Merge remote-tracking branch 'mesa-public/master' into vulkan
[mesa.git] / src / glsl / 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 #include "main/config.h"
27
28 #ifndef SHADER_ENUMS_H
29 #define SHADER_ENUMS_H
30
31 /**
32 * Shader stages. Note that these will become 5 with tessellation.
33 *
34 * The order must match how shaders are ordered in the pipeline.
35 * The GLSL linker assumes that if i<j, then the j-th shader is
36 * executed later than the i-th shader.
37 */
38 typedef enum
39 {
40 MESA_SHADER_VERTEX = 0,
41 MESA_SHADER_TESS_CTRL = 1,
42 MESA_SHADER_TESS_EVAL = 2,
43 MESA_SHADER_GEOMETRY = 3,
44 MESA_SHADER_FRAGMENT = 4,
45 MESA_SHADER_COMPUTE = 5,
46 } gl_shader_stage;
47
48 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
49
50 /**
51 * Indexes for vertex program attributes.
52 * GL_NV_vertex_program aliases generic attributes over the conventional
53 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
54 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
55 * generic attributes are distinct/separate).
56 */
57 typedef enum
58 {
59 VERT_ATTRIB_POS = 0,
60 VERT_ATTRIB_WEIGHT = 1,
61 VERT_ATTRIB_NORMAL = 2,
62 VERT_ATTRIB_COLOR0 = 3,
63 VERT_ATTRIB_COLOR1 = 4,
64 VERT_ATTRIB_FOG = 5,
65 VERT_ATTRIB_COLOR_INDEX = 6,
66 VERT_ATTRIB_EDGEFLAG = 7,
67 VERT_ATTRIB_TEX0 = 8,
68 VERT_ATTRIB_TEX1 = 9,
69 VERT_ATTRIB_TEX2 = 10,
70 VERT_ATTRIB_TEX3 = 11,
71 VERT_ATTRIB_TEX4 = 12,
72 VERT_ATTRIB_TEX5 = 13,
73 VERT_ATTRIB_TEX6 = 14,
74 VERT_ATTRIB_TEX7 = 15,
75 VERT_ATTRIB_POINT_SIZE = 16,
76 VERT_ATTRIB_GENERIC0 = 17,
77 VERT_ATTRIB_GENERIC1 = 18,
78 VERT_ATTRIB_GENERIC2 = 19,
79 VERT_ATTRIB_GENERIC3 = 20,
80 VERT_ATTRIB_GENERIC4 = 21,
81 VERT_ATTRIB_GENERIC5 = 22,
82 VERT_ATTRIB_GENERIC6 = 23,
83 VERT_ATTRIB_GENERIC7 = 24,
84 VERT_ATTRIB_GENERIC8 = 25,
85 VERT_ATTRIB_GENERIC9 = 26,
86 VERT_ATTRIB_GENERIC10 = 27,
87 VERT_ATTRIB_GENERIC11 = 28,
88 VERT_ATTRIB_GENERIC12 = 29,
89 VERT_ATTRIB_GENERIC13 = 30,
90 VERT_ATTRIB_GENERIC14 = 31,
91 VERT_ATTRIB_GENERIC15 = 32,
92 VERT_ATTRIB_MAX = 33
93 } gl_vert_attrib;
94
95 /**
96 * Symbolic constats to help iterating over
97 * specific blocks of vertex attributes.
98 *
99 * VERT_ATTRIB_FF
100 * includes all fixed function attributes as well as
101 * the aliased GL_NV_vertex_program shader attributes.
102 * VERT_ATTRIB_TEX
103 * include the classic texture coordinate attributes.
104 * Is a subset of VERT_ATTRIB_FF.
105 * VERT_ATTRIB_GENERIC
106 * include the OpenGL 2.0+ GLSL generic shader attributes.
107 * These alias the generic GL_ARB_vertex_shader attributes.
108 */
109 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
110 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
111
112 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
113 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
114
115 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
116 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
117
118 /**
119 * Bitflags for vertex attributes.
120 * These are used in bitfields in many places.
121 */
122 /*@{*/
123 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
124 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
125 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
126 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
127 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
128 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
129 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
130 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
131 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
132 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
133 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
134 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
135 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
136 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
137 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
138 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
139 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
140 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
141
142 #define VERT_BIT(i) BITFIELD64_BIT(i)
143 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
144
145 #define VERT_BIT_FF(i) VERT_BIT(i)
146 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
147 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
148 #define VERT_BIT_TEX_ALL \
149 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
150
151 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
152 #define VERT_BIT_GENERIC_ALL \
153 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
154 /*@}*/
155
156 /**
157 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
158 * fragment shader inputs.
159 *
160 * Note that some of these values are not available to all pipeline stages.
161 *
162 * When this enum is updated, the following code must be updated too:
163 * - vertResults (in prog_print.c's arb_output_attrib_string())
164 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
165 * - _mesa_varying_slot_in_fs()
166 */
167 typedef enum
168 {
169 VARYING_SLOT_POS,
170 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
171 VARYING_SLOT_COL1,
172 VARYING_SLOT_FOGC,
173 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
174 VARYING_SLOT_TEX1,
175 VARYING_SLOT_TEX2,
176 VARYING_SLOT_TEX3,
177 VARYING_SLOT_TEX4,
178 VARYING_SLOT_TEX5,
179 VARYING_SLOT_TEX6,
180 VARYING_SLOT_TEX7,
181 VARYING_SLOT_PSIZ, /* Does not appear in FS */
182 VARYING_SLOT_BFC0, /* Does not appear in FS */
183 VARYING_SLOT_BFC1, /* Does not appear in FS */
184 VARYING_SLOT_EDGE, /* Does not appear in FS */
185 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
186 VARYING_SLOT_CLIP_DIST0,
187 VARYING_SLOT_CLIP_DIST1,
188 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
189 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
190 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
191 VARYING_SLOT_FACE, /* FS only */
192 VARYING_SLOT_PNTC, /* FS only */
193 VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
194 VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */
195 VARYING_SLOT_VAR0, /* First generic varying slot */
196 } gl_varying_slot;
197
198
199 /**
200 * Bitflags for varying slots.
201 */
202 /*@{*/
203 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
204 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
205 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
206 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
207 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
208 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
209 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
210 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
211 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
212 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
213 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
214 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
215 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
216 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
217 MAX_TEXTURE_COORD_UNITS)
218 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
219 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
220 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
221 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
222 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
223 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
224 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
225 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
226 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
227 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
228 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
229 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
230 #define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
231 #define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
232 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
233 /*@}*/
234
235 /**
236 * Bitflags for system values.
237 */
238 #define SYSTEM_BIT_SAMPLE_ID ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_ID)
239 #define SYSTEM_BIT_SAMPLE_POS ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_POS)
240 #define SYSTEM_BIT_SAMPLE_MASK_IN ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_MASK_IN)
241 /**
242 * If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
243 * one of these values. If a NIR variable's mode is nir_var_system_value, it
244 * will be one of these values.
245 */
246 typedef enum
247 {
248 /**
249 * \name Vertex shader system values
250 */
251 /*@{*/
252 /**
253 * OpenGL-style vertex ID.
254 *
255 * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
256 * OpenGL 3.3 core profile spec says:
257 *
258 * "gl_VertexID holds the integer index i implicitly passed by
259 * DrawArrays or one of the other drawing commands defined in section
260 * 2.8.3."
261 *
262 * Section 2.8.3 (Drawing Commands) of the same spec says:
263 *
264 * "The commands....are equivalent to the commands with the same base
265 * name (without the BaseVertex suffix), except that the ith element
266 * transferred by the corresponding draw call will be taken from
267 * element indices[i] + basevertex of each enabled array."
268 *
269 * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
270 * says:
271 *
272 * "In unextended GL, vertex shaders have inputs named gl_VertexID and
273 * gl_InstanceID, which contain, respectively the index of the vertex
274 * and instance. The value of gl_VertexID is the implicitly passed
275 * index of the vertex being processed, which includes the value of
276 * baseVertex, for those commands that accept it."
277 *
278 * gl_VertexID gets basevertex added in. This differs from DirectX where
279 * SV_VertexID does \b not get basevertex added in.
280 *
281 * \note
282 * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
283 * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
284 * \c SYSTEM_VALUE_BASE_VERTEX.
285 *
286 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
287 */
288 SYSTEM_VALUE_VERTEX_ID,
289
290 /**
291 * Instanced ID as supplied to gl_InstanceID
292 *
293 * Values assigned to gl_InstanceID always begin with zero, regardless of
294 * the value of baseinstance.
295 *
296 * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
297 * says:
298 *
299 * "gl_InstanceID holds the integer instance number of the current
300 * primitive in an instanced draw call (see section 10.5)."
301 *
302 * Through a big chain of pseudocode, section 10.5 describes that
303 * baseinstance is not counted by gl_InstanceID. In that section, notice
304 *
305 * "If an enabled vertex attribute array is instanced (it has a
306 * non-zero divisor as specified by VertexAttribDivisor), the element
307 * index that is transferred to the GL, for all vertices, is given by
308 *
309 * floor(instance/divisor) + baseinstance
310 *
311 * If an array corresponding to an attribute required by a vertex
312 * shader is not enabled, then the corresponding element is taken from
313 * the current attribute state (see section 10.2)."
314 *
315 * Note that baseinstance is \b not included in the value of instance.
316 */
317 SYSTEM_VALUE_INSTANCE_ID,
318
319 /**
320 * DirectX-style vertex ID.
321 *
322 * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
323 * the value of basevertex.
324 *
325 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
326 */
327 SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
328
329 /**
330 * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
331 * functions.
332 *
333 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
334 */
335 SYSTEM_VALUE_BASE_VERTEX,
336 /*@}*/
337
338 /**
339 * \name Geometry shader system values
340 */
341 /*@{*/
342 SYSTEM_VALUE_INVOCATION_ID, /**< (Also in Tessellation Control shader) */
343 /*@}*/
344
345 /**
346 * \name Fragment shader system values
347 */
348 /*@{*/
349 SYSTEM_VALUE_FRONT_FACE, /**< (not done yet) */
350 SYSTEM_VALUE_SAMPLE_ID,
351 SYSTEM_VALUE_SAMPLE_POS,
352 SYSTEM_VALUE_SAMPLE_MASK_IN,
353 /*@}*/
354
355 /**
356 * \name Tessellation Evaluation shader system values
357 */
358 /*@{*/
359 SYSTEM_VALUE_TESS_COORD,
360 SYSTEM_VALUE_VERTICES_IN, /**< Tessellation vertices in input patch */
361 SYSTEM_VALUE_PRIMITIVE_ID, /**< (currently not used by GS) */
362 SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */
363 SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */
364 /*@}*/
365
366 SYSTEM_VALUE_MAX /**< Number of values */
367 } gl_system_value;
368
369
370 /**
371 * The possible interpolation qualifiers that can be applied to a fragment
372 * shader input in GLSL.
373 *
374 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
375 * gl_fragment_program data structure to 0 causes the default behavior.
376 */
377 enum glsl_interp_qualifier
378 {
379 INTERP_QUALIFIER_NONE = 0,
380 INTERP_QUALIFIER_SMOOTH,
381 INTERP_QUALIFIER_FLAT,
382 INTERP_QUALIFIER_NOPERSPECTIVE,
383 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
384 };
385
386 /**
387 * Fragment program results
388 */
389 typedef enum
390 {
391 FRAG_RESULT_DEPTH = 0,
392 FRAG_RESULT_STENCIL = 1,
393 /* If a single color should be written to all render targets, this
394 * register is written. No FRAG_RESULT_DATAn will be written.
395 */
396 FRAG_RESULT_COLOR = 2,
397 FRAG_RESULT_SAMPLE_MASK = 3,
398
399 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
400 * or ARB_fragment_program fragment.color[n]) color results. If
401 * any are written, FRAG_RESULT_COLOR will not be written.
402 */
403 FRAG_RESULT_DATA0 = 4,
404 } gl_frag_result;
405
406 #endif /* SHADER_ENUMS_H */