2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
26 #ifndef SHADER_ENUMS_H
27 #define SHADER_ENUMS_H
31 /* Project-wide (GL and Vulkan) maximum. */
32 #define MAX_DRAW_BUFFERS 8
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.
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 /* must be last so it doesn't affect the GL pipeline */
55 MESA_SHADER_KERNEL
= 6,
59 gl_shader_stage_is_compute(gl_shader_stage stage
)
61 return stage
== MESA_SHADER_COMPUTE
|| stage
== MESA_SHADER_KERNEL
;
65 * Number of STATE_* values we need to address any GL state.
66 * Used to dimension arrays.
68 #define STATE_LENGTH 5
70 typedef short gl_state_index16
; /* see enum gl_state_index */
72 const char *gl_shader_stage_name(gl_shader_stage stage
);
75 * Translate a gl_shader_stage to a short shader stage name for debug
76 * printouts and error messages.
78 const char *_mesa_shader_stage_to_string(unsigned stage
);
81 * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
82 * for debug printouts and error messages.
84 const char *_mesa_shader_stage_to_abbrev(unsigned stage
);
87 * GL related stages (not including CL)
89 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
94 #define MESA_ALL_SHADER_STAGES (MESA_SHADER_KERNEL + 1)
98 * Indexes for vertex program attributes.
99 * GL_NV_vertex_program aliases generic attributes over the conventional
100 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
101 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
102 * generic attributes are distinct/separate).
111 VERT_ATTRIB_COLOR_INDEX
,
112 VERT_ATTRIB_EDGEFLAG
,
121 VERT_ATTRIB_POINT_SIZE
,
122 VERT_ATTRIB_GENERIC0
,
123 VERT_ATTRIB_GENERIC1
,
124 VERT_ATTRIB_GENERIC2
,
125 VERT_ATTRIB_GENERIC3
,
126 VERT_ATTRIB_GENERIC4
,
127 VERT_ATTRIB_GENERIC5
,
128 VERT_ATTRIB_GENERIC6
,
129 VERT_ATTRIB_GENERIC7
,
130 VERT_ATTRIB_GENERIC8
,
131 VERT_ATTRIB_GENERIC9
,
132 VERT_ATTRIB_GENERIC10
,
133 VERT_ATTRIB_GENERIC11
,
134 VERT_ATTRIB_GENERIC12
,
135 VERT_ATTRIB_GENERIC13
,
136 VERT_ATTRIB_GENERIC14
,
137 VERT_ATTRIB_GENERIC15
,
141 const char *gl_vert_attrib_name(gl_vert_attrib attrib
);
144 * Symbolic constats to help iterating over
145 * specific blocks of vertex attributes.
148 * includes all fixed function attributes as well as
149 * the aliased GL_NV_vertex_program shader attributes.
151 * include the classic texture coordinate attributes.
152 * Is a subset of VERT_ATTRIB_FF.
153 * VERT_ATTRIB_GENERIC
154 * include the OpenGL 2.0+ GLSL generic shader attributes.
155 * These alias the generic GL_ARB_vertex_shader attributes.
157 * include the generic shader attributes used to alias
158 * varying material values for the TNL shader programs.
159 * They are located at the end of the generic attribute
160 * block not to overlap with the generic 0 attribute.
162 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
163 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
165 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
166 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
168 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
169 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
171 #define VERT_ATTRIB_MAT0 \
172 (VERT_ATTRIB_GENERIC_MAX - VERT_ATTRIB_MAT_MAX)
173 #define VERT_ATTRIB_MAT(i) \
174 VERT_ATTRIB_GENERIC((i) + VERT_ATTRIB_MAT0)
175 #define VERT_ATTRIB_MAT_MAX MAT_ATTRIB_MAX
178 * Bitflags for vertex attributes.
179 * These are used in bitfields in many places.
182 #define VERT_BIT_POS BITFIELD_BIT(VERT_ATTRIB_POS)
183 #define VERT_BIT_NORMAL BITFIELD_BIT(VERT_ATTRIB_NORMAL)
184 #define VERT_BIT_COLOR0 BITFIELD_BIT(VERT_ATTRIB_COLOR0)
185 #define VERT_BIT_COLOR1 BITFIELD_BIT(VERT_ATTRIB_COLOR1)
186 #define VERT_BIT_FOG BITFIELD_BIT(VERT_ATTRIB_FOG)
187 #define VERT_BIT_COLOR_INDEX BITFIELD_BIT(VERT_ATTRIB_COLOR_INDEX)
188 #define VERT_BIT_EDGEFLAG BITFIELD_BIT(VERT_ATTRIB_EDGEFLAG)
189 #define VERT_BIT_TEX0 BITFIELD_BIT(VERT_ATTRIB_TEX0)
190 #define VERT_BIT_TEX1 BITFIELD_BIT(VERT_ATTRIB_TEX1)
191 #define VERT_BIT_TEX2 BITFIELD_BIT(VERT_ATTRIB_TEX2)
192 #define VERT_BIT_TEX3 BITFIELD_BIT(VERT_ATTRIB_TEX3)
193 #define VERT_BIT_TEX4 BITFIELD_BIT(VERT_ATTRIB_TEX4)
194 #define VERT_BIT_TEX5 BITFIELD_BIT(VERT_ATTRIB_TEX5)
195 #define VERT_BIT_TEX6 BITFIELD_BIT(VERT_ATTRIB_TEX6)
196 #define VERT_BIT_TEX7 BITFIELD_BIT(VERT_ATTRIB_TEX7)
197 #define VERT_BIT_POINT_SIZE BITFIELD_BIT(VERT_ATTRIB_POINT_SIZE)
198 #define VERT_BIT_GENERIC0 BITFIELD_BIT(VERT_ATTRIB_GENERIC0)
200 #define VERT_BIT(i) BITFIELD_BIT(i)
201 #define VERT_BIT_ALL BITFIELD_RANGE(0, VERT_ATTRIB_MAX)
203 #define VERT_BIT_FF(i) VERT_BIT(i)
204 #define VERT_BIT_FF_ALL BITFIELD_RANGE(0, VERT_ATTRIB_FF_MAX)
205 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
206 #define VERT_BIT_TEX_ALL \
207 BITFIELD_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
209 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
210 #define VERT_BIT_GENERIC_ALL \
211 BITFIELD_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
213 #define VERT_BIT_MAT(i) VERT_BIT(VERT_ATTRIB_MAT(i))
214 #define VERT_BIT_MAT_ALL \
215 BITFIELD_RANGE(VERT_ATTRIB_MAT(0), VERT_ATTRIB_MAT_MAX)
218 #define MAX_VARYING 32 /**< number of float[4] vectors */
221 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
222 * fragment shader inputs.
224 * Note that some of these values are not available to all pipeline stages.
226 * When this enum is updated, the following code must be updated too:
227 * - vertResults (in prog_print.c's arb_output_attrib_string())
228 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
229 * - _mesa_varying_slot_in_fs()
234 VARYING_SLOT_COL0
, /* COL0 and COL1 must be contiguous */
237 VARYING_SLOT_TEX0
, /* TEX0-TEX7 must be contiguous */
245 VARYING_SLOT_PSIZ
, /* Does not appear in FS */
246 VARYING_SLOT_BFC0
, /* Does not appear in FS */
247 VARYING_SLOT_BFC1
, /* Does not appear in FS */
248 VARYING_SLOT_EDGE
, /* Does not appear in FS */
249 VARYING_SLOT_CLIP_VERTEX
, /* Does not appear in FS */
250 VARYING_SLOT_CLIP_DIST0
,
251 VARYING_SLOT_CLIP_DIST1
,
252 VARYING_SLOT_CULL_DIST0
,
253 VARYING_SLOT_CULL_DIST1
,
254 VARYING_SLOT_PRIMITIVE_ID
, /* Does not appear in VS */
255 VARYING_SLOT_LAYER
, /* Appears as VS or GS output */
256 VARYING_SLOT_VIEWPORT
, /* Appears as VS or GS output */
257 VARYING_SLOT_FACE
, /* FS only */
258 VARYING_SLOT_PNTC
, /* FS only */
259 VARYING_SLOT_TESS_LEVEL_OUTER
, /* Only appears as TCS output. */
260 VARYING_SLOT_TESS_LEVEL_INNER
, /* Only appears as TCS output. */
261 VARYING_SLOT_BOUNDING_BOX0
, /* Only appears as TCS output. */
262 VARYING_SLOT_BOUNDING_BOX1
, /* Only appears as TCS output. */
263 VARYING_SLOT_VIEW_INDEX
,
264 VARYING_SLOT_VAR0
, /* First generic varying slot */
265 /* the remaining are simply for the benefit of gl_varying_slot_name()
266 * and not to be construed as an upper bound:
302 #define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
303 #define VARYING_SLOT_PATCH0 (VARYING_SLOT_MAX)
304 #define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)
305 #define MAX_VARYINGS_INCL_PATCH (VARYING_SLOT_TESS_MAX - VARYING_SLOT_VAR0)
307 const char *gl_varying_slot_name(gl_varying_slot slot
);
310 * Bitflags for varying slots.
313 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
314 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
315 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
316 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
317 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
318 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
319 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
320 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
321 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
322 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
323 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
324 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
325 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
326 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
327 MAX_TEXTURE_COORD_UNITS)
328 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
329 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
330 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
331 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
332 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
333 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
334 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
335 #define VARYING_BIT_CULL_DIST0 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST0)
336 #define VARYING_BIT_CULL_DIST1 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST1)
337 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
338 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
339 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
340 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
341 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
342 #define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
343 #define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
344 #define VARYING_BIT_BOUNDING_BOX0 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX0)
345 #define VARYING_BIT_BOUNDING_BOX1 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX1)
346 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
350 * Bitflags for system values.
352 #define SYSTEM_BIT_SAMPLE_ID ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_ID)
353 #define SYSTEM_BIT_SAMPLE_POS ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_POS)
354 #define SYSTEM_BIT_SAMPLE_MASK_IN ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_MASK_IN)
355 #define SYSTEM_BIT_LOCAL_INVOCATION_ID ((uint64_t)1 << SYSTEM_VALUE_LOCAL_INVOCATION_ID)
358 * If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
359 * one of these values. If a NIR variable's mode is nir_var_system_value, it
360 * will be one of these values.
365 * \name System values applicable to all shaders
370 * Builtin variables added by GL_ARB_shader_ballot.
375 * From the GL_ARB_shader-ballot spec:
377 * "A sub-group is a collection of invocations which execute in lockstep.
378 * The variable <gl_SubGroupSizeARB> is the maximum number of
379 * invocations in a sub-group. The maximum <gl_SubGroupSizeARB>
380 * supported in this extension is 64."
382 * The spec defines this as a uniform. However, it's highly unlikely that
383 * implementations actually treat it as a uniform (which is loaded from a
384 * constant buffer). Most likely, this is an implementation-wide constant,
385 * or perhaps something that depends on the shader stage.
387 SYSTEM_VALUE_SUBGROUP_SIZE
,
390 * From the GL_ARB_shader_ballot spec:
392 * "The variable <gl_SubGroupInvocationARB> holds the index of the
393 * invocation within sub-group. This variable is in the range 0 to
394 * <gl_SubGroupSizeARB>-1, where <gl_SubGroupSizeARB> is the total
395 * number of invocations in a sub-group."
397 SYSTEM_VALUE_SUBGROUP_INVOCATION
,
400 * From the GL_ARB_shader_ballot spec:
402 * "The <gl_SubGroup??MaskARB> variables provide a bitmask for all
403 * invocations, with one bit per invocation starting with the least
404 * significant bit, according to the following table,
406 * variable equation for bit values
407 * -------------------- ------------------------------------
408 * gl_SubGroupEqMaskARB bit index == gl_SubGroupInvocationARB
409 * gl_SubGroupGeMaskARB bit index >= gl_SubGroupInvocationARB
410 * gl_SubGroupGtMaskARB bit index > gl_SubGroupInvocationARB
411 * gl_SubGroupLeMaskARB bit index <= gl_SubGroupInvocationARB
412 * gl_SubGroupLtMaskARB bit index < gl_SubGroupInvocationARB
414 SYSTEM_VALUE_SUBGROUP_EQ_MASK
,
415 SYSTEM_VALUE_SUBGROUP_GE_MASK
,
416 SYSTEM_VALUE_SUBGROUP_GT_MASK
,
417 SYSTEM_VALUE_SUBGROUP_LE_MASK
,
418 SYSTEM_VALUE_SUBGROUP_LT_MASK
,
422 * Builtin variables added by VK_KHR_subgroups
425 SYSTEM_VALUE_NUM_SUBGROUPS
,
426 SYSTEM_VALUE_SUBGROUP_ID
,
432 * \name Vertex shader system values
436 * OpenGL-style vertex ID.
438 * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
439 * OpenGL 3.3 core profile spec says:
441 * "gl_VertexID holds the integer index i implicitly passed by
442 * DrawArrays or one of the other drawing commands defined in section
445 * Section 2.8.3 (Drawing Commands) of the same spec says:
447 * "The commands....are equivalent to the commands with the same base
448 * name (without the BaseVertex suffix), except that the ith element
449 * transferred by the corresponding draw call will be taken from
450 * element indices[i] + basevertex of each enabled array."
452 * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
455 * "In unextended GL, vertex shaders have inputs named gl_VertexID and
456 * gl_InstanceID, which contain, respectively the index of the vertex
457 * and instance. The value of gl_VertexID is the implicitly passed
458 * index of the vertex being processed, which includes the value of
459 * baseVertex, for those commands that accept it."
461 * gl_VertexID gets basevertex added in. This differs from DirectX where
462 * SV_VertexID does \b not get basevertex added in.
465 * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
466 * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
467 * \c SYSTEM_VALUE_BASE_VERTEX.
469 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
471 SYSTEM_VALUE_VERTEX_ID
,
474 * Instanced ID as supplied to gl_InstanceID
476 * Values assigned to gl_InstanceID always begin with zero, regardless of
477 * the value of baseinstance.
479 * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
482 * "gl_InstanceID holds the integer instance number of the current
483 * primitive in an instanced draw call (see section 10.5)."
485 * Through a big chain of pseudocode, section 10.5 describes that
486 * baseinstance is not counted by gl_InstanceID. In that section, notice
488 * "If an enabled vertex attribute array is instanced (it has a
489 * non-zero divisor as specified by VertexAttribDivisor), the element
490 * index that is transferred to the GL, for all vertices, is given by
492 * floor(instance/divisor) + baseinstance
494 * If an array corresponding to an attribute required by a vertex
495 * shader is not enabled, then the corresponding element is taken from
496 * the current attribute state (see section 10.2)."
498 * Note that baseinstance is \b not included in the value of instance.
500 SYSTEM_VALUE_INSTANCE_ID
,
503 * Vulkan InstanceIndex.
505 * InstanceIndex = gl_InstanceID + gl_BaseInstance
507 SYSTEM_VALUE_INSTANCE_INDEX
,
510 * DirectX-style vertex ID.
512 * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
513 * the value of basevertex.
515 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
517 SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
,
520 * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
523 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
525 SYSTEM_VALUE_BASE_VERTEX
,
528 * Depending on the type of the draw call (indexed or non-indexed),
529 * is the value of \c basevertex passed to \c glDrawElementsBaseVertex and
530 * similar, or is the value of \c first passed to \c glDrawArrays and
534 * It can be used to calculate the \c SYSTEM_VALUE_VERTEX_ID as
535 * \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus \c SYSTEM_VALUE_FIRST_VERTEX.
537 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_VERTEX_ID
539 SYSTEM_VALUE_FIRST_VERTEX
,
542 * If the Draw command used to start the rendering was an indexed draw
543 * or not (~0/0). Useful to calculate \c SYSTEM_VALUE_BASE_VERTEX as
544 * \c SYSTEM_VALUE_IS_INDEXED_DRAW & \c SYSTEM_VALUE_FIRST_VERTEX.
546 SYSTEM_VALUE_IS_INDEXED_DRAW
,
549 * Value of \c baseinstance passed to instanced draw entry points
551 * \sa SYSTEM_VALUE_INSTANCE_ID
553 SYSTEM_VALUE_BASE_INSTANCE
,
556 * From _ARB_shader_draw_parameters:
558 * "Additionally, this extension adds a further built-in variable,
559 * gl_DrawID to the shading language. This variable contains the index
560 * of the draw currently being processed by a Multi* variant of a
561 * drawing command (such as MultiDrawElements or
562 * MultiDrawArraysIndirect)."
564 * If GL_ARB_multi_draw_indirect is not supported, this is always 0.
566 SYSTEM_VALUE_DRAW_ID
,
570 * \name Geometry shader system values
573 SYSTEM_VALUE_INVOCATION_ID
, /**< (Also in Tessellation Control shader) */
577 * \name Fragment shader system values
580 SYSTEM_VALUE_FRAG_COORD
,
581 SYSTEM_VALUE_POINT_COORD
,
582 SYSTEM_VALUE_FRONT_FACE
,
583 SYSTEM_VALUE_SAMPLE_ID
,
584 SYSTEM_VALUE_SAMPLE_POS
,
585 SYSTEM_VALUE_SAMPLE_MASK_IN
,
586 SYSTEM_VALUE_HELPER_INVOCATION
,
592 * \name Tessellation Evaluation shader system values
595 SYSTEM_VALUE_TESS_COORD
,
596 SYSTEM_VALUE_VERTICES_IN
, /**< Tessellation vertices in input patch */
597 SYSTEM_VALUE_PRIMITIVE_ID
,
598 SYSTEM_VALUE_TESS_LEVEL_OUTER
, /**< TES input */
599 SYSTEM_VALUE_TESS_LEVEL_INNER
, /**< TES input */
600 SYSTEM_VALUE_TESS_LEVEL_OUTER_DEFAULT
, /**< TCS input for passthru TCS */
601 SYSTEM_VALUE_TESS_LEVEL_INNER_DEFAULT
, /**< TCS input for passthru TCS */
605 * \name Compute shader system values
608 SYSTEM_VALUE_LOCAL_INVOCATION_ID
,
609 SYSTEM_VALUE_LOCAL_INVOCATION_INDEX
,
610 SYSTEM_VALUE_GLOBAL_INVOCATION_ID
,
611 SYSTEM_VALUE_GLOBAL_INVOCATION_INDEX
,
612 SYSTEM_VALUE_WORK_GROUP_ID
,
613 SYSTEM_VALUE_NUM_WORK_GROUPS
,
614 SYSTEM_VALUE_LOCAL_GROUP_SIZE
,
615 SYSTEM_VALUE_GLOBAL_GROUP_SIZE
,
616 SYSTEM_VALUE_WORK_DIM
,
617 SYSTEM_VALUE_USER_DATA_AMD
,
620 /** Required for VK_KHR_device_group */
621 SYSTEM_VALUE_DEVICE_INDEX
,
623 /** Required for VK_KHX_multiview */
624 SYSTEM_VALUE_VIEW_INDEX
,
627 * Driver internal vertex-count, used (for example) for drivers to
628 * calculate stride for stream-out outputs. Not externally visible.
630 SYSTEM_VALUE_VERTEX_CNT
,
633 * Driver internal varying-coords, used for varying-fetch instructions.
634 * Not externally visible.
636 * The _SIZE value is "primitive size", used to scale i/j in primitive
637 * space to pixel space.
639 SYSTEM_VALUE_BARYCENTRIC_PIXEL
,
640 SYSTEM_VALUE_BARYCENTRIC_SAMPLE
,
641 SYSTEM_VALUE_BARYCENTRIC_CENTROID
,
642 SYSTEM_VALUE_BARYCENTRIC_SIZE
,
645 * IR3 specific geometry shader and tesselation control shader system
646 * values that packs invocation id, thread id and vertex id. Having this
647 * as a nir level system value lets us do the unpacking in nir.
649 SYSTEM_VALUE_GS_HEADER_IR3
,
650 SYSTEM_VALUE_TCS_HEADER_IR3
,
652 SYSTEM_VALUE_MAX
/**< Number of values */
655 const char *gl_system_value_name(gl_system_value sysval
);
658 * The possible interpolation qualifiers that can be applied to a fragment
659 * shader input in GLSL.
661 * Note: INTERP_MODE_NONE must be 0 so that memsetting the
662 * ir_variable data structure to 0 causes the default behavior.
664 enum glsl_interp_mode
666 INTERP_MODE_NONE
= 0,
669 INTERP_MODE_NOPERSPECTIVE
,
670 INTERP_MODE_COUNT
/**< Number of interpolation qualifiers */
673 enum glsl_interface_packing
{
674 GLSL_INTERFACE_PACKING_STD140
,
675 GLSL_INTERFACE_PACKING_SHARED
,
676 GLSL_INTERFACE_PACKING_PACKED
,
677 GLSL_INTERFACE_PACKING_STD430
680 const char *glsl_interp_mode_name(enum glsl_interp_mode qual
);
683 * Fragment program results
687 FRAG_RESULT_DEPTH
= 0,
688 FRAG_RESULT_STENCIL
= 1,
689 /* If a single color should be written to all render targets, this
690 * register is written. No FRAG_RESULT_DATAn will be written.
692 FRAG_RESULT_COLOR
= 2,
693 FRAG_RESULT_SAMPLE_MASK
= 3,
695 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
696 * or ARB_fragment_program fragment.color[n]) color results. If
697 * any are written, FRAG_RESULT_COLOR will not be written.
698 * FRAG_RESULT_DATA1 and up are simply for the benefit of
699 * gl_frag_result_name() and not to be construed as an upper bound
701 FRAG_RESULT_DATA0
= 4,
711 const char *gl_frag_result_name(gl_frag_result result
);
713 #define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
716 * \brief Layout qualifiers for gl_FragDepth.
718 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
719 * a layout qualifier.
721 * \see enum ir_depth_layout
723 enum gl_frag_depth_layout
725 FRAG_DEPTH_LAYOUT_NONE
, /**< No layout is specified. */
726 FRAG_DEPTH_LAYOUT_ANY
,
727 FRAG_DEPTH_LAYOUT_GREATER
,
728 FRAG_DEPTH_LAYOUT_LESS
,
729 FRAG_DEPTH_LAYOUT_UNCHANGED
733 * \brief Buffer access qualifiers
735 enum gl_access_qualifier
737 ACCESS_COHERENT
= (1 << 0),
738 ACCESS_RESTRICT
= (1 << 1),
739 ACCESS_VOLATILE
= (1 << 2),
740 ACCESS_NON_READABLE
= (1 << 3),
741 ACCESS_NON_WRITEABLE
= (1 << 4),
743 /** The access may use a non-uniform buffer or image index */
744 ACCESS_NON_UNIFORM
= (1 << 5),
746 /* This has the same semantics as NIR_INTRINSIC_CAN_REORDER, only to be
747 * used with loads. In other words, it means that the load can be
748 * arbitrarily reordered, or combined with other loads to the same address.
749 * It is implied by ACCESS_NON_WRITEABLE together with ACCESS_RESTRICT, and
750 * a lack of ACCESS_COHERENT and ACCESS_VOLATILE.
752 ACCESS_CAN_REORDER
= (1 << 6),
754 /** Use as little cache space as possible. */
755 ACCESS_STREAM_CACHE_POLICY
= (1 << 7),
759 * \brief Blend support qualifiers
761 enum gl_advanced_blend_mode
765 BLEND_MULTIPLY
= 0x0001,
766 BLEND_SCREEN
= 0x0002,
767 BLEND_OVERLAY
= 0x0004,
768 BLEND_DARKEN
= 0x0008,
769 BLEND_LIGHTEN
= 0x0010,
770 BLEND_COLORDODGE
= 0x0020,
771 BLEND_COLORBURN
= 0x0040,
772 BLEND_HARDLIGHT
= 0x0080,
773 BLEND_SOFTLIGHT
= 0x0100,
774 BLEND_DIFFERENCE
= 0x0200,
775 BLEND_EXCLUSION
= 0x0400,
776 BLEND_HSL_HUE
= 0x0800,
777 BLEND_HSL_SATURATION
= 0x1000,
778 BLEND_HSL_COLOR
= 0x2000,
779 BLEND_HSL_LUMINOSITY
= 0x4000,
788 BLEND_FUNC_REVERSE_SUBTRACT
,
796 BLEND_FACTOR_SRC_COLOR
,
797 BLEND_FACTOR_DST_COLOR
,
798 BLEND_FACTOR_SRC_ALPHA
,
799 BLEND_FACTOR_DST_ALPHA
,
800 BLEND_FACTOR_CONSTANT_COLOR
,
801 BLEND_FACTOR_CONSTANT_ALPHA
,
802 BLEND_FACTOR_SRC_ALPHA_SATURATE
,
807 TESS_SPACING_UNSPECIFIED
,
809 TESS_SPACING_FRACTIONAL_ODD
,
810 TESS_SPACING_FRACTIONAL_EVEN
,
814 * A compare function enum for use in compiler lowering passes. This is in
815 * the same order as GL's compare functions (shifted down by GL_NEVER), and is
816 * exactly the same as gallium's PIPE_FUNC_*.
824 COMPARE_FUNC_GREATER
,
825 COMPARE_FUNC_NOTEQUAL
,
831 * Arrangements for grouping invocations from NV_compute_shader_derivatives.
833 * The extension provides new layout qualifiers that support two different
834 * arrangements of compute shader invocations for the purpose of derivative
835 * computation. When specifying
837 * layout(derivative_group_quadsNV) in;
839 * compute shader invocations are grouped into 2x2x1 arrays whose four local
840 * invocation ID values follow the pattern:
842 * +-----------------+------------------+
843 * | (2x+0, 2y+0, z) | (2x+1, 2y+0, z) |
844 * +-----------------+------------------+
845 * | (2x+0, 2y+1, z) | (2x+1, 2y+1, z) |
846 * +-----------------+------------------+
848 * where Y increases from bottom to top. When specifying
850 * layout(derivative_group_linearNV) in;
852 * compute shader invocations are grouped into 2x2x1 arrays whose four local
853 * invocation index values follow the pattern:
861 * If neither layout qualifier is specified, derivatives in compute shaders
862 * return zero, which is consistent with the handling of built-in texture
863 * functions like texture() in GLSL 4.50 compute shaders.
865 enum gl_derivative_group
{
866 DERIVATIVE_GROUP_NONE
= 0,
867 DERIVATIVE_GROUP_QUADS
,
868 DERIVATIVE_GROUP_LINEAR
,
873 FLOAT_CONTROLS_DEFAULT_FLOAT_CONTROL_MODE
= 0x0000,
874 FLOAT_CONTROLS_DENORM_PRESERVE_FP16
= 0x0001,
875 FLOAT_CONTROLS_DENORM_PRESERVE_FP32
= 0x0002,
876 FLOAT_CONTROLS_DENORM_PRESERVE_FP64
= 0x0004,
877 FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP16
= 0x0008,
878 FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP32
= 0x0010,
879 FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP64
= 0x0020,
880 FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP16
= 0x0040,
881 FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP32
= 0x0080,
882 FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP64
= 0x0100,
883 FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP16
= 0x0200,
884 FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP32
= 0x0400,
885 FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP64
= 0x0800,
886 FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP16
= 0x1000,
887 FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP32
= 0x2000,
888 FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP64
= 0x4000,
895 #endif /* SHADER_ENUMS_H */