nir: add a 'const' qualifier to nir_ssa_def_components_read()
[mesa.git] / src / compiler / shader_enums.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 #ifndef SHADER_ENUMS_H
27 #define SHADER_ENUMS_H
28
29 #ifdef __cplusplus
30 extern "C" {
31 #endif
32
33 /**
34 * Shader stages.
35 *
36 * The order must match how shaders are ordered in the pipeline.
37 * The GLSL linker assumes that if i<j, then the j-th shader is
38 * executed later than the i-th shader.
39 */
40 typedef enum
41 {
42 MESA_SHADER_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,
49 } gl_shader_stage;
50
51 const char *gl_shader_stage_name(gl_shader_stage stage);
52
53 /**
54 * Translate a gl_shader_stage to a short shader stage name for debug
55 * printouts and error messages.
56 */
57 const char *_mesa_shader_stage_to_string(unsigned stage);
58
59 /**
60 * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
61 * for debug printouts and error messages.
62 */
63 const char *_mesa_shader_stage_to_abbrev(unsigned stage);
64
65 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
66
67
68 /**
69 * Indexes for vertex program attributes.
70 * GL_NV_vertex_program aliases generic attributes over the conventional
71 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
72 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
73 * generic attributes are distinct/separate).
74 */
75 typedef enum
76 {
77 VERT_ATTRIB_POS,
78 VERT_ATTRIB_NORMAL,
79 VERT_ATTRIB_COLOR0,
80 VERT_ATTRIB_COLOR1,
81 VERT_ATTRIB_FOG,
82 VERT_ATTRIB_COLOR_INDEX,
83 VERT_ATTRIB_EDGEFLAG,
84 VERT_ATTRIB_TEX0,
85 VERT_ATTRIB_TEX1,
86 VERT_ATTRIB_TEX2,
87 VERT_ATTRIB_TEX3,
88 VERT_ATTRIB_TEX4,
89 VERT_ATTRIB_TEX5,
90 VERT_ATTRIB_TEX6,
91 VERT_ATTRIB_TEX7,
92 VERT_ATTRIB_POINT_SIZE,
93 VERT_ATTRIB_GENERIC0,
94 VERT_ATTRIB_GENERIC1,
95 VERT_ATTRIB_GENERIC2,
96 VERT_ATTRIB_GENERIC3,
97 VERT_ATTRIB_GENERIC4,
98 VERT_ATTRIB_GENERIC5,
99 VERT_ATTRIB_GENERIC6,
100 VERT_ATTRIB_GENERIC7,
101 VERT_ATTRIB_GENERIC8,
102 VERT_ATTRIB_GENERIC9,
103 VERT_ATTRIB_GENERIC10,
104 VERT_ATTRIB_GENERIC11,
105 VERT_ATTRIB_GENERIC12,
106 VERT_ATTRIB_GENERIC13,
107 VERT_ATTRIB_GENERIC14,
108 VERT_ATTRIB_GENERIC15,
109 VERT_ATTRIB_MAX
110 } gl_vert_attrib;
111
112 const char *gl_vert_attrib_name(gl_vert_attrib attrib);
113
114 /**
115 * Symbolic constats to help iterating over
116 * specific blocks of vertex attributes.
117 *
118 * VERT_ATTRIB_FF
119 * includes all fixed function attributes as well as
120 * the aliased GL_NV_vertex_program shader attributes.
121 * VERT_ATTRIB_TEX
122 * include the classic texture coordinate attributes.
123 * Is a subset of VERT_ATTRIB_FF.
124 * VERT_ATTRIB_GENERIC
125 * include the OpenGL 2.0+ GLSL generic shader attributes.
126 * These alias the generic GL_ARB_vertex_shader attributes.
127 */
128 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
129 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
130
131 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
132 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
133
134 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
135 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
136
137 /**
138 * Bitflags for vertex attributes.
139 * These are used in bitfields in many places.
140 */
141 /*@{*/
142 #define VERT_BIT_POS BITFIELD_BIT(VERT_ATTRIB_POS)
143 #define VERT_BIT_NORMAL BITFIELD_BIT(VERT_ATTRIB_NORMAL)
144 #define VERT_BIT_COLOR0 BITFIELD_BIT(VERT_ATTRIB_COLOR0)
145 #define VERT_BIT_COLOR1 BITFIELD_BIT(VERT_ATTRIB_COLOR1)
146 #define VERT_BIT_FOG BITFIELD_BIT(VERT_ATTRIB_FOG)
147 #define VERT_BIT_COLOR_INDEX BITFIELD_BIT(VERT_ATTRIB_COLOR_INDEX)
148 #define VERT_BIT_EDGEFLAG BITFIELD_BIT(VERT_ATTRIB_EDGEFLAG)
149 #define VERT_BIT_TEX0 BITFIELD_BIT(VERT_ATTRIB_TEX0)
150 #define VERT_BIT_TEX1 BITFIELD_BIT(VERT_ATTRIB_TEX1)
151 #define VERT_BIT_TEX2 BITFIELD_BIT(VERT_ATTRIB_TEX2)
152 #define VERT_BIT_TEX3 BITFIELD_BIT(VERT_ATTRIB_TEX3)
153 #define VERT_BIT_TEX4 BITFIELD_BIT(VERT_ATTRIB_TEX4)
154 #define VERT_BIT_TEX5 BITFIELD_BIT(VERT_ATTRIB_TEX5)
155 #define VERT_BIT_TEX6 BITFIELD_BIT(VERT_ATTRIB_TEX6)
156 #define VERT_BIT_TEX7 BITFIELD_BIT(VERT_ATTRIB_TEX7)
157 #define VERT_BIT_POINT_SIZE BITFIELD_BIT(VERT_ATTRIB_POINT_SIZE)
158 #define VERT_BIT_GENERIC0 BITFIELD_BIT(VERT_ATTRIB_GENERIC0)
159
160 #define VERT_BIT(i) BITFIELD_BIT(i)
161 #define VERT_BIT_ALL BITFIELD_RANGE(0, VERT_ATTRIB_MAX)
162
163 #define VERT_BIT_FF(i) VERT_BIT(i)
164 #define VERT_BIT_FF_ALL BITFIELD_RANGE(0, VERT_ATTRIB_FF_MAX)
165 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
166 #define VERT_BIT_TEX_ALL \
167 BITFIELD_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
168
169 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
170 #define VERT_BIT_GENERIC_ALL \
171 BITFIELD_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
172 /*@}*/
173
174 #define MAX_VARYING 32 /**< number of float[4] vectors */
175
176 /**
177 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
178 * fragment shader inputs.
179 *
180 * Note that some of these values are not available to all pipeline stages.
181 *
182 * When this enum is updated, the following code must be updated too:
183 * - vertResults (in prog_print.c's arb_output_attrib_string())
184 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
185 * - _mesa_varying_slot_in_fs()
186 */
187 typedef enum
188 {
189 VARYING_SLOT_POS,
190 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
191 VARYING_SLOT_COL1,
192 VARYING_SLOT_FOGC,
193 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
194 VARYING_SLOT_TEX1,
195 VARYING_SLOT_TEX2,
196 VARYING_SLOT_TEX3,
197 VARYING_SLOT_TEX4,
198 VARYING_SLOT_TEX5,
199 VARYING_SLOT_TEX6,
200 VARYING_SLOT_TEX7,
201 VARYING_SLOT_PSIZ, /* Does not appear in FS */
202 VARYING_SLOT_BFC0, /* Does not appear in FS */
203 VARYING_SLOT_BFC1, /* Does not appear in FS */
204 VARYING_SLOT_EDGE, /* Does not appear in FS */
205 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
206 VARYING_SLOT_CLIP_DIST0,
207 VARYING_SLOT_CLIP_DIST1,
208 VARYING_SLOT_CULL_DIST0,
209 VARYING_SLOT_CULL_DIST1,
210 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
211 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
212 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
213 VARYING_SLOT_FACE, /* FS only */
214 VARYING_SLOT_PNTC, /* FS only */
215 VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
216 VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */
217 VARYING_SLOT_BOUNDING_BOX0, /* Only appears as TCS output. */
218 VARYING_SLOT_BOUNDING_BOX1, /* Only appears as TCS output. */
219 VARYING_SLOT_VIEW_INDEX,
220 VARYING_SLOT_VAR0, /* First generic varying slot */
221 /* the remaining are simply for the benefit of gl_varying_slot_name()
222 * and not to be construed as an upper bound:
223 */
224 VARYING_SLOT_VAR1,
225 VARYING_SLOT_VAR2,
226 VARYING_SLOT_VAR3,
227 VARYING_SLOT_VAR4,
228 VARYING_SLOT_VAR5,
229 VARYING_SLOT_VAR6,
230 VARYING_SLOT_VAR7,
231 VARYING_SLOT_VAR8,
232 VARYING_SLOT_VAR9,
233 VARYING_SLOT_VAR10,
234 VARYING_SLOT_VAR11,
235 VARYING_SLOT_VAR12,
236 VARYING_SLOT_VAR13,
237 VARYING_SLOT_VAR14,
238 VARYING_SLOT_VAR15,
239 VARYING_SLOT_VAR16,
240 VARYING_SLOT_VAR17,
241 VARYING_SLOT_VAR18,
242 VARYING_SLOT_VAR19,
243 VARYING_SLOT_VAR20,
244 VARYING_SLOT_VAR21,
245 VARYING_SLOT_VAR22,
246 VARYING_SLOT_VAR23,
247 VARYING_SLOT_VAR24,
248 VARYING_SLOT_VAR25,
249 VARYING_SLOT_VAR26,
250 VARYING_SLOT_VAR27,
251 VARYING_SLOT_VAR28,
252 VARYING_SLOT_VAR29,
253 VARYING_SLOT_VAR30,
254 VARYING_SLOT_VAR31,
255 } gl_varying_slot;
256
257
258 #define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
259 #define VARYING_SLOT_PATCH0 (VARYING_SLOT_MAX)
260 #define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)
261 #define MAX_VARYINGS_INCL_PATCH (VARYING_SLOT_TESS_MAX - VARYING_SLOT_VAR0)
262
263 const char *gl_varying_slot_name(gl_varying_slot slot);
264
265 /**
266 * Bitflags for varying slots.
267 */
268 /*@{*/
269 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
270 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
271 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
272 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
273 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
274 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
275 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
276 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
277 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
278 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
279 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
280 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
281 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
282 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
283 MAX_TEXTURE_COORD_UNITS)
284 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
285 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
286 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
287 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
288 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
289 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
290 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
291 #define VARYING_BIT_CULL_DIST0 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST0)
292 #define VARYING_BIT_CULL_DIST1 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST1)
293 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
294 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
295 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
296 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
297 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
298 #define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
299 #define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
300 #define VARYING_BIT_BOUNDING_BOX0 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX0)
301 #define VARYING_BIT_BOUNDING_BOX1 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX1)
302 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
303 /*@}*/
304
305 /**
306 * Bitflags for system values.
307 */
308 #define SYSTEM_BIT_SAMPLE_ID ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_ID)
309 #define SYSTEM_BIT_SAMPLE_POS ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_POS)
310 #define SYSTEM_BIT_SAMPLE_MASK_IN ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_MASK_IN)
311 #define SYSTEM_BIT_LOCAL_INVOCATION_ID ((uint64_t)1 << SYSTEM_VALUE_LOCAL_INVOCATION_ID)
312
313 /**
314 * If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
315 * one of these values. If a NIR variable's mode is nir_var_system_value, it
316 * will be one of these values.
317 */
318 typedef enum
319 {
320 /**
321 * \name System values applicable to all shaders
322 */
323 /*@{*/
324
325 /**
326 * Builtin variables added by GL_ARB_shader_ballot.
327 */
328 /*@{*/
329
330 /**
331 * From the GL_ARB_shader-ballot spec:
332 *
333 * "A sub-group is a collection of invocations which execute in lockstep.
334 * The variable <gl_SubGroupSizeARB> is the maximum number of
335 * invocations in a sub-group. The maximum <gl_SubGroupSizeARB>
336 * supported in this extension is 64."
337 *
338 * The spec defines this as a uniform. However, it's highly unlikely that
339 * implementations actually treat it as a uniform (which is loaded from a
340 * constant buffer). Most likely, this is an implementation-wide constant,
341 * or perhaps something that depends on the shader stage.
342 */
343 SYSTEM_VALUE_SUBGROUP_SIZE,
344
345 /**
346 * From the GL_ARB_shader_ballot spec:
347 *
348 * "The variable <gl_SubGroupInvocationARB> holds the index of the
349 * invocation within sub-group. This variable is in the range 0 to
350 * <gl_SubGroupSizeARB>-1, where <gl_SubGroupSizeARB> is the total
351 * number of invocations in a sub-group."
352 */
353 SYSTEM_VALUE_SUBGROUP_INVOCATION,
354
355 /**
356 * From the GL_ARB_shader_ballot spec:
357 *
358 * "The <gl_SubGroup??MaskARB> variables provide a bitmask for all
359 * invocations, with one bit per invocation starting with the least
360 * significant bit, according to the following table,
361 *
362 * variable equation for bit values
363 * -------------------- ------------------------------------
364 * gl_SubGroupEqMaskARB bit index == gl_SubGroupInvocationARB
365 * gl_SubGroupGeMaskARB bit index >= gl_SubGroupInvocationARB
366 * gl_SubGroupGtMaskARB bit index > gl_SubGroupInvocationARB
367 * gl_SubGroupLeMaskARB bit index <= gl_SubGroupInvocationARB
368 * gl_SubGroupLtMaskARB bit index < gl_SubGroupInvocationARB
369 */
370 SYSTEM_VALUE_SUBGROUP_EQ_MASK,
371 SYSTEM_VALUE_SUBGROUP_GE_MASK,
372 SYSTEM_VALUE_SUBGROUP_GT_MASK,
373 SYSTEM_VALUE_SUBGROUP_LE_MASK,
374 SYSTEM_VALUE_SUBGROUP_LT_MASK,
375 /*@}*/
376
377 /*@}*/
378
379 /**
380 * \name Vertex shader system values
381 */
382 /*@{*/
383 /**
384 * OpenGL-style vertex ID.
385 *
386 * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
387 * OpenGL 3.3 core profile spec says:
388 *
389 * "gl_VertexID holds the integer index i implicitly passed by
390 * DrawArrays or one of the other drawing commands defined in section
391 * 2.8.3."
392 *
393 * Section 2.8.3 (Drawing Commands) of the same spec says:
394 *
395 * "The commands....are equivalent to the commands with the same base
396 * name (without the BaseVertex suffix), except that the ith element
397 * transferred by the corresponding draw call will be taken from
398 * element indices[i] + basevertex of each enabled array."
399 *
400 * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
401 * says:
402 *
403 * "In unextended GL, vertex shaders have inputs named gl_VertexID and
404 * gl_InstanceID, which contain, respectively the index of the vertex
405 * and instance. The value of gl_VertexID is the implicitly passed
406 * index of the vertex being processed, which includes the value of
407 * baseVertex, for those commands that accept it."
408 *
409 * gl_VertexID gets basevertex added in. This differs from DirectX where
410 * SV_VertexID does \b not get basevertex added in.
411 *
412 * \note
413 * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
414 * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
415 * \c SYSTEM_VALUE_BASE_VERTEX.
416 *
417 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
418 */
419 SYSTEM_VALUE_VERTEX_ID,
420
421 /**
422 * Instanced ID as supplied to gl_InstanceID
423 *
424 * Values assigned to gl_InstanceID always begin with zero, regardless of
425 * the value of baseinstance.
426 *
427 * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
428 * says:
429 *
430 * "gl_InstanceID holds the integer instance number of the current
431 * primitive in an instanced draw call (see section 10.5)."
432 *
433 * Through a big chain of pseudocode, section 10.5 describes that
434 * baseinstance is not counted by gl_InstanceID. In that section, notice
435 *
436 * "If an enabled vertex attribute array is instanced (it has a
437 * non-zero divisor as specified by VertexAttribDivisor), the element
438 * index that is transferred to the GL, for all vertices, is given by
439 *
440 * floor(instance/divisor) + baseinstance
441 *
442 * If an array corresponding to an attribute required by a vertex
443 * shader is not enabled, then the corresponding element is taken from
444 * the current attribute state (see section 10.2)."
445 *
446 * Note that baseinstance is \b not included in the value of instance.
447 */
448 SYSTEM_VALUE_INSTANCE_ID,
449
450 /**
451 * Vulkan InstanceIndex.
452 *
453 * InstanceIndex = gl_InstanceID + gl_BaseInstance
454 */
455 SYSTEM_VALUE_INSTANCE_INDEX,
456
457 /**
458 * DirectX-style vertex ID.
459 *
460 * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
461 * the value of basevertex.
462 *
463 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
464 */
465 SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
466
467 /**
468 * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
469 * functions.
470 *
471 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
472 */
473 SYSTEM_VALUE_BASE_VERTEX,
474
475 /**
476 * Value of \c baseinstance passed to instanced draw entry points
477 *
478 * \sa SYSTEM_VALUE_INSTANCE_ID
479 */
480 SYSTEM_VALUE_BASE_INSTANCE,
481
482 /**
483 * From _ARB_shader_draw_parameters:
484 *
485 * "Additionally, this extension adds a further built-in variable,
486 * gl_DrawID to the shading language. This variable contains the index
487 * of the draw currently being processed by a Multi* variant of a
488 * drawing command (such as MultiDrawElements or
489 * MultiDrawArraysIndirect)."
490 *
491 * If GL_ARB_multi_draw_indirect is not supported, this is always 0.
492 */
493 SYSTEM_VALUE_DRAW_ID,
494 /*@}*/
495
496 /**
497 * \name Geometry shader system values
498 */
499 /*@{*/
500 SYSTEM_VALUE_INVOCATION_ID, /**< (Also in Tessellation Control shader) */
501 /*@}*/
502
503 /**
504 * \name Fragment shader system values
505 */
506 /*@{*/
507 SYSTEM_VALUE_FRAG_COORD,
508 SYSTEM_VALUE_FRONT_FACE,
509 SYSTEM_VALUE_SAMPLE_ID,
510 SYSTEM_VALUE_SAMPLE_POS,
511 SYSTEM_VALUE_SAMPLE_MASK_IN,
512 SYSTEM_VALUE_HELPER_INVOCATION,
513 /*@}*/
514
515 /**
516 * \name Tessellation Evaluation shader system values
517 */
518 /*@{*/
519 SYSTEM_VALUE_TESS_COORD,
520 SYSTEM_VALUE_VERTICES_IN, /**< Tessellation vertices in input patch */
521 SYSTEM_VALUE_PRIMITIVE_ID,
522 SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */
523 SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */
524 /*@}*/
525
526 /**
527 * \name Compute shader system values
528 */
529 /*@{*/
530 SYSTEM_VALUE_LOCAL_INVOCATION_ID,
531 SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
532 SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
533 SYSTEM_VALUE_WORK_GROUP_ID,
534 SYSTEM_VALUE_NUM_WORK_GROUPS,
535 SYSTEM_VALUE_LOCAL_GROUP_SIZE,
536 /*@}*/
537
538 /** Required for VK_KHX_multiview */
539 SYSTEM_VALUE_VIEW_INDEX,
540
541 /**
542 * Driver internal vertex-count, used (for example) for drivers to
543 * calculate stride for stream-out outputs. Not externally visible.
544 */
545 SYSTEM_VALUE_VERTEX_CNT,
546
547 SYSTEM_VALUE_MAX /**< Number of values */
548 } gl_system_value;
549
550 const char *gl_system_value_name(gl_system_value sysval);
551
552 /**
553 * The possible interpolation qualifiers that can be applied to a fragment
554 * shader input in GLSL.
555 *
556 * Note: INTERP_MODE_NONE must be 0 so that memsetting the
557 * ir_variable data structure to 0 causes the default behavior.
558 */
559 enum glsl_interp_mode
560 {
561 INTERP_MODE_NONE = 0,
562 INTERP_MODE_SMOOTH,
563 INTERP_MODE_FLAT,
564 INTERP_MODE_NOPERSPECTIVE,
565 INTERP_MODE_COUNT /**< Number of interpolation qualifiers */
566 };
567
568 enum glsl_interface_packing {
569 GLSL_INTERFACE_PACKING_STD140,
570 GLSL_INTERFACE_PACKING_SHARED,
571 GLSL_INTERFACE_PACKING_PACKED,
572 GLSL_INTERFACE_PACKING_STD430
573 };
574
575 const char *glsl_interp_mode_name(enum glsl_interp_mode qual);
576
577 /**
578 * Fragment program results
579 */
580 typedef enum
581 {
582 FRAG_RESULT_DEPTH = 0,
583 FRAG_RESULT_STENCIL = 1,
584 /* If a single color should be written to all render targets, this
585 * register is written. No FRAG_RESULT_DATAn will be written.
586 */
587 FRAG_RESULT_COLOR = 2,
588 FRAG_RESULT_SAMPLE_MASK = 3,
589
590 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
591 * or ARB_fragment_program fragment.color[n]) color results. If
592 * any are written, FRAG_RESULT_COLOR will not be written.
593 * FRAG_RESULT_DATA1 and up are simply for the benefit of
594 * gl_frag_result_name() and not to be construed as an upper bound
595 */
596 FRAG_RESULT_DATA0 = 4,
597 FRAG_RESULT_DATA1,
598 FRAG_RESULT_DATA2,
599 FRAG_RESULT_DATA3,
600 FRAG_RESULT_DATA4,
601 FRAG_RESULT_DATA5,
602 FRAG_RESULT_DATA6,
603 FRAG_RESULT_DATA7,
604 } gl_frag_result;
605
606 const char *gl_frag_result_name(gl_frag_result result);
607
608 #define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
609
610 /**
611 * \brief Layout qualifiers for gl_FragDepth.
612 *
613 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
614 * a layout qualifier.
615 *
616 * \see enum ir_depth_layout
617 */
618 enum gl_frag_depth_layout
619 {
620 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
621 FRAG_DEPTH_LAYOUT_ANY,
622 FRAG_DEPTH_LAYOUT_GREATER,
623 FRAG_DEPTH_LAYOUT_LESS,
624 FRAG_DEPTH_LAYOUT_UNCHANGED
625 };
626
627 /**
628 * \brief Buffer access qualifiers
629 */
630 enum gl_buffer_access_qualifier
631 {
632 ACCESS_COHERENT = 1,
633 ACCESS_RESTRICT = 2,
634 ACCESS_VOLATILE = 4,
635 };
636
637 /**
638 * \brief Blend support qualifiers
639 */
640 enum gl_advanced_blend_mode
641 {
642 BLEND_NONE = 0x0000,
643
644 BLEND_MULTIPLY = 0x0001,
645 BLEND_SCREEN = 0x0002,
646 BLEND_OVERLAY = 0x0004,
647 BLEND_DARKEN = 0x0008,
648 BLEND_LIGHTEN = 0x0010,
649 BLEND_COLORDODGE = 0x0020,
650 BLEND_COLORBURN = 0x0040,
651 BLEND_HARDLIGHT = 0x0080,
652 BLEND_SOFTLIGHT = 0x0100,
653 BLEND_DIFFERENCE = 0x0200,
654 BLEND_EXCLUSION = 0x0400,
655 BLEND_HSL_HUE = 0x0800,
656 BLEND_HSL_SATURATION = 0x1000,
657 BLEND_HSL_COLOR = 0x2000,
658 BLEND_HSL_LUMINOSITY = 0x4000,
659
660 BLEND_ALL = 0x7fff,
661 };
662
663 enum gl_tess_spacing
664 {
665 TESS_SPACING_UNSPECIFIED,
666 TESS_SPACING_EQUAL,
667 TESS_SPACING_FRACTIONAL_ODD,
668 TESS_SPACING_FRACTIONAL_EVEN,
669 };
670
671 /**
672 * A compare function enum for use in compiler lowering passes. This is in
673 * the same order as GL's compare functions (shifted down by GL_NEVER), and is
674 * exactly the same as gallium's PIPE_FUNC_*.
675 */
676 enum compare_func
677 {
678 COMPARE_FUNC_NEVER,
679 COMPARE_FUNC_LESS,
680 COMPARE_FUNC_EQUAL,
681 COMPARE_FUNC_LEQUAL,
682 COMPARE_FUNC_GREATER,
683 COMPARE_FUNC_NOTEQUAL,
684 COMPARE_FUNC_GEQUAL,
685 COMPARE_FUNC_ALWAYS,
686 };
687
688 #ifdef __cplusplus
689 } /* extern "C" */
690 #endif
691
692 #endif /* SHADER_ENUMS_H */