#define SHADER_INFO_H
#include "shader_enums.h"
+#include <stdint.h>
#ifdef __cplusplus
extern "C" {
#endif
+struct spirv_supported_capabilities {
+ bool float64;
+ bool image_ms_array;
+ bool tessellation;
+ bool device_group;
+ bool draw_parameters;
+ bool image_read_without_format;
+ bool image_write_without_format;
+ bool int64;
+ bool multiview;
+ bool variable_pointers;
+ bool storage_16bit;
+ bool int16;
+ bool shader_viewport_index_layer;
+ bool subgroup_arithmetic;
+ bool subgroup_ballot;
+ bool subgroup_basic;
+ bool subgroup_quad;
+ bool subgroup_shuffle;
+ bool subgroup_vote;
+ bool gcn_shader;
+ bool trinary_minmax;
+ bool descriptor_array_dynamic_indexing;
+ bool runtime_descriptor_array;
+ bool stencil_export;
+ bool atomic_storage;
+ bool storage_8bit;
+ bool post_depth_coverage;
+ bool transform_feedback;
+ bool geometry_streams;
+};
+
typedef struct shader_info {
const char *name;
/** The shader stage, such as MESA_SHADER_VERTEX. */
gl_shader_stage stage;
+ /** The shader stage in a non SSO linked program that follows this stage,
+ * such as MESA_SHADER_FRAGMENT.
+ */
+ gl_shader_stage next_stage;
+
/* Number of textures used by this shader */
unsigned num_textures;
/* Number of uniform buffers used by this shader */
/* Which inputs are actually read */
uint64_t inputs_read;
- /* Which inputs are actually read and are double */
- uint64_t double_inputs_read;
/* Which outputs are actually written */
uint64_t outputs_written;
/* Which outputs are actually read */
uint32_t patch_inputs_read;
/* Which patch outputs are actually written */
uint32_t patch_outputs_written;
+ /* Which patch outputs are read */
+ uint32_t patch_outputs_read;
/* Whether or not this shader ever uses textureGather() */
bool uses_texture_gather;
bool has_transform_feedback_varyings;
union {
+ struct {
+ /* Which inputs are doubles */
+ uint64_t double_inputs;
+ } vs;
+
struct {
/** The number of vertices recieves per input primitive */
unsigned vertices_in;
bool post_depth_coverage;
+ bool pixel_center_integer;
+
+ bool pixel_interlock_ordered;
+ bool pixel_interlock_unordered;
+ bool sample_interlock_ordered;
+ bool sample_interlock_unordered;
+
/** gl_FragDepth layout for ARB_conservative_depth. */
enum gl_frag_depth_layout depth_layout;
} fs;