mesa: Move gl_frag_depth_layout from mtypes.h to shader_enums.h
[mesa.git] / src / glsl / nir / 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 /**
30 * Shader stages. Note that these will become 5 with tessellation.
31 *
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.
35 */
36 typedef enum
37 {
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,
44 } gl_shader_stage;
45
46 const char * gl_shader_stage_name(gl_shader_stage stage);
47
48 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
49
50
51 /**
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).
57 */
58 typedef enum
59 {
60 VERT_ATTRIB_POS = 0,
61 VERT_ATTRIB_WEIGHT = 1,
62 VERT_ATTRIB_NORMAL = 2,
63 VERT_ATTRIB_COLOR0 = 3,
64 VERT_ATTRIB_COLOR1 = 4,
65 VERT_ATTRIB_FOG = 5,
66 VERT_ATTRIB_COLOR_INDEX = 6,
67 VERT_ATTRIB_EDGEFLAG = 7,
68 VERT_ATTRIB_TEX0 = 8,
69 VERT_ATTRIB_TEX1 = 9,
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,
93 VERT_ATTRIB_MAX = 33
94 } gl_vert_attrib;
95
96 const char * gl_vert_attrib_name(gl_vert_attrib attrib);
97
98 /**
99 * Symbolic constats to help iterating over
100 * specific blocks of vertex attributes.
101 *
102 * VERT_ATTRIB_FF
103 * includes all fixed function attributes as well as
104 * the aliased GL_NV_vertex_program shader attributes.
105 * VERT_ATTRIB_TEX
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.
111 */
112 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
113 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
114
115 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
116 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
117
118 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
119 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
120
121 /**
122 * Bitflags for vertex attributes.
123 * These are used in bitfields in many places.
124 */
125 /*@{*/
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)
144
145 #define VERT_BIT(i) BITFIELD64_BIT(i)
146 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
147
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)
153
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)
157 /*@}*/
158
159
160 /**
161 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
162 * fragment shader inputs.
163 *
164 * Note that some of these values are not available to all pipeline stages.
165 *
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()
170 */
171 typedef enum
172 {
173 VARYING_SLOT_POS,
174 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
175 VARYING_SLOT_COL1,
176 VARYING_SLOT_FOGC,
177 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
178 VARYING_SLOT_TEX1,
179 VARYING_SLOT_TEX2,
180 VARYING_SLOT_TEX3,
181 VARYING_SLOT_TEX4,
182 VARYING_SLOT_TEX5,
183 VARYING_SLOT_TEX6,
184 VARYING_SLOT_TEX7,
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:
202 */
203 VARYING_SLOT_VAR1,
204 VARYING_SLOT_VAR2,
205 VARYING_SLOT_VAR3,
206 VARYING_SLOT_VAR4,
207 VARYING_SLOT_VAR5,
208 VARYING_SLOT_VAR6,
209 VARYING_SLOT_VAR7,
210 VARYING_SLOT_VAR8,
211 VARYING_SLOT_VAR9,
212 VARYING_SLOT_VAR10,
213 VARYING_SLOT_VAR11,
214 VARYING_SLOT_VAR12,
215 VARYING_SLOT_VAR13,
216 VARYING_SLOT_VAR14,
217 VARYING_SLOT_VAR15,
218 VARYING_SLOT_VAR16,
219 VARYING_SLOT_VAR17,
220 VARYING_SLOT_VAR18,
221 VARYING_SLOT_VAR19,
222 VARYING_SLOT_VAR20,
223 VARYING_SLOT_VAR21,
224 VARYING_SLOT_VAR22,
225 VARYING_SLOT_VAR23,
226 VARYING_SLOT_VAR24,
227 VARYING_SLOT_VAR25,
228 VARYING_SLOT_VAR26,
229 VARYING_SLOT_VAR27,
230 VARYING_SLOT_VAR28,
231 VARYING_SLOT_VAR29,
232 VARYING_SLOT_VAR30,
233 VARYING_SLOT_VAR31,
234 } gl_varying_slot;
235
236
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)
240
241 const char * gl_varying_slot_name(gl_varying_slot slot);
242
243 /**
244 * Bitflags for varying slots.
245 */
246 /*@{*/
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))
277 /*@}*/
278
279 /**
280 * Bitflags for system values.
281 */
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)
286
287 /**
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.
291 */
292 typedef enum
293 {
294 /**
295 * \name Vertex shader system values
296 */
297 /*@{*/
298 /**
299 * OpenGL-style vertex ID.
300 *
301 * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
302 * OpenGL 3.3 core profile spec says:
303 *
304 * "gl_VertexID holds the integer index i implicitly passed by
305 * DrawArrays or one of the other drawing commands defined in section
306 * 2.8.3."
307 *
308 * Section 2.8.3 (Drawing Commands) of the same spec says:
309 *
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."
314 *
315 * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
316 * says:
317 *
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."
323 *
324 * gl_VertexID gets basevertex added in. This differs from DirectX where
325 * SV_VertexID does \b not get basevertex added in.
326 *
327 * \note
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.
331 *
332 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
333 */
334 SYSTEM_VALUE_VERTEX_ID,
335
336 /**
337 * Instanced ID as supplied to gl_InstanceID
338 *
339 * Values assigned to gl_InstanceID always begin with zero, regardless of
340 * the value of baseinstance.
341 *
342 * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
343 * says:
344 *
345 * "gl_InstanceID holds the integer instance number of the current
346 * primitive in an instanced draw call (see section 10.5)."
347 *
348 * Through a big chain of pseudocode, section 10.5 describes that
349 * baseinstance is not counted by gl_InstanceID. In that section, notice
350 *
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
354 *
355 * floor(instance/divisor) + baseinstance
356 *
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)."
360 *
361 * Note that baseinstance is \b not included in the value of instance.
362 */
363 SYSTEM_VALUE_INSTANCE_ID,
364
365 /**
366 * DirectX-style vertex ID.
367 *
368 * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
369 * the value of basevertex.
370 *
371 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
372 */
373 SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
374
375 /**
376 * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
377 * functions.
378 *
379 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
380 */
381 SYSTEM_VALUE_BASE_VERTEX,
382 /*@}*/
383
384 /**
385 * \name Geometry shader system values
386 */
387 /*@{*/
388 SYSTEM_VALUE_INVOCATION_ID, /**< (Also in Tessellation Control shader) */
389 /*@}*/
390
391 /**
392 * \name Fragment shader system values
393 */
394 /*@{*/
395 SYSTEM_VALUE_FRONT_FACE, /**< (not done yet) */
396 SYSTEM_VALUE_SAMPLE_ID,
397 SYSTEM_VALUE_SAMPLE_POS,
398 SYSTEM_VALUE_SAMPLE_MASK_IN,
399 /*@}*/
400
401 /**
402 * \name Tessellation Evaluation shader system values
403 */
404 /*@{*/
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 */
410 /*@}*/
411
412 /**
413 * \name Compute shader system values
414 */
415 /*@{*/
416 SYSTEM_VALUE_LOCAL_INVOCATION_ID,
417 SYSTEM_VALUE_WORK_GROUP_ID,
418 SYSTEM_VALUE_NUM_WORK_GROUPS,
419 /*@}*/
420
421 /**
422 * Driver internal vertex-count, used (for example) for drivers to
423 * calculate stride for stream-out outputs. Not externally visible.
424 */
425 SYSTEM_VALUE_VERTEX_CNT,
426
427 SYSTEM_VALUE_MAX /**< Number of values */
428 } gl_system_value;
429
430 const char * gl_system_value_name(gl_system_value sysval);
431
432 /**
433 * The possible interpolation qualifiers that can be applied to a fragment
434 * shader input in GLSL.
435 *
436 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
437 * gl_fragment_program data structure to 0 causes the default behavior.
438 */
439 enum glsl_interp_qualifier
440 {
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 */
446 };
447
448 const char * glsl_interp_qualifier_name(enum glsl_interp_qualifier qual);
449
450 /**
451 * Fragment program results
452 */
453 typedef enum
454 {
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.
459 */
460 FRAG_RESULT_COLOR = 2,
461 FRAG_RESULT_SAMPLE_MASK = 3,
462
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
468 */
469 FRAG_RESULT_DATA0 = 4,
470 FRAG_RESULT_DATA1,
471 FRAG_RESULT_DATA2,
472 FRAG_RESULT_DATA3,
473 FRAG_RESULT_DATA4,
474 FRAG_RESULT_DATA5,
475 FRAG_RESULT_DATA6,
476 FRAG_RESULT_DATA7,
477 } gl_frag_result;
478
479 const char * gl_frag_result_name(gl_frag_result result);
480
481 #define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
482
483 /**
484 * \brief Layout qualifiers for gl_FragDepth.
485 *
486 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
487 * a layout qualifier.
488 *
489 * \see enum ir_depth_layout
490 */
491 enum gl_frag_depth_layout
492 {
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
498 };
499
500 #endif /* SHADER_ENUMS_H */