_VALUE_SAMPLE_MASK_IN,
589
   SYSTEM_VALUE_HELPER_INVOCATION,
590 591
   SYSTEM_VALUE_COLOR0,
   SYSTEM_VALUE_COLOR1,
592 593
   /*@}*/

594 595 596 597 598 599
   /**
    * \name Tessellation Evaluation shader system values
    */
   /*@{*/
   SYSTEM_VALUE_TESS_COORD,
   SYSTEM_VALUE_VERTICES_IN,    /**< Tessellation vertices in input patch */
600
   SYSTEM_VALUE_PRIMITIVE_ID,
601 602
   SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */
   SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */
603 604
   SYSTEM_VALUE_TESS_LEVEL_OUTER_DEFAULT, /**< TCS input for passthru TCS */
   SYSTEM_VALUE_TESS_LEVEL_INNER_DEFAULT, /**< TCS input for passthru TCS */
605 606
   /*@}*/

607 608 609 610 611
   /**
    * \name Compute shader system values
    */
   /*@{*/
   SYSTEM_VALUE_LOCAL_INVOCATION_ID,
612 613
   SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
   SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
614
   SYSTEM_VALUE_BASE_GLOBAL_INVOCATION_ID,
615
   SYSTEM_VALUE_GLOBAL_INVOCATION_INDEX,
616
   SYSTEM_VALUE_WORK_GROUP_ID,
617
   SYSTEM_VALUE_NUM_WORK_GROUPS,
618
   SYSTEM_VALUE_LOCAL_GROUP_SIZE,
619 620
   SYSTEM_VALUE_GLOBAL_GROUP_SIZE,
   SYSTEM_VALUE_WORK_DIM,
621 622
   SYSTEM_VALUE_USER_DATA_AMD,
   /*@}*/
623

624 625 626
   /** Required for VK_KHR_device_group */
   SYSTEM_VALUE_DEVICE_INDEX,

627 628 629
   /** Required for VK_KHX_multiview */
   SYSTEM_VALUE_VIEW_INDEX,

Rob Clark's avatar
Rob Clark committed
630 631 632 633 634 635
   /**
    * Driver internal vertex-count, used (for example) for drivers to
    * calculate stride for stream-out outputs.  Not externally visible.
    */
   SYSTEM_VALUE_VERTEX_CNT,

636
   /**
637 638
    * Required for AMD_shader_explicit_vertex_parameter and also used for
    * varying-fetch instructions.
639 640 641
    *
    * The _SIZE value is "primitive size", used to scale i/j in primitive
    * space to pixel space.
642
    */
643 644 645 646
   SYSTEM_VALUE_BARYCENTRIC_PERSP_PIXEL,
   SYSTEM_VALUE_BARYCENTRIC_PERSP_SAMPLE,
   SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTROID,
   SYSTEM_VALUE_BARYCENTRIC_PERSP_SIZE,
647 648 649 650
   SYSTEM_VALUE_BARYCENTRIC_LINEAR_PIXEL,
   SYSTEM_VALUE_BARYCENTRIC_LINEAR_CENTROID,
   SYSTEM_VALUE_BARYCENTRIC_LINEAR_SAMPLE,
   SYSTEM_VALUE_BARYCENTRIC_PULL_MODEL,
651

652
   /**
653 654 655
    * IR3 specific geometry shader and tesselation control shader system
    * values that packs invocation id, thread id and vertex id.  Having this
    * as a nir level system value lets us do the unpacking in nir.
656 657
    */
   SYSTEM_VALUE_GS_HEADER_IR3,
658
   SYSTEM_VALUE_TCS_HEADER_IR3,
659

660 661 662
   SYSTEM_VALUE_MAX             /**< Number of values */
} gl_system_value;

663
const char *gl_system_value_name(gl_system_value sysval);
664 665 666 667 668

/**
 * The possible interpolation qualifiers that can be applied to a fragment
 * shader input in GLSL.
 *
669
 * Note: INTERP_MODE_NONE must be 0 so that memsetting the
670
 * ir_variable data structure to 0 causes the default behavior.
671
 */
672
enum glsl_interp_mode
673
{
674 675 676 677
   INTERP_MODE_NONE = 0,
   INTERP_MODE_SMOOTH,
   INTERP_MODE_FLAT,
   INTERP_MODE_NOPERSPECTIVE,
678
   INTERP_MODE_EXPLICIT,
679
   INTERP_MODE_COUNT /**< Number of interpolation qualifiers */
680 681
};

682 683 684 685 686 687 688
enum glsl_interface_packing {
   GLSL_INTERFACE_PACKING_STD140,
   GLSL_INTERFACE_PACKING_SHARED,
   GLSL_INTERFACE_PACKING_PACKED,
   GLSL_INTERFACE_PACKING_STD430
};

689
const char *glsl_interp_mode_name(enum glsl_interp_mode qual);
690

691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706
/**
 * Fragment program results
 */
typedef enum
{
   FRAG_RESULT_DEPTH = 0,
   FRAG_RESULT_STENCIL = 1,
   /* If a single color should be written to all render targets, this
    * register is written.  No FRAG_RESULT_DATAn will be written.
    */
   FRAG_RESULT_COLOR = 2,
   FRAG_RESULT_SAMPLE_MASK = 3,

   /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
    * or ARB_fragment_program fragment.color[n]) color results.  If
    * any are written, FRAG_RESULT_COLOR will not be written.
707 708
    * FRAG_RESULT_DATA1 and up are simply for the benefit of
    * gl_frag_result_name() and not to be construed as an upper bound
709 710
    */
   FRAG_RESULT_DATA0 = 4,
711 712 713 714 715 716 717
   FRAG_RESULT_DATA1,
   FRAG_RESULT_DATA2,
   FRAG_RESULT_DATA3,
   FRAG_RESULT_DATA4,
   FRAG_RESULT_DATA5,
   FRAG_RESULT_DATA6,
   FRAG_RESULT_DATA7,
718
} gl_frag_result;
719

720
const char *gl_frag_result_name(gl_frag_result result);
721

Rob Clark's avatar
Rob Clark committed
722 723
#define FRAG_RESULT_MAX		(FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)

724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740
/**
 * \brief Layout qualifiers for gl_FragDepth.
 *
 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
 * a layout qualifier.
 *
 * \see enum ir_depth_layout
 */
enum gl_frag_depth_layout
{
   FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
   FRAG_DEPTH_LAYOUT_ANY,
   FRAG_DEPTH_LAYOUT_GREATER,
   FRAG_DEPTH_LAYOUT_LESS,
   FRAG_DEPTH_LAYOUT_UNCHANGED
};

741 742 743
/**
 * \brief Buffer access qualifiers
 */
744
enum gl_access_qualifier
745
{
746 747 748 749 750
   ACCESS_COHERENT      = (1 << 0),
   ACCESS_RESTRICT      = (1 << 1),
   ACCESS_VOLATILE      = (1 << 2),
   ACCESS_NON_READABLE  = (1 << 3),
   ACCESS_NON_WRITEABLE = (1 << 4),
751 752 753

   /** The access may use a non-uniform buffer or image index */
   ACCESS_NON_UNIFORM   = (1 << 5),
754 755 756 757 758 759 760 761

   /* This has the same semantics as NIR_INTRINSIC_CAN_REORDER, only to be
    * used with loads. In other words, it means that the load can be
    * arbitrarily reordered, or combined with other loads to the same address.
    * It is implied by ACCESS_NON_WRITEABLE together with ACCESS_RESTRICT, and
    * a lack of ACCESS_COHERENT and ACCESS_VOLATILE.
    */
   ACCESS_CAN_REORDER = (1 << 6),
762 763 764

   /** Use as little cache space as possible. */
   ACCESS_STREAM_CACHE_POLICY = (1 << 7),
765 766
};

767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792
/**
 * \brief Blend support qualifiers
 */
enum gl_advanced_blend_mode
{
   BLEND_NONE           = 0x0000,

   BLEND_MULTIPLY       = 0x0001,
   BLEND_SCREEN         = 0x0002,
   BLEND_OVERLAY        = 0x0004,
   BLEND_DARKEN         = 0x0008,
   BLEND_LIGHTEN        = 0x0010,
   BLEND_COLORDODGE     = 0x0020,
   BLEND_COLORBURN      = 0x0040,
   BLEND_HARDLIGHT      = 0x0080,
   BLEND_SOFTLIGHT      = 0x0100,
   BLEND_DIFFERENCE     = 0x0200,
   BLEND_EXCLUSION      = 0x0400,
   BLEND_HSL_HUE        = 0x0800,
   BLEND_HSL_SATURATION = 0x1000,
   BLEND_HSL_COLOR      = 0x2000,
   BLEND_HSL_LUMINOSITY = 0x4000,

   BLEND_ALL            = 0x7fff,
};

793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813
enum blend_func
{
   BLEND_FUNC_ADD,
   BLEND_FUNC_SUBTRACT,
   BLEND_FUNC_REVERSE_SUBTRACT,
   BLEND_FUNC_MIN,
   BLEND_FUNC_MAX,
};

enum blend_factor
{
   BLEND_FACTOR_ZERO,
   BLEND_FACTOR_SRC_COLOR,
   BLEND_FACTOR_DST_COLOR,
   BLEND_FACTOR_SRC_ALPHA,
   BLEND_FACTOR_DST_ALPHA,
   BLEND_FACTOR_CONSTANT_COLOR,
   BLEND_FACTOR_CONSTANT_ALPHA,
   BLEND_FACTOR_SRC_ALPHA_SATURATE,
};

814 815 816 817 818 819 820 821
enum gl_tess_spacing
{
   TESS_SPACING_UNSPECIFIED,
   TESS_SPACING_EQUAL,
   TESS_SPACING_FRACTIONAL_ODD,
   TESS_SPACING_FRACTIONAL_EVEN,
};

822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838
/**
 * A compare function enum for use in compiler lowering passes.  This is in
 * the same order as GL's compare functions (shifted down by GL_NEVER), and is
 * exactly the same as gallium's PIPE_FUNC_*.
 */
enum compare_func
{
   COMPARE_FUNC_NEVER,
   COMPARE_FUNC_LESS,
   COMPARE_FUNC_EQUAL,
   COMPARE_FUNC_LEQUAL,
   COMPARE_FUNC_GREATER,
   COMPARE_FUNC_NOTEQUAL,
   COMPARE_FUNC_GEQUAL,
   COMPARE_FUNC_ALWAYS,
};

839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879
/**
 * Arrangements for grouping invocations from NV_compute_shader_derivatives.
 *
 *   The extension provides new layout qualifiers that support two different
 *   arrangements of compute shader invocations for the purpose of derivative
 *   computation.  When specifying
 *
 *     layout(derivative_group_quadsNV) in;
 *
 *   compute shader invocations are grouped into 2x2x1 arrays whose four local
 *   invocation ID values follow the pattern:
 *
 *       +-----------------+------------------+
 *       | (2x+0, 2y+0, z) |  (2x+1, 2y+0, z) |
 *       +-----------------+------------------+
 *       | (2x+0, 2y+1, z) |  (2x+1, 2y+1, z) |
 *       +-----------------+------------------+
 *
 *   where Y increases from bottom to top.  When specifying
 *
 *     layout(derivative_group_linearNV) in;
 *
 *   compute shader invocations are grouped into 2x2x1 arrays whose four local
 *   invocation index values follow the pattern:
 *
 *       +------+------+
 *       | 4n+0 | 4n+1 |
 *       +------+------+
 *       | 4n+2 | 4n+3 |
 *       +------+------+
 *
 *   If neither layout qualifier is specified, derivatives in compute shaders
 *   return zero, which is consistent with the handling of built-in texture
 *   functions like texture() in GLSL 4.50 compute shaders.
 */
enum gl_derivative_group {
   DERIVATIVE_GROUP_NONE = 0,
   DERIVATIVE_GROUP_QUADS,
   DERIVATIVE_GROUP_LINEAR,
};

880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899
enum float_controls
{
   FLOAT_CONTROLS_DEFAULT_FLOAT_CONTROL_MODE        = 0x0000,
   FLOAT_CONTROLS_DENORM_PRESERVE_FP16              = 0x0001,
   FLOAT_CONTROLS_DENORM_PRESERVE_FP32              = 0x0002,
   FLOAT_CONTROLS_DENORM_PRESERVE_FP64              = 0x0004,
   FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP16         = 0x0008,
   FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP32         = 0x0010,
   FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP64         = 0x0020,
   FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP16 = 0x0040,
   FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP32 = 0x0080,
   FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP64 = 0x0100,
   FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP16            = 0x0200,
   FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP32            = 0x0400,
   FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP64            = 0x0800,
   FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP16            = 0x1000,
   FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP32            = 0x2000,
   FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP64            = 0x4000,
};

900 901 902 903 904
/**
* Enums to describe sampler properties used by OpenCL's inline constant samplers.
* These values match the meanings described in the SPIR-V spec.
*/
enum cl_sampler_addressing_mode {
905 906 907 908 909
   SAMPLER_ADDRESSING_MODE_NONE = 0,
   SAMPLER_ADDRESSING_MODE_CLAMP_TO_EDGE = 1,
   SAMPLER_ADDRESSING_MODE_CLAMP = 2,
   SAMPLER_ADDRESSING_MODE_REPEAT = 3,
   SAMPLER_ADDRESSING_MODE_REPEAT_MIRRORED = 4,
910 911 912
};

enum cl_sampler_filter_mode {
913 914
   SAMPLER_FILTER_MODE_NEAREST = 0,
   SAMPLER_FILTER_MODE_LINEAR = 1,
915 916
};

917 918 919 920
#ifdef __cplusplus
} /* extern "C" */
#endif

921
#endif /* SHADER_ENUMS_H */