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
38 * The order must match how shaders are ordered in the pipeline.
39 * The GLSL linker assumes that if i<j, then the j-th shader is
40 * executed later than the i-th shader.
44 MESA_SHADER_NONE
= -1,
45 MESA_SHADER_VERTEX
= 0,
46 MESA_SHADER_TESS_CTRL
= 1,
47 MESA_SHADER_TESS_EVAL
= 2,
48 MESA_SHADER_GEOMETRY
= 3,
49 MESA_SHADER_FRAGMENT
= 4,
50 MESA_SHADER_COMPUTE
= 5,
51 /* must be last so it doesn't affect the GL pipeline */
52 MESA_SHADER_KERNEL
= 6,
56 gl_shader_stage_is_compute(gl_shader_stage stage
)
58 return stage
== MESA_SHADER_COMPUTE
|| stage
== MESA_SHADER_KERNEL
;
62 * Number of STATE_* values we need to address any GL state.
63 * Used to dimension arrays.
65 #define STATE_LENGTH 5
67 typedef short gl_state_index16
; /* see enum gl_state_index */
69 const char *gl_shader_stage_name(gl_shader_stage stage
);
72 * Translate a gl_shader_stage to a short shader stage name for debug
73 * printouts and error messages.
75 const char *_mesa_shader_stage_to_string(unsigned stage
);
78 * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
79 * for debug printouts and error messages.
81 const char *_mesa_shader_stage_to_abbrev(unsigned stage
);
84 * GL related stages (not including CL)
86 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
91 #define MESA_ALL_SHADER_STAGES (MESA_SHADER_KERNEL + 1)
95 * Indexes for vertex program attributes.
96 * GL_NV_vertex_program aliases generic attributes over the conventional
97 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
98 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
99 * generic attributes are distinct/separate).
108 VERT_ATTRIB_COLOR_INDEX
,
109 VERT_ATTRIB_EDGEFLAG
,
118 VERT_ATTRIB_POINT_SIZE
,
119 VERT_ATTRIB_GENERIC0
,
120 VERT_ATTRIB_GENERIC1
,
121 VERT_ATTRIB_GENERIC2
,
122 VERT_ATTRIB_GENERIC3
,
123 VERT_ATTRIB_GENERIC4
,
124 VERT_ATTRIB_GENERIC5
,
125 VERT_ATTRIB_GENERIC6
,
126 VERT_ATTRIB_GENERIC7
,
127 VERT_ATTRIB_GENERIC8
,
128 VERT_ATTRIB_GENERIC9
,
129 VERT_ATTRIB_GENERIC10
,
130 VERT_ATTRIB_GENERIC11
,
131 VERT_ATTRIB_GENERIC12
,
132 VERT_ATTRIB_GENERIC13
,
133 VERT_ATTRIB_GENERIC14
,
134 VERT_ATTRIB_GENERIC15
,
138 const char *gl_vert_attrib_name(gl_vert_attrib attrib
);
141 * Symbolic constats to help iterating over
142 * specific blocks of vertex attributes.
145 * includes all fixed function attributes as well as
146 * the aliased GL_NV_vertex_program shader attributes.
148 * include the classic texture coordinate attributes.
149 * Is a subset of VERT_ATTRIB_FF.
150 * VERT_ATTRIB_GENERIC
151 * include the OpenGL 2.0+ GLSL generic shader attributes.
152 * These alias the generic GL_ARB_vertex_shader attributes.
154 * include the generic shader attributes used to alias
155 * varying material values for the TNL shader programs.
156 * They are located at the end of the generic attribute
157 * block not to overlap with the generic 0 attribute.
159 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
160 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
162 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
163 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
165 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
166 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
168 #define VERT_ATTRIB_MAT0 \
169 (VERT_ATTRIB_GENERIC_MAX - VERT_ATTRIB_MAT_MAX)
170 #define VERT_ATTRIB_MAT(i) \
171 VERT_ATTRIB_GENERIC((i) + VERT_ATTRIB_MAT0)
172 #define VERT_ATTRIB_MAT_MAX MAT_ATTRIB_MAX
175 * Bitflags for vertex attributes.
176 * These are used in bitfields in many places.
179 #define VERT_BIT_POS BITFIELD_BIT(VERT_ATTRIB_POS)
180 #define VERT_BIT_NORMAL BITFIELD_BIT(VERT_ATTRIB_NORMAL)
181 #define VERT_BIT_COLOR0 BITFIELD_BIT(VERT_ATTRIB_COLOR0)
182 #define VERT_BIT_COLOR1 BITFIELD_BIT(VERT_ATTRIB_COLOR1)
183 #define VERT_BIT_FOG BITFIELD_BIT(VERT_ATTRIB_FOG)
184 #define VERT_BIT_COLOR_INDEX BITFIELD_BIT(VERT_ATTRIB_COLOR_INDEX)
185 #define VERT_BIT_EDGEFLAG BITFIELD_BIT(VERT_ATTRIB_EDGEFLAG)
186 #define VERT_BIT_TEX0 BITFIELD_BIT(VERT_ATTRIB_TEX0)
187 #define VERT_BIT_TEX1 BITFIELD_BIT(VERT_ATTRIB_TEX1)
188 #define VERT_BIT_TEX2 BITFIELD_BIT(VERT_ATTRIB_TEX2)
189 #define VERT_BIT_TEX3 BITFIELD_BIT(VERT_ATTRIB_TEX3)
190 #define VERT_BIT_TEX4 BITFIELD_BIT(VERT_ATTRIB_TEX4)
191 #define VERT_BIT_TEX5 BITFIELD_BIT(VERT_ATTRIB_TEX5)
192 #define VERT_BIT_TEX6 BITFIELD_BIT(VERT_ATTRIB_TEX6)
193 #define VERT_BIT_TEX7 BITFIELD_BIT(VERT_ATTRIB_TEX7)
194 #define VERT_BIT_POINT_SIZE BITFIELD_BIT(VERT_ATTRIB_POINT_SIZE)
195 #define VERT_BIT_GENERIC0 BITFIELD_BIT(VERT_ATTRIB_GENERIC0)
197 #define VERT_BIT(i) BITFIELD_BIT(i)
198 #define VERT_BIT_ALL BITFIELD_RANGE(0, VERT_ATTRIB_MAX)
200 #define VERT_BIT_FF(i) VERT_BIT(i)
201 #define VERT_BIT_FF_ALL BITFIELD_RANGE(0, VERT_ATTRIB_FF_MAX)
202 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
203 #define VERT_BIT_TEX_ALL \
204 BITFIELD_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
206 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
207 #define VERT_BIT_GENERIC_ALL \
208 BITFIELD_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
210 #define VERT_BIT_MAT(i) VERT_BIT(VERT_ATTRIB_MAT(i))
211 #define VERT_BIT_MAT_ALL \
212 BITFIELD_RANGE(VERT_ATTRIB_MAT(0), VERT_ATTRIB_MAT_MAX)
215 #define MAX_VARYING 32 /**< number of float[4] vectors */
218 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
219 * fragment shader inputs.
221 * Note that some of these values are not available to all pipeline stages.
223 * When this enum is updated, the following code must be updated too:
224 * - vertResults (in prog_print.c's arb_output_attrib_string())
225 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
226 * - _mesa_varying_slot_in_fs()
231 VARYING_SLOT_COL0
, /* COL0 and COL1 must be contiguous */
234 VARYING_SLOT_TEX0
, /* TEX0-TEX7 must be contiguous */
242 VARYING_SLOT_PSIZ
, /* Does not appear in FS */
243 VARYING_SLOT_BFC0
, /* Does not appear in FS */
244 VARYING_SLOT_BFC1
, /* Does not appear in FS */
245 VARYING_SLOT_EDGE
, /* Does not appear in FS */
246 VARYING_SLOT_CLIP_VERTEX
, /* Does not appear in FS */
247 VARYING_SLOT_CLIP_DIST0
,
248 VARYING_SLOT_CLIP_DIST1
,
249 VARYING_SLOT_CULL_DIST0
,
250 VARYING_SLOT_CULL_DIST1
,
251 VARYING_SLOT_PRIMITIVE_ID
, /* Does not appear in VS */
252 VARYING_SLOT_LAYER
, /* Appears as VS or GS output */
253 VARYING_SLOT_VIEWPORT
, /* Appears as VS or GS output */
254 VARYING_SLOT_FACE
, /* FS only */
255 VARYING_SLOT_PNTC
, /* FS only */
256 VARYING_SLOT_TESS_LEVEL_OUTER
, /* Only appears as TCS output. */
257 VARYING_SLOT_TESS_LEVEL_INNER
, /* Only appears as TCS output. */
258 VARYING_SLOT_BOUNDING_BOX0
, /* Only appears as TCS output. */
259 VARYING_SLOT_BOUNDING_BOX1
, /* Only appears as TCS output. */
260 VARYING_SLOT_VIEW_INDEX
,
261 VARYING_SLOT_VAR0
, /* First generic varying slot */
262 /* the remaining are simply for the benefit of gl_varying_slot_name()
263 * and not to be construed as an upper bound:
299 #define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
300 #define VARYING_SLOT_PATCH0 (VARYING_SLOT_MAX)
301 #define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)
302 #define MAX_VARYINGS_INCL_PATCH (VARYING_SLOT_TESS_MAX - VARYING_SLOT_VAR0)
304 const char *gl_varying_slot_name(gl_varying_slot slot
);
307 * Bitflags for varying slots.
310 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
311 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
312 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
313 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
314 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
315 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
316 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
317 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
318 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
319 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
320 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
321 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
322 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
323 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
324 MAX_TEXTURE_COORD_UNITS)
325 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
326 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
327 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
328 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
329 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
330 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
331 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
332 #define VARYING_BIT_CULL_DIST0 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST0)
333 #define VARYING_BIT_CULL_DIST1 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST1)
334 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
335 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
336 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
337 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
338 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
339 #define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
340 #define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
341 #define VARYING_BIT_BOUNDING_BOX0 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX0)
342 #define VARYING_BIT_BOUNDING_BOX1 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX1)
343 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
347 * Bitflags for system values.
349 #define SYSTEM_BIT_SAMPLE_ID ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_ID)
350 #define SYSTEM_BIT_SAMPLE_POS ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_POS)
351 #define SYSTEM_BIT_SAMPLE_MASK_IN ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_MASK_IN)
352 #define SYSTEM_BIT_LOCAL_INVOCATION_ID ((uint64_t)1 << SYSTEM_VALUE_LOCAL_INVOCATION_ID)
355 * If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
356 * one of these values. If a NIR variable's mode is nir_var_system_value, it
357 * will be one of these values.
362 * \name System values applicable to all shaders
367 * Builtin variables added by GL_ARB_shader_ballot.
372 * From the GL_ARB_shader-ballot spec:
374 * "A sub-group is a collection of invocations which execute in lockstep.
375 * The variable <gl_SubGroupSizeARB> is the maximum number of
376 * invocations in a sub-group. The maximum <gl_SubGroupSizeARB>
377 * supported in this extension is 64."
379 * The spec defines this as a uniform. However, it's highly unlikely that
380 * implementations actually treat it as a uniform (which is loaded from a
381 * constant buffer). Most likely, this is an implementation-wide constant,
382 * or perhaps something that depends on the shader stage.
384 SYSTEM_VALUE_SUBGROUP_SIZE
,
387 * From the GL_ARB_shader_ballot spec:
389 * "The variable <gl_SubGroupInvocationARB> holds the index of the
390 * invocation within sub-group. This variable is in the range 0 to
391 * <gl_SubGroupSizeARB>-1, where <gl_SubGroupSizeARB> is the total
392 * number of invocations in a sub-group."
394 SYSTEM_VALUE_SUBGROUP_INVOCATION
,
397 * From the GL_ARB_shader_ballot spec:
399 * "The <gl_SubGroup??MaskARB> variables provide a bitmask for all
400 * invocations, with one bit per invocation starting with the least
401 * significant bit, according to the following table,
403 * variable equation for bit values
404 * -------------------- ------------------------------------
405 * gl_SubGroupEqMaskARB bit index == gl_SubGroupInvocationARB
406 * gl_SubGroupGeMaskARB bit index >= gl_SubGroupInvocationARB
407 * gl_SubGroupGtMaskARB bit index > gl_SubGroupInvocationARB
408 * gl_SubGroupLeMaskARB bit index <= gl_SubGroupInvocationARB
409 * gl_SubGroupLtMaskARB bit index < gl_SubGroupInvocationARB
411 SYSTEM_VALUE_SUBGROUP_EQ_MASK
,
412 SYSTEM_VALUE_SUBGROUP_GE_MASK
,
413 SYSTEM_VALUE_SUBGROUP_GT_MASK
,
414 SYSTEM_VALUE_SUBGROUP_LE_MASK
,
415 SYSTEM_VALUE_SUBGROUP_LT_MASK
,
419 * Builtin variables added by VK_KHR_subgroups
422 SYSTEM_VALUE_NUM_SUBGROUPS
,
423 SYSTEM_VALUE_SUBGROUP_ID
,
429 * \name Vertex shader system values
433 * OpenGL-style vertex ID.
435 * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
436 * OpenGL 3.3 core profile spec says:
438 * "gl_VertexID holds the integer index i implicitly passed by
439 * DrawArrays or one of the other drawing commands defined in section
442 * Section 2.8.3 (Drawing Commands) of the same spec says:
444 * "The commands....are equivalent to the commands with the same base
445 * name (without the BaseVertex suffix), except that the ith element
446 * transferred by the corresponding draw call will be taken from
447 * element indices[i] + basevertex of each enabled array."
449 * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
452 * "In unextended GL, vertex shaders have inputs named gl_VertexID and
453 * gl_InstanceID, which contain, respectively the index of the vertex
454 * and instance. The value of gl_VertexID is the implicitly passed
455 * index of the vertex being processed, which includes the value of
456 * baseVertex, for those commands that accept it."
458 * gl_VertexID gets basevertex added in. This differs from DirectX where
459 * SV_VertexID does \b not get basevertex added in.
462 * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
463 * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
464 * \c SYSTEM_VALUE_BASE_VERTEX.
466 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
468 SYSTEM_VALUE_VERTEX_ID
,
471 * Instanced ID as supplied to gl_InstanceID
473 * Values assigned to gl_InstanceID always begin with zero, regardless of
474 * the value of baseinstance.
476 * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
479 * "gl_InstanceID holds the integer instance number of the current
480 * primitive in an instanced draw call (see section 10.5)."
482 * Through a big chain of pseudocode, section 10.5 describes that
483 * baseinstance is not counted by gl_InstanceID. In that section, notice
485 * "If an enabled vertex attribute array is instanced (it has a
486 * non-zero divisor as specified by VertexAttribDivisor), the element
487 * index that is transferred to the GL, for all vertices, is given by
489 * floor(instance/divisor) + baseinstance
491 * If an array corresponding to an attribute required by a vertex
492 * shader is not enabled, then the corresponding element is taken from
493 * the current attribute state (see section 10.2)."
495 * Note that baseinstance is \b not included in the value of instance.
497 SYSTEM_VALUE_INSTANCE_ID
,
500 * Vulkan InstanceIndex.
502 * InstanceIndex = gl_InstanceID + gl_BaseInstance
504 SYSTEM_VALUE_INSTANCE_INDEX
,
507 * DirectX-style vertex ID.
509 * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
510 * the value of basevertex.
512 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
514 SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
,
517 * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
520 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
522 SYSTEM_VALUE_BASE_VERTEX
,
525 * Depending on the type of the draw call (indexed or non-indexed),
526 * is the value of \c basevertex passed to \c glDrawElementsBaseVertex and
527 * similar, or is the value of \c first passed to \c glDrawArrays and
531 * It can be used to calculate the \c SYSTEM_VALUE_VERTEX_ID as
532 * \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus \c SYSTEM_VALUE_FIRST_VERTEX.
534 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_VERTEX_ID
536 SYSTEM_VALUE_FIRST_VERTEX
,
539 * If the Draw command used to start the rendering was an indexed draw
540 * or not (~0/0). Useful to calculate \c SYSTEM_VALUE_BASE_VERTEX as
541 * \c SYSTEM_VALUE_IS_INDEXED_DRAW & \c SYSTEM_VALUE_FIRST_VERTEX.
543 SYSTEM_VALUE_IS_INDEXED_DRAW
,
546 * Value of \c baseinstance passed to instanced draw entry points
548 * \sa SYSTEM_VALUE_INSTANCE_ID
550 SYSTEM_VALUE_BASE_INSTANCE
,
553 * From _ARB_shader_draw_parameters:
555 * "Additionally, this extension adds a further built-in variable,
556 * gl_DrawID to the shading language. This variable contains the index
557 * of the draw currently being processed by a Multi* variant of a
558 * drawing command (such as MultiDrawElements or
559 * MultiDrawArraysIndirect)."
561 * If GL_ARB_multi_draw_indirect is not supported, this is always 0.
563 SYSTEM_VALUE_DRAW_ID
,
567 * \name Geometry shader system values
570 SYSTEM_VALUE_INVOCATION_ID
, /**< (Also in Tessellation Control shader) */
574 * \name Fragment shader system values
577 SYSTEM_VALUE_FRAG_COORD
,
578 SYSTEM_VALUE_POINT_COORD
,
579 SYSTEM_VALUE_FRONT_FACE
,
580 SYSTEM_VALUE_SAMPLE_ID
,
581 SYSTEM_VALUE_SAMPLE_POS
,
582 SYSTEM_VALUE_SAMPLE_MASK_IN
,
583 SYSTEM_VALUE_HELPER_INVOCATION
,
589 * \name Tessellation Evaluation shader system values
592 SYSTEM_VALUE_TESS_COORD
,
593 SYSTEM_VALUE_VERTICES_IN
, /**< Tessellation vertices in input patch */
594 SYSTEM_VALUE_PRIMITIVE_ID
,
595 SYSTEM_VALUE_TESS_LEVEL_OUTER
, /**< TES input */
596 SYSTEM_VALUE_TESS_LEVEL_INNER
, /**< TES input */
600 * \name Compute shader system values
603 SYSTEM_VALUE_LOCAL_INVOCATION_ID
,
604 SYSTEM_VALUE_LOCAL_INVOCATION_INDEX
,
605 SYSTEM_VALUE_GLOBAL_INVOCATION_ID
,
606 SYSTEM_VALUE_GLOBAL_INVOCATION_INDEX
,
607 SYSTEM_VALUE_WORK_GROUP_ID
,
608 SYSTEM_VALUE_NUM_WORK_GROUPS
,
609 SYSTEM_VALUE_LOCAL_GROUP_SIZE
,
610 SYSTEM_VALUE_GLOBAL_GROUP_SIZE
,
611 SYSTEM_VALUE_WORK_DIM
,
612 SYSTEM_VALUE_USER_DATA_AMD
,
615 /** Required for VK_KHR_device_group */
616 SYSTEM_VALUE_DEVICE_INDEX
,
618 /** Required for VK_KHX_multiview */
619 SYSTEM_VALUE_VIEW_INDEX
,
622 * Driver internal vertex-count, used (for example) for drivers to
623 * calculate stride for stream-out outputs. Not externally visible.
625 SYSTEM_VALUE_VERTEX_CNT
,
628 * Driver internal varying-coords, used for varying-fetch instructions.
629 * Not externally visible.
631 * The _SIZE value is "primitive size", used to scale i/j in primitive
632 * space to pixel space.
634 SYSTEM_VALUE_BARYCENTRIC_PIXEL
,
635 SYSTEM_VALUE_BARYCENTRIC_SAMPLE
,
636 SYSTEM_VALUE_BARYCENTRIC_CENTROID
,
637 SYSTEM_VALUE_BARYCENTRIC_SIZE
,
639 SYSTEM_VALUE_MAX
/**< Number of values */
642 const char *gl_system_value_name(gl_system_value sysval
);
645 * The possible interpolation qualifiers that can be applied to a fragment
646 * shader input in GLSL.
648 * Note: INTERP_MODE_NONE must be 0 so that memsetting the
649 * ir_variable data structure to 0 causes the default behavior.
651 enum glsl_interp_mode
653 INTERP_MODE_NONE
= 0,
656 INTERP_MODE_NOPERSPECTIVE
,
657 INTERP_MODE_COUNT
/**< Number of interpolation qualifiers */
660 enum glsl_interface_packing
{
661 GLSL_INTERFACE_PACKING_STD140
,
662 GLSL_INTERFACE_PACKING_SHARED
,
663 GLSL_INTERFACE_PACKING_PACKED
,
664 GLSL_INTERFACE_PACKING_STD430
667 const char *glsl_interp_mode_name(enum glsl_interp_mode qual
);
670 * Fragment program results
674 FRAG_RESULT_DEPTH
= 0,
675 FRAG_RESULT_STENCIL
= 1,
676 /* If a single color should be written to all render targets, this
677 * register is written. No FRAG_RESULT_DATAn will be written.
679 FRAG_RESULT_COLOR
= 2,
680 FRAG_RESULT_SAMPLE_MASK
= 3,
682 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
683 * or ARB_fragment_program fragment.color[n]) color results. If
684 * any are written, FRAG_RESULT_COLOR will not be written.
685 * FRAG_RESULT_DATA1 and up are simply for the benefit of
686 * gl_frag_result_name() and not to be construed as an upper bound
688 FRAG_RESULT_DATA0
= 4,
698 const char *gl_frag_result_name(gl_frag_result result
);
700 #define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
703 * \brief Layout qualifiers for gl_FragDepth.
705 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
706 * a layout qualifier.
708 * \see enum ir_depth_layout
710 enum gl_frag_depth_layout
712 FRAG_DEPTH_LAYOUT_NONE
, /**< No layout is specified. */
713 FRAG_DEPTH_LAYOUT_ANY
,
714 FRAG_DEPTH_LAYOUT_GREATER
,
715 FRAG_DEPTH_LAYOUT_LESS
,
716 FRAG_DEPTH_LAYOUT_UNCHANGED
720 * \brief Buffer access qualifiers
722 enum gl_access_qualifier
724 ACCESS_COHERENT
= (1 << 0),
725 ACCESS_RESTRICT
= (1 << 1),
726 ACCESS_VOLATILE
= (1 << 2),
727 ACCESS_NON_READABLE
= (1 << 3),
728 ACCESS_NON_WRITEABLE
= (1 << 4),
730 /** The access may use a non-uniform buffer or image index */
731 ACCESS_NON_UNIFORM
= (1 << 5),
733 /* This has the same semantics as NIR_INTRINSIC_CAN_REORDER, only to be
734 * used with loads. In other words, it means that the load can be
735 * arbitrarily reordered, or combined with other loads to the same address.
736 * It is implied by ACCESS_NON_WRITEABLE together with ACCESS_RESTRICT, and
737 * a lack of ACCESS_COHERENT and ACCESS_VOLATILE.
739 ACCESS_CAN_REORDER
= (1 << 6),
741 /** Use as little cache space as possible. */
742 ACCESS_STREAM_CACHE_POLICY
= (1 << 7),
746 * \brief Blend support qualifiers
748 enum gl_advanced_blend_mode
752 BLEND_MULTIPLY
= 0x0001,
753 BLEND_SCREEN
= 0x0002,
754 BLEND_OVERLAY
= 0x0004,
755 BLEND_DARKEN
= 0x0008,
756 BLEND_LIGHTEN
= 0x0010,
757 BLEND_COLORDODGE
= 0x0020,
758 BLEND_COLORBURN
= 0x0040,
759 BLEND_HARDLIGHT
= 0x0080,
760 BLEND_SOFTLIGHT
= 0x0100,
761 BLEND_DIFFERENCE
= 0x0200,
762 BLEND_EXCLUSION
= 0x0400,
763 BLEND_HSL_HUE
= 0x0800,
764 BLEND_HSL_SATURATION
= 0x1000,
765 BLEND_HSL_COLOR
= 0x2000,
766 BLEND_HSL_LUMINOSITY
= 0x4000,
775 BLEND_FUNC_REVERSE_SUBTRACT
,
783 BLEND_FACTOR_SRC_COLOR
,
784 BLEND_FACTOR_DST_COLOR
,
785 BLEND_FACTOR_SRC_ALPHA
,
786 BLEND_FACTOR_DST_ALPHA
,
787 BLEND_FACTOR_CONSTANT_COLOR
,
788 BLEND_FACTOR_CONSTANT_ALPHA
,
789 BLEND_FACTOR_SRC_ALPHA_SATURATE
,
794 TESS_SPACING_UNSPECIFIED
,
796 TESS_SPACING_FRACTIONAL_ODD
,
797 TESS_SPACING_FRACTIONAL_EVEN
,
801 * A compare function enum for use in compiler lowering passes. This is in
802 * the same order as GL's compare functions (shifted down by GL_NEVER), and is
803 * exactly the same as gallium's PIPE_FUNC_*.
811 COMPARE_FUNC_GREATER
,
812 COMPARE_FUNC_NOTEQUAL
,
818 * Arrangements for grouping invocations from NV_compute_shader_derivatives.
820 * The extension provides new layout qualifiers that support two different
821 * arrangements of compute shader invocations for the purpose of derivative
822 * computation. When specifying
824 * layout(derivative_group_quadsNV) in;
826 * compute shader invocations are grouped into 2x2x1 arrays whose four local
827 * invocation ID values follow the pattern:
829 * +-----------------+------------------+
830 * | (2x+0, 2y+0, z) | (2x+1, 2y+0, z) |
831 * +-----------------+------------------+
832 * | (2x+0, 2y+1, z) | (2x+1, 2y+1, z) |
833 * +-----------------+------------------+
835 * where Y increases from bottom to top. When specifying
837 * layout(derivative_group_linearNV) in;
839 * compute shader invocations are grouped into 2x2x1 arrays whose four local
840 * invocation index values follow the pattern:
848 * If neither layout qualifier is specified, derivatives in compute shaders
849 * return zero, which is consistent with the handling of built-in texture
850 * functions like texture() in GLSL 4.50 compute shaders.
852 enum gl_derivative_group
{
853 DERIVATIVE_GROUP_NONE
= 0,
854 DERIVATIVE_GROUP_QUADS
,
855 DERIVATIVE_GROUP_LINEAR
,
862 #endif /* SHADER_ENUMS_H */