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
30 * Shader stages. Note that these will become 5 with tessellation.
32 * The order must match how shaders are ordered in the pipeline.
33 * The GLSL linker assumes that if i<j, then the j-th shader is
34 * executed later than the i-th shader.
38 MESA_SHADER_VERTEX
= 0,
39 MESA_SHADER_TESS_CTRL
= 1,
40 MESA_SHADER_TESS_EVAL
= 2,
41 MESA_SHADER_GEOMETRY
= 3,
42 MESA_SHADER_FRAGMENT
= 4,
43 MESA_SHADER_COMPUTE
= 5,
46 const char * gl_shader_stage_name(gl_shader_stage stage
);
48 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
52 * Indexes for vertex program attributes.
53 * GL_NV_vertex_program aliases generic attributes over the conventional
54 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
55 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
56 * generic attributes are distinct/separate).
61 VERT_ATTRIB_WEIGHT
= 1,
62 VERT_ATTRIB_NORMAL
= 2,
63 VERT_ATTRIB_COLOR0
= 3,
64 VERT_ATTRIB_COLOR1
= 4,
66 VERT_ATTRIB_COLOR_INDEX
= 6,
67 VERT_ATTRIB_EDGEFLAG
= 7,
70 VERT_ATTRIB_TEX2
= 10,
71 VERT_ATTRIB_TEX3
= 11,
72 VERT_ATTRIB_TEX4
= 12,
73 VERT_ATTRIB_TEX5
= 13,
74 VERT_ATTRIB_TEX6
= 14,
75 VERT_ATTRIB_TEX7
= 15,
76 VERT_ATTRIB_POINT_SIZE
= 16,
77 VERT_ATTRIB_GENERIC0
= 17,
78 VERT_ATTRIB_GENERIC1
= 18,
79 VERT_ATTRIB_GENERIC2
= 19,
80 VERT_ATTRIB_GENERIC3
= 20,
81 VERT_ATTRIB_GENERIC4
= 21,
82 VERT_ATTRIB_GENERIC5
= 22,
83 VERT_ATTRIB_GENERIC6
= 23,
84 VERT_ATTRIB_GENERIC7
= 24,
85 VERT_ATTRIB_GENERIC8
= 25,
86 VERT_ATTRIB_GENERIC9
= 26,
87 VERT_ATTRIB_GENERIC10
= 27,
88 VERT_ATTRIB_GENERIC11
= 28,
89 VERT_ATTRIB_GENERIC12
= 29,
90 VERT_ATTRIB_GENERIC13
= 30,
91 VERT_ATTRIB_GENERIC14
= 31,
92 VERT_ATTRIB_GENERIC15
= 32,
96 const char * gl_vert_attrib_name(gl_vert_attrib attrib
);
99 * Symbolic constats to help iterating over
100 * specific blocks of vertex attributes.
103 * includes all fixed function attributes as well as
104 * the aliased GL_NV_vertex_program shader attributes.
106 * include the classic texture coordinate attributes.
107 * Is a subset of VERT_ATTRIB_FF.
108 * VERT_ATTRIB_GENERIC
109 * include the OpenGL 2.0+ GLSL generic shader attributes.
110 * These alias the generic GL_ARB_vertex_shader attributes.
112 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
113 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
115 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
116 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
118 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
119 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
122 * Bitflags for vertex attributes.
123 * These are used in bitfields in many places.
126 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
127 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
128 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
129 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
130 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
131 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
132 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
133 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
134 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
135 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
136 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
137 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
138 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
139 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
140 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
141 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
142 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
143 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
145 #define VERT_BIT(i) BITFIELD64_BIT(i)
146 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
148 #define VERT_BIT_FF(i) VERT_BIT(i)
149 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
150 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
151 #define VERT_BIT_TEX_ALL \
152 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
154 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
155 #define VERT_BIT_GENERIC_ALL \
156 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
161 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
162 * fragment shader inputs.
164 * Note that some of these values are not available to all pipeline stages.
166 * When this enum is updated, the following code must be updated too:
167 * - vertResults (in prog_print.c's arb_output_attrib_string())
168 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
169 * - _mesa_varying_slot_in_fs()
174 VARYING_SLOT_COL0
, /* COL0 and COL1 must be contiguous */
177 VARYING_SLOT_TEX0
, /* TEX0-TEX7 must be contiguous */
185 VARYING_SLOT_PSIZ
, /* Does not appear in FS */
186 VARYING_SLOT_BFC0
, /* Does not appear in FS */
187 VARYING_SLOT_BFC1
, /* Does not appear in FS */
188 VARYING_SLOT_EDGE
, /* Does not appear in FS */
189 VARYING_SLOT_CLIP_VERTEX
, /* Does not appear in FS */
190 VARYING_SLOT_CLIP_DIST0
,
191 VARYING_SLOT_CLIP_DIST1
,
192 VARYING_SLOT_PRIMITIVE_ID
, /* Does not appear in VS */
193 VARYING_SLOT_LAYER
, /* Appears as VS or GS output */
194 VARYING_SLOT_VIEWPORT
, /* Appears as VS or GS output */
195 VARYING_SLOT_FACE
, /* FS only */
196 VARYING_SLOT_PNTC
, /* FS only */
197 VARYING_SLOT_TESS_LEVEL_OUTER
, /* Only appears as TCS output. */
198 VARYING_SLOT_TESS_LEVEL_INNER
, /* Only appears as TCS output. */
199 VARYING_SLOT_VAR0
, /* First generic varying slot */
200 /* the remaining are simply for the benefit of gl_varying_slot_name()
201 * and not to be construed as an upper bound:
237 #define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
238 #define VARYING_SLOT_PATCH0 (VARYING_SLOT_MAX)
239 #define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)
241 const char * gl_varying_slot_name(gl_varying_slot slot
);
244 * Bitflags for varying slots.
247 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
248 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
249 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
250 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
251 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
252 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
253 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
254 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
255 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
256 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
257 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
258 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
259 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
260 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
261 MAX_TEXTURE_COORD_UNITS)
262 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
263 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
264 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
265 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
266 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
267 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
268 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
269 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
270 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
271 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
272 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
273 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
274 #define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
275 #define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
276 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
280 * Bitflags for system values.
282 #define SYSTEM_BIT_SAMPLE_ID ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_ID)
283 #define SYSTEM_BIT_SAMPLE_POS ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_POS)
284 #define SYSTEM_BIT_SAMPLE_MASK_IN ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_MASK_IN)
285 #define SYSTEM_BIT_LOCAL_INVOCATION_ID ((uint64_t)1 << SYSTEM_VALUE_LOCAL_INVOCATION_ID)
288 * If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
289 * one of these values. If a NIR variable's mode is nir_var_system_value, it
290 * will be one of these values.
295 * \name Vertex shader system values
299 * OpenGL-style vertex ID.
301 * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
302 * OpenGL 3.3 core profile spec says:
304 * "gl_VertexID holds the integer index i implicitly passed by
305 * DrawArrays or one of the other drawing commands defined in section
308 * Section 2.8.3 (Drawing Commands) of the same spec says:
310 * "The commands....are equivalent to the commands with the same base
311 * name (without the BaseVertex suffix), except that the ith element
312 * transferred by the corresponding draw call will be taken from
313 * element indices[i] + basevertex of each enabled array."
315 * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
318 * "In unextended GL, vertex shaders have inputs named gl_VertexID and
319 * gl_InstanceID, which contain, respectively the index of the vertex
320 * and instance. The value of gl_VertexID is the implicitly passed
321 * index of the vertex being processed, which includes the value of
322 * baseVertex, for those commands that accept it."
324 * gl_VertexID gets basevertex added in. This differs from DirectX where
325 * SV_VertexID does \b not get basevertex added in.
328 * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
329 * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
330 * \c SYSTEM_VALUE_BASE_VERTEX.
332 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
334 SYSTEM_VALUE_VERTEX_ID
,
337 * Instanced ID as supplied to gl_InstanceID
339 * Values assigned to gl_InstanceID always begin with zero, regardless of
340 * the value of baseinstance.
342 * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
345 * "gl_InstanceID holds the integer instance number of the current
346 * primitive in an instanced draw call (see section 10.5)."
348 * Through a big chain of pseudocode, section 10.5 describes that
349 * baseinstance is not counted by gl_InstanceID. In that section, notice
351 * "If an enabled vertex attribute array is instanced (it has a
352 * non-zero divisor as specified by VertexAttribDivisor), the element
353 * index that is transferred to the GL, for all vertices, is given by
355 * floor(instance/divisor) + baseinstance
357 * If an array corresponding to an attribute required by a vertex
358 * shader is not enabled, then the corresponding element is taken from
359 * the current attribute state (see section 10.2)."
361 * Note that baseinstance is \b not included in the value of instance.
363 SYSTEM_VALUE_INSTANCE_ID
,
366 * DirectX-style vertex ID.
368 * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
369 * the value of basevertex.
371 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
373 SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
,
376 * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
379 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
381 SYSTEM_VALUE_BASE_VERTEX
,
385 * \name Geometry shader system values
388 SYSTEM_VALUE_INVOCATION_ID
, /**< (Also in Tessellation Control shader) */
392 * \name Fragment shader system values
395 SYSTEM_VALUE_FRONT_FACE
, /**< (not done yet) */
396 SYSTEM_VALUE_SAMPLE_ID
,
397 SYSTEM_VALUE_SAMPLE_POS
,
398 SYSTEM_VALUE_SAMPLE_MASK_IN
,
402 * \name Tessellation Evaluation shader system values
405 SYSTEM_VALUE_TESS_COORD
,
406 SYSTEM_VALUE_VERTICES_IN
, /**< Tessellation vertices in input patch */
407 SYSTEM_VALUE_PRIMITIVE_ID
,
408 SYSTEM_VALUE_TESS_LEVEL_OUTER
, /**< TES input */
409 SYSTEM_VALUE_TESS_LEVEL_INNER
, /**< TES input */
413 * \name Compute shader system values
416 SYSTEM_VALUE_LOCAL_INVOCATION_ID
,
417 SYSTEM_VALUE_WORK_GROUP_ID
,
418 SYSTEM_VALUE_NUM_WORK_GROUPS
,
422 * Driver internal vertex-count, used (for example) for drivers to
423 * calculate stride for stream-out outputs. Not externally visible.
425 SYSTEM_VALUE_VERTEX_CNT
,
427 SYSTEM_VALUE_MAX
/**< Number of values */
430 const char * gl_system_value_name(gl_system_value sysval
);
433 * The possible interpolation qualifiers that can be applied to a fragment
434 * shader input in GLSL.
436 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
437 * gl_fragment_program data structure to 0 causes the default behavior.
439 enum glsl_interp_qualifier
441 INTERP_QUALIFIER_NONE
= 0,
442 INTERP_QUALIFIER_SMOOTH
,
443 INTERP_QUALIFIER_FLAT
,
444 INTERP_QUALIFIER_NOPERSPECTIVE
,
445 INTERP_QUALIFIER_COUNT
/**< Number of interpolation qualifiers */
448 const char * glsl_interp_qualifier_name(enum glsl_interp_qualifier qual
);
451 * Fragment program results
455 FRAG_RESULT_DEPTH
= 0,
456 FRAG_RESULT_STENCIL
= 1,
457 /* If a single color should be written to all render targets, this
458 * register is written. No FRAG_RESULT_DATAn will be written.
460 FRAG_RESULT_COLOR
= 2,
461 FRAG_RESULT_SAMPLE_MASK
= 3,
463 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
464 * or ARB_fragment_program fragment.color[n]) color results. If
465 * any are written, FRAG_RESULT_COLOR will not be written.
466 * FRAG_RESULT_DATA1 and up are simply for the benefit of
467 * gl_frag_result_name() and not to be construed as an upper bound
469 FRAG_RESULT_DATA0
= 4,
479 const char * gl_frag_result_name(gl_frag_result result
);
481 #define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
484 * \brief Layout qualifiers for gl_FragDepth.
486 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
487 * a layout qualifier.
489 * \see enum ir_depth_layout
491 enum gl_frag_depth_layout
493 FRAG_DEPTH_LAYOUT_NONE
, /**< No layout is specified. */
494 FRAG_DEPTH_LAYOUT_ANY
,
495 FRAG_DEPTH_LAYOUT_GREATER
,
496 FRAG_DEPTH_LAYOUT_LESS
,
497 FRAG_DEPTH_LAYOUT_UNCHANGED
500 #endif /* SHADER_ENUMS_H */