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
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.
42 MESA_SHADER_NONE
= -1,
43 MESA_SHADER_VERTEX
= 0,
44 MESA_SHADER_TESS_CTRL
= 1,
45 MESA_SHADER_TESS_EVAL
= 2,
46 MESA_SHADER_GEOMETRY
= 3,
47 MESA_SHADER_FRAGMENT
= 4,
48 MESA_SHADER_COMPUTE
= 5,
52 * Number of STATE_* values we need to address any GL state.
53 * Used to dimension arrays.
55 #define STATE_LENGTH 5
57 typedef short gl_state_index16
; /* see enum gl_state_index */
59 const char *gl_shader_stage_name(gl_shader_stage stage
);
62 * Translate a gl_shader_stage to a short shader stage name for debug
63 * printouts and error messages.
65 const char *_mesa_shader_stage_to_string(unsigned stage
);
68 * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
69 * for debug printouts and error messages.
71 const char *_mesa_shader_stage_to_abbrev(unsigned stage
);
73 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
77 * Indexes for vertex program attributes.
78 * GL_NV_vertex_program aliases generic attributes over the conventional
79 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
80 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
81 * generic attributes are distinct/separate).
90 VERT_ATTRIB_COLOR_INDEX
,
100 VERT_ATTRIB_POINT_SIZE
,
101 VERT_ATTRIB_GENERIC0
,
102 VERT_ATTRIB_GENERIC1
,
103 VERT_ATTRIB_GENERIC2
,
104 VERT_ATTRIB_GENERIC3
,
105 VERT_ATTRIB_GENERIC4
,
106 VERT_ATTRIB_GENERIC5
,
107 VERT_ATTRIB_GENERIC6
,
108 VERT_ATTRIB_GENERIC7
,
109 VERT_ATTRIB_GENERIC8
,
110 VERT_ATTRIB_GENERIC9
,
111 VERT_ATTRIB_GENERIC10
,
112 VERT_ATTRIB_GENERIC11
,
113 VERT_ATTRIB_GENERIC12
,
114 VERT_ATTRIB_GENERIC13
,
115 VERT_ATTRIB_GENERIC14
,
116 VERT_ATTRIB_GENERIC15
,
120 const char *gl_vert_attrib_name(gl_vert_attrib attrib
);
123 * Symbolic constats to help iterating over
124 * specific blocks of vertex attributes.
127 * includes all fixed function attributes as well as
128 * the aliased GL_NV_vertex_program shader attributes.
130 * include the classic texture coordinate attributes.
131 * Is a subset of VERT_ATTRIB_FF.
132 * VERT_ATTRIB_GENERIC
133 * include the OpenGL 2.0+ GLSL generic shader attributes.
134 * These alias the generic GL_ARB_vertex_shader attributes.
136 * include the generic shader attributes used to alias
137 * varying material values for the TNL shader programs.
138 * They are located at the end of the generic attribute
139 * block not to overlap with the generic 0 attribute.
141 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
142 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
144 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
145 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
147 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
148 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
150 #define VERT_ATTRIB_MAT0 \
151 (VERT_ATTRIB_GENERIC_MAX - VERT_ATTRIB_MAT_MAX)
152 #define VERT_ATTRIB_MAT(i) \
153 VERT_ATTRIB_GENERIC((i) + VERT_ATTRIB_MAT0)
154 #define VERT_ATTRIB_MAT_MAX MAT_ATTRIB_MAX
157 * Bitflags for vertex attributes.
158 * These are used in bitfields in many places.
161 #define VERT_BIT_POS BITFIELD_BIT(VERT_ATTRIB_POS)
162 #define VERT_BIT_NORMAL BITFIELD_BIT(VERT_ATTRIB_NORMAL)
163 #define VERT_BIT_COLOR0 BITFIELD_BIT(VERT_ATTRIB_COLOR0)
164 #define VERT_BIT_COLOR1 BITFIELD_BIT(VERT_ATTRIB_COLOR1)
165 #define VERT_BIT_FOG BITFIELD_BIT(VERT_ATTRIB_FOG)
166 #define VERT_BIT_COLOR_INDEX BITFIELD_BIT(VERT_ATTRIB_COLOR_INDEX)
167 #define VERT_BIT_EDGEFLAG BITFIELD_BIT(VERT_ATTRIB_EDGEFLAG)
168 #define VERT_BIT_TEX0 BITFIELD_BIT(VERT_ATTRIB_TEX0)
169 #define VERT_BIT_TEX1 BITFIELD_BIT(VERT_ATTRIB_TEX1)
170 #define VERT_BIT_TEX2 BITFIELD_BIT(VERT_ATTRIB_TEX2)
171 #define VERT_BIT_TEX3 BITFIELD_BIT(VERT_ATTRIB_TEX3)
172 #define VERT_BIT_TEX4 BITFIELD_BIT(VERT_ATTRIB_TEX4)
173 #define VERT_BIT_TEX5 BITFIELD_BIT(VERT_ATTRIB_TEX5)
174 #define VERT_BIT_TEX6 BITFIELD_BIT(VERT_ATTRIB_TEX6)
175 #define VERT_BIT_TEX7 BITFIELD_BIT(VERT_ATTRIB_TEX7)
176 #define VERT_BIT_POINT_SIZE BITFIELD_BIT(VERT_ATTRIB_POINT_SIZE)
177 #define VERT_BIT_GENERIC0 BITFIELD_BIT(VERT_ATTRIB_GENERIC0)
179 #define VERT_BIT(i) BITFIELD_BIT(i)
180 #define VERT_BIT_ALL BITFIELD_RANGE(0, VERT_ATTRIB_MAX)
182 #define VERT_BIT_FF(i) VERT_BIT(i)
183 #define VERT_BIT_FF_ALL BITFIELD_RANGE(0, VERT_ATTRIB_FF_MAX)
184 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
185 #define VERT_BIT_TEX_ALL \
186 BITFIELD_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
188 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
189 #define VERT_BIT_GENERIC_ALL \
190 BITFIELD_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
192 #define VERT_BIT_MAT(i) VERT_BIT(VERT_ATTRIB_MAT(i))
193 #define VERT_BIT_MAT_ALL \
194 BITFIELD_RANGE(VERT_ATTRIB_MAT(0), VERT_ATTRIB_MAT_MAX)
197 #define MAX_VARYING 32 /**< number of float[4] vectors */
200 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
201 * fragment shader inputs.
203 * Note that some of these values are not available to all pipeline stages.
205 * When this enum is updated, the following code must be updated too:
206 * - vertResults (in prog_print.c's arb_output_attrib_string())
207 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
208 * - _mesa_varying_slot_in_fs()
213 VARYING_SLOT_COL0
, /* COL0 and COL1 must be contiguous */
216 VARYING_SLOT_TEX0
, /* TEX0-TEX7 must be contiguous */
224 VARYING_SLOT_PSIZ
, /* Does not appear in FS */
225 VARYING_SLOT_BFC0
, /* Does not appear in FS */
226 VARYING_SLOT_BFC1
, /* Does not appear in FS */
227 VARYING_SLOT_EDGE
, /* Does not appear in FS */
228 VARYING_SLOT_CLIP_VERTEX
, /* Does not appear in FS */
229 VARYING_SLOT_CLIP_DIST0
,
230 VARYING_SLOT_CLIP_DIST1
,
231 VARYING_SLOT_CULL_DIST0
,
232 VARYING_SLOT_CULL_DIST1
,
233 VARYING_SLOT_PRIMITIVE_ID
, /* Does not appear in VS */
234 VARYING_SLOT_LAYER
, /* Appears as VS or GS output */
235 VARYING_SLOT_VIEWPORT
, /* Appears as VS or GS output */
236 VARYING_SLOT_FACE
, /* FS only */
237 VARYING_SLOT_PNTC
, /* FS only */
238 VARYING_SLOT_TESS_LEVEL_OUTER
, /* Only appears as TCS output. */
239 VARYING_SLOT_TESS_LEVEL_INNER
, /* Only appears as TCS output. */
240 VARYING_SLOT_BOUNDING_BOX0
, /* Only appears as TCS output. */
241 VARYING_SLOT_BOUNDING_BOX1
, /* Only appears as TCS output. */
242 VARYING_SLOT_VIEW_INDEX
,
243 VARYING_SLOT_VAR0
, /* First generic varying slot */
244 /* the remaining are simply for the benefit of gl_varying_slot_name()
245 * and not to be construed as an upper bound:
281 #define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
282 #define VARYING_SLOT_PATCH0 (VARYING_SLOT_MAX)
283 #define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)
284 #define MAX_VARYINGS_INCL_PATCH (VARYING_SLOT_TESS_MAX - VARYING_SLOT_VAR0)
286 const char *gl_varying_slot_name(gl_varying_slot slot
);
289 * Bitflags for varying slots.
292 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
293 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
294 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
295 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
296 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
297 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
298 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
299 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
300 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
301 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
302 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
303 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
304 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
305 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
306 MAX_TEXTURE_COORD_UNITS)
307 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
308 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
309 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
310 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
311 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
312 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
313 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
314 #define VARYING_BIT_CULL_DIST0 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST0)
315 #define VARYING_BIT_CULL_DIST1 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST1)
316 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
317 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
318 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
319 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
320 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
321 #define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
322 #define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
323 #define VARYING_BIT_BOUNDING_BOX0 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX0)
324 #define VARYING_BIT_BOUNDING_BOX1 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX1)
325 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
329 * Bitflags for system values.
331 #define SYSTEM_BIT_SAMPLE_ID ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_ID)
332 #define SYSTEM_BIT_SAMPLE_POS ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_POS)
333 #define SYSTEM_BIT_SAMPLE_MASK_IN ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_MASK_IN)
334 #define SYSTEM_BIT_LOCAL_INVOCATION_ID ((uint64_t)1 << SYSTEM_VALUE_LOCAL_INVOCATION_ID)
337 * If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
338 * one of these values. If a NIR variable's mode is nir_var_system_value, it
339 * will be one of these values.
344 * \name System values applicable to all shaders
349 * Builtin variables added by GL_ARB_shader_ballot.
354 * From the GL_ARB_shader-ballot spec:
356 * "A sub-group is a collection of invocations which execute in lockstep.
357 * The variable <gl_SubGroupSizeARB> is the maximum number of
358 * invocations in a sub-group. The maximum <gl_SubGroupSizeARB>
359 * supported in this extension is 64."
361 * The spec defines this as a uniform. However, it's highly unlikely that
362 * implementations actually treat it as a uniform (which is loaded from a
363 * constant buffer). Most likely, this is an implementation-wide constant,
364 * or perhaps something that depends on the shader stage.
366 SYSTEM_VALUE_SUBGROUP_SIZE
,
369 * From the GL_ARB_shader_ballot spec:
371 * "The variable <gl_SubGroupInvocationARB> holds the index of the
372 * invocation within sub-group. This variable is in the range 0 to
373 * <gl_SubGroupSizeARB>-1, where <gl_SubGroupSizeARB> is the total
374 * number of invocations in a sub-group."
376 SYSTEM_VALUE_SUBGROUP_INVOCATION
,
379 * From the GL_ARB_shader_ballot spec:
381 * "The <gl_SubGroup??MaskARB> variables provide a bitmask for all
382 * invocations, with one bit per invocation starting with the least
383 * significant bit, according to the following table,
385 * variable equation for bit values
386 * -------------------- ------------------------------------
387 * gl_SubGroupEqMaskARB bit index == gl_SubGroupInvocationARB
388 * gl_SubGroupGeMaskARB bit index >= gl_SubGroupInvocationARB
389 * gl_SubGroupGtMaskARB bit index > gl_SubGroupInvocationARB
390 * gl_SubGroupLeMaskARB bit index <= gl_SubGroupInvocationARB
391 * gl_SubGroupLtMaskARB bit index < gl_SubGroupInvocationARB
393 SYSTEM_VALUE_SUBGROUP_EQ_MASK
,
394 SYSTEM_VALUE_SUBGROUP_GE_MASK
,
395 SYSTEM_VALUE_SUBGROUP_GT_MASK
,
396 SYSTEM_VALUE_SUBGROUP_LE_MASK
,
397 SYSTEM_VALUE_SUBGROUP_LT_MASK
,
401 * Builtin variables added by VK_KHR_subgroups
404 SYSTEM_VALUE_NUM_SUBGROUPS
,
405 SYSTEM_VALUE_SUBGROUP_ID
,
411 * \name Vertex shader system values
415 * OpenGL-style vertex ID.
417 * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
418 * OpenGL 3.3 core profile spec says:
420 * "gl_VertexID holds the integer index i implicitly passed by
421 * DrawArrays or one of the other drawing commands defined in section
424 * Section 2.8.3 (Drawing Commands) of the same spec says:
426 * "The commands....are equivalent to the commands with the same base
427 * name (without the BaseVertex suffix), except that the ith element
428 * transferred by the corresponding draw call will be taken from
429 * element indices[i] + basevertex of each enabled array."
431 * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
434 * "In unextended GL, vertex shaders have inputs named gl_VertexID and
435 * gl_InstanceID, which contain, respectively the index of the vertex
436 * and instance. The value of gl_VertexID is the implicitly passed
437 * index of the vertex being processed, which includes the value of
438 * baseVertex, for those commands that accept it."
440 * gl_VertexID gets basevertex added in. This differs from DirectX where
441 * SV_VertexID does \b not get basevertex added in.
444 * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
445 * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
446 * \c SYSTEM_VALUE_BASE_VERTEX.
448 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
450 SYSTEM_VALUE_VERTEX_ID
,
453 * Instanced ID as supplied to gl_InstanceID
455 * Values assigned to gl_InstanceID always begin with zero, regardless of
456 * the value of baseinstance.
458 * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
461 * "gl_InstanceID holds the integer instance number of the current
462 * primitive in an instanced draw call (see section 10.5)."
464 * Through a big chain of pseudocode, section 10.5 describes that
465 * baseinstance is not counted by gl_InstanceID. In that section, notice
467 * "If an enabled vertex attribute array is instanced (it has a
468 * non-zero divisor as specified by VertexAttribDivisor), the element
469 * index that is transferred to the GL, for all vertices, is given by
471 * floor(instance/divisor) + baseinstance
473 * If an array corresponding to an attribute required by a vertex
474 * shader is not enabled, then the corresponding element is taken from
475 * the current attribute state (see section 10.2)."
477 * Note that baseinstance is \b not included in the value of instance.
479 SYSTEM_VALUE_INSTANCE_ID
,
482 * Vulkan InstanceIndex.
484 * InstanceIndex = gl_InstanceID + gl_BaseInstance
486 SYSTEM_VALUE_INSTANCE_INDEX
,
489 * DirectX-style vertex ID.
491 * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
492 * the value of basevertex.
494 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
496 SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
,
499 * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
502 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
504 SYSTEM_VALUE_BASE_VERTEX
,
507 * Depending on the type of the draw call (indexed or non-indexed),
508 * is the value of \c basevertex passed to \c glDrawElementsBaseVertex and
509 * similar, or is the value of \c first passed to \c glDrawArrays and
513 * It can be used to calculate the \c SYSTEM_VALUE_VERTEX_ID as
514 * \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus \c SYSTEM_VALUE_FIRST_VERTEX.
516 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_VERTEX_ID
518 SYSTEM_VALUE_FIRST_VERTEX
,
521 * If the Draw command used to start the rendering was an indexed draw
522 * or not (~0/0). Useful to calculate \c SYSTEM_VALUE_BASE_VERTEX as
523 * \c SYSTEM_VALUE_IS_INDEXED_DRAW & \c SYSTEM_VALUE_FIRST_VERTEX.
525 SYSTEM_VALUE_IS_INDEXED_DRAW
,
528 * Value of \c baseinstance passed to instanced draw entry points
530 * \sa SYSTEM_VALUE_INSTANCE_ID
532 SYSTEM_VALUE_BASE_INSTANCE
,
535 * From _ARB_shader_draw_parameters:
537 * "Additionally, this extension adds a further built-in variable,
538 * gl_DrawID to the shading language. This variable contains the index
539 * of the draw currently being processed by a Multi* variant of a
540 * drawing command (such as MultiDrawElements or
541 * MultiDrawArraysIndirect)."
543 * If GL_ARB_multi_draw_indirect is not supported, this is always 0.
545 SYSTEM_VALUE_DRAW_ID
,
549 * \name Geometry shader system values
552 SYSTEM_VALUE_INVOCATION_ID
, /**< (Also in Tessellation Control shader) */
556 * \name Fragment shader system values
559 SYSTEM_VALUE_FRAG_COORD
,
560 SYSTEM_VALUE_FRONT_FACE
,
561 SYSTEM_VALUE_SAMPLE_ID
,
562 SYSTEM_VALUE_SAMPLE_POS
,
563 SYSTEM_VALUE_SAMPLE_MASK_IN
,
564 SYSTEM_VALUE_HELPER_INVOCATION
,
568 * \name Tessellation Evaluation shader system values
571 SYSTEM_VALUE_TESS_COORD
,
572 SYSTEM_VALUE_VERTICES_IN
, /**< Tessellation vertices in input patch */
573 SYSTEM_VALUE_PRIMITIVE_ID
,
574 SYSTEM_VALUE_TESS_LEVEL_OUTER
, /**< TES input */
575 SYSTEM_VALUE_TESS_LEVEL_INNER
, /**< TES input */
579 * \name Compute shader system values
582 SYSTEM_VALUE_LOCAL_INVOCATION_ID
,
583 SYSTEM_VALUE_LOCAL_INVOCATION_INDEX
,
584 SYSTEM_VALUE_GLOBAL_INVOCATION_ID
,
585 SYSTEM_VALUE_WORK_GROUP_ID
,
586 SYSTEM_VALUE_NUM_WORK_GROUPS
,
587 SYSTEM_VALUE_LOCAL_GROUP_SIZE
,
588 SYSTEM_VALUE_GLOBAL_GROUP_SIZE
,
589 SYSTEM_VALUE_WORK_DIM
,
592 /** Required for VK_KHR_device_group */
593 SYSTEM_VALUE_DEVICE_INDEX
,
595 /** Required for VK_KHX_multiview */
596 SYSTEM_VALUE_VIEW_INDEX
,
599 * Driver internal vertex-count, used (for example) for drivers to
600 * calculate stride for stream-out outputs. Not externally visible.
602 SYSTEM_VALUE_VERTEX_CNT
,
605 * Driver internal varying-coord, used for varying-fetch instructions.
606 * Not externally visible.
608 SYSTEM_VALUE_VARYING_COORD
,
610 SYSTEM_VALUE_MAX
/**< Number of values */
613 const char *gl_system_value_name(gl_system_value sysval
);
616 * The possible interpolation qualifiers that can be applied to a fragment
617 * shader input in GLSL.
619 * Note: INTERP_MODE_NONE must be 0 so that memsetting the
620 * ir_variable data structure to 0 causes the default behavior.
622 enum glsl_interp_mode
624 INTERP_MODE_NONE
= 0,
627 INTERP_MODE_NOPERSPECTIVE
,
628 INTERP_MODE_COUNT
/**< Number of interpolation qualifiers */
631 enum glsl_interface_packing
{
632 GLSL_INTERFACE_PACKING_STD140
,
633 GLSL_INTERFACE_PACKING_SHARED
,
634 GLSL_INTERFACE_PACKING_PACKED
,
635 GLSL_INTERFACE_PACKING_STD430
638 const char *glsl_interp_mode_name(enum glsl_interp_mode qual
);
641 * Fragment program results
645 FRAG_RESULT_DEPTH
= 0,
646 FRAG_RESULT_STENCIL
= 1,
647 /* If a single color should be written to all render targets, this
648 * register is written. No FRAG_RESULT_DATAn will be written.
650 FRAG_RESULT_COLOR
= 2,
651 FRAG_RESULT_SAMPLE_MASK
= 3,
653 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
654 * or ARB_fragment_program fragment.color[n]) color results. If
655 * any are written, FRAG_RESULT_COLOR will not be written.
656 * FRAG_RESULT_DATA1 and up are simply for the benefit of
657 * gl_frag_result_name() and not to be construed as an upper bound
659 FRAG_RESULT_DATA0
= 4,
669 const char *gl_frag_result_name(gl_frag_result result
);
671 #define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
674 * \brief Layout qualifiers for gl_FragDepth.
676 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
677 * a layout qualifier.
679 * \see enum ir_depth_layout
681 enum gl_frag_depth_layout
683 FRAG_DEPTH_LAYOUT_NONE
, /**< No layout is specified. */
684 FRAG_DEPTH_LAYOUT_ANY
,
685 FRAG_DEPTH_LAYOUT_GREATER
,
686 FRAG_DEPTH_LAYOUT_LESS
,
687 FRAG_DEPTH_LAYOUT_UNCHANGED
691 * \brief Buffer access qualifiers
693 enum gl_access_qualifier
695 ACCESS_COHERENT
= (1 << 0),
696 ACCESS_RESTRICT
= (1 << 1),
697 ACCESS_VOLATILE
= (1 << 2),
698 ACCESS_NON_READABLE
= (1 << 3),
699 ACCESS_NON_WRITEABLE
= (1 << 4),
703 * \brief Blend support qualifiers
705 enum gl_advanced_blend_mode
709 BLEND_MULTIPLY
= 0x0001,
710 BLEND_SCREEN
= 0x0002,
711 BLEND_OVERLAY
= 0x0004,
712 BLEND_DARKEN
= 0x0008,
713 BLEND_LIGHTEN
= 0x0010,
714 BLEND_COLORDODGE
= 0x0020,
715 BLEND_COLORBURN
= 0x0040,
716 BLEND_HARDLIGHT
= 0x0080,
717 BLEND_SOFTLIGHT
= 0x0100,
718 BLEND_DIFFERENCE
= 0x0200,
719 BLEND_EXCLUSION
= 0x0400,
720 BLEND_HSL_HUE
= 0x0800,
721 BLEND_HSL_SATURATION
= 0x1000,
722 BLEND_HSL_COLOR
= 0x2000,
723 BLEND_HSL_LUMINOSITY
= 0x4000,
730 TESS_SPACING_UNSPECIFIED
,
732 TESS_SPACING_FRACTIONAL_ODD
,
733 TESS_SPACING_FRACTIONAL_EVEN
,
737 * A compare function enum for use in compiler lowering passes. This is in
738 * the same order as GL's compare functions (shifted down by GL_NEVER), and is
739 * exactly the same as gallium's PIPE_FUNC_*.
747 COMPARE_FUNC_GREATER
,
748 COMPARE_FUNC_NOTEQUAL
,
757 #endif /* SHADER_ENUMS_H */