SUBDIRS := \
src/loader \
src/mapi \
+ src/compiler \
src/glsl \
src/mesa \
src/util \
SConscript('getopt/SConscript')
SConscript('util/SConscript')
+SConscript('compiler/SConscript')
SConscript('glsl/SConscript')
if env['hostonly']:
--- /dev/null
+# Mesa 3-D graphics library
+#
+# Copyright (C) 2015 Intel Corporation
+#
+# Permission is hereby granted, free of charge, to any person obtaining a
+# copy of this software and associated documentation files (the "Software"),
+# to deal in the Software without restriction, including without limitation
+# the rights to use, copy, modify, merge, publish, distribute, sublicense,
+# and/or sell copies of the Software, and to permit persons to whom the
+# Software is furnished to do so, subject to the following conditions:
+#
+# The above copyright notice and this permission notice shall be included
+# in all copies or substantial portions of the Software.
+#
+# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+# THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+# FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+# DEALINGS IN THE SOFTWARE.
+
+LOCAL_PATH := $(call my-dir)
+
+include $(LOCAL_PATH)/Makefile.sources
+
+# ---------------------------------------
+# Build libmesa_compiler
+# ---------------------------------------
+
+include $(CLEAR_VARS)
+
+LOCAL_SRC_FILES := $(LIBCOMPILER_FILES)
+
+LOCAL_C_INCLUDES := \
+ $(MESA_TOP)/src/mapi \
+ $(MESA_TOP)/src/mesa \
+ $(MESA_TOP)/src/gallium/include \
+ $(MESA_TOP)/src/gallium/auxiliary
+
+LOCAL_MODULE := libmesa_compiler
+
+include $(MESA_COMMON_MK)
+include $(BUILD_STATIC_LIBRARY)
include Makefile.sources
-EXTRA_DIST = $(LIBCOMPILER_FILES)
+AM_CPPFLAGS = \
+ -I$(top_srcdir)/include \
+ -I$(top_srcdir)/src \
+ -I$(top_srcdir)/src/mapi \
+ -I$(top_srcdir)/src/mesa/ \
+ -I$(top_srcdir)/src/gallium/include \
+ -I$(top_srcdir)/src/gallium/auxiliary \
+ $(DEFINES)
+
+AM_CFLAGS = \
+ $(VISIBILITY_CFLAGS) \
+ $(MSVC2013_COMPAT_CFLAGS)
+
+AM_CXXFLAGS = \
+ $(VISIBILITY_CXXFLAGS) \
+ $(MSVC2013_COMPAT_CXXFLAGS)
+
+noinst_LTLIBRARIES = libcompiler.la
+
+libcompiler_la_SOURCES = $(LIBCOMPILER_FILES)
+
+EXTRA_DIST = SConscript
LIBCOMPILER_FILES = \
- builtin_type_macros.h
+ builtin_type_macros.h \
+ shader_enums.c \
+ shader_enums.h
--- /dev/null
+Import('*')
+
+env = env.Clone()
+
+env.MSVC2013Compat()
+
+env.Prepend(CPPPATH = [
+ '#include',
+ '#src',
+ '#src/mapi',
+ '#src/mesa',
+ '#src/gallium/include',
+ '#src/gallium/auxiliary',
+])
+
+sources = env.ParseSourceList('Makefile.sources', 'LIBCOMPILER_FILES')
+
+compiler = env.ConvenienceLibrary(
+ target = 'compiler',
+ source = sources
+)
+Export('compiler')
--- /dev/null
+/*
+ * Mesa 3-D graphics library
+ *
+ * Copyright © 2015 Red Hat
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ *
+ * Authors:
+ * Rob Clark <robclark@freedesktop.org>
+ */
+
+#include "shader_enums.h"
+#include "util/macros.h"
+#include "mesa/main/config.h"
+
+#define ENUM(x) [x] = #x
+#define NAME(val) ((((val) < ARRAY_SIZE(names)) && names[(val)]) ? names[(val)] : "UNKNOWN")
+
+const char *
+gl_shader_stage_name(gl_shader_stage stage)
+{
+ static const char *names[] = {
+ ENUM(MESA_SHADER_VERTEX),
+ ENUM(MESA_SHADER_TESS_CTRL),
+ ENUM(MESA_SHADER_TESS_EVAL),
+ ENUM(MESA_SHADER_GEOMETRY),
+ ENUM(MESA_SHADER_FRAGMENT),
+ ENUM(MESA_SHADER_COMPUTE),
+ };
+ STATIC_ASSERT(ARRAY_SIZE(names) == MESA_SHADER_STAGES);
+ return NAME(stage);
+}
+
+/**
+ * Translate a gl_shader_stage to a short shader stage name for debug
+ * printouts and error messages.
+ */
+const char *
+_mesa_shader_stage_to_string(unsigned stage)
+{
+ switch (stage) {
+ case MESA_SHADER_VERTEX: return "vertex";
+ case MESA_SHADER_FRAGMENT: return "fragment";
+ case MESA_SHADER_GEOMETRY: return "geometry";
+ case MESA_SHADER_COMPUTE: return "compute";
+ case MESA_SHADER_TESS_CTRL: return "tessellation control";
+ case MESA_SHADER_TESS_EVAL: return "tessellation evaluation";
+ }
+
+ unreachable("Unknown shader stage.");
+}
+
+/**
+ * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
+ * for debug printouts and error messages.
+ */
+const char *
+_mesa_shader_stage_to_abbrev(unsigned stage)
+{
+ switch (stage) {
+ case MESA_SHADER_VERTEX: return "VS";
+ case MESA_SHADER_FRAGMENT: return "FS";
+ case MESA_SHADER_GEOMETRY: return "GS";
+ case MESA_SHADER_COMPUTE: return "CS";
+ case MESA_SHADER_TESS_CTRL: return "TCS";
+ case MESA_SHADER_TESS_EVAL: return "TES";
+ }
+
+ unreachable("Unknown shader stage.");
+}
+
+const char *
+gl_vert_attrib_name(gl_vert_attrib attrib)
+{
+ static const char *names[] = {
+ ENUM(VERT_ATTRIB_POS),
+ ENUM(VERT_ATTRIB_WEIGHT),
+ ENUM(VERT_ATTRIB_NORMAL),
+ ENUM(VERT_ATTRIB_COLOR0),
+ ENUM(VERT_ATTRIB_COLOR1),
+ ENUM(VERT_ATTRIB_FOG),
+ ENUM(VERT_ATTRIB_COLOR_INDEX),
+ ENUM(VERT_ATTRIB_EDGEFLAG),
+ ENUM(VERT_ATTRIB_TEX0),
+ ENUM(VERT_ATTRIB_TEX1),
+ ENUM(VERT_ATTRIB_TEX2),
+ ENUM(VERT_ATTRIB_TEX3),
+ ENUM(VERT_ATTRIB_TEX4),
+ ENUM(VERT_ATTRIB_TEX5),
+ ENUM(VERT_ATTRIB_TEX6),
+ ENUM(VERT_ATTRIB_TEX7),
+ ENUM(VERT_ATTRIB_POINT_SIZE),
+ ENUM(VERT_ATTRIB_GENERIC0),
+ ENUM(VERT_ATTRIB_GENERIC1),
+ ENUM(VERT_ATTRIB_GENERIC2),
+ ENUM(VERT_ATTRIB_GENERIC3),
+ ENUM(VERT_ATTRIB_GENERIC4),
+ ENUM(VERT_ATTRIB_GENERIC5),
+ ENUM(VERT_ATTRIB_GENERIC6),
+ ENUM(VERT_ATTRIB_GENERIC7),
+ ENUM(VERT_ATTRIB_GENERIC8),
+ ENUM(VERT_ATTRIB_GENERIC9),
+ ENUM(VERT_ATTRIB_GENERIC10),
+ ENUM(VERT_ATTRIB_GENERIC11),
+ ENUM(VERT_ATTRIB_GENERIC12),
+ ENUM(VERT_ATTRIB_GENERIC13),
+ ENUM(VERT_ATTRIB_GENERIC14),
+ ENUM(VERT_ATTRIB_GENERIC15),
+ };
+ STATIC_ASSERT(ARRAY_SIZE(names) == VERT_ATTRIB_MAX);
+ return NAME(attrib);
+}
+
+const char *
+gl_varying_slot_name(gl_varying_slot slot)
+{
+ static const char *names[] = {
+ ENUM(VARYING_SLOT_POS),
+ ENUM(VARYING_SLOT_COL0),
+ ENUM(VARYING_SLOT_COL1),
+ ENUM(VARYING_SLOT_FOGC),
+ ENUM(VARYING_SLOT_TEX0),
+ ENUM(VARYING_SLOT_TEX1),
+ ENUM(VARYING_SLOT_TEX2),
+ ENUM(VARYING_SLOT_TEX3),
+ ENUM(VARYING_SLOT_TEX4),
+ ENUM(VARYING_SLOT_TEX5),
+ ENUM(VARYING_SLOT_TEX6),
+ ENUM(VARYING_SLOT_TEX7),
+ ENUM(VARYING_SLOT_PSIZ),
+ ENUM(VARYING_SLOT_BFC0),
+ ENUM(VARYING_SLOT_BFC1),
+ ENUM(VARYING_SLOT_EDGE),
+ ENUM(VARYING_SLOT_CLIP_VERTEX),
+ ENUM(VARYING_SLOT_CLIP_DIST0),
+ ENUM(VARYING_SLOT_CLIP_DIST1),
+ ENUM(VARYING_SLOT_PRIMITIVE_ID),
+ ENUM(VARYING_SLOT_LAYER),
+ ENUM(VARYING_SLOT_VIEWPORT),
+ ENUM(VARYING_SLOT_FACE),
+ ENUM(VARYING_SLOT_PNTC),
+ ENUM(VARYING_SLOT_TESS_LEVEL_OUTER),
+ ENUM(VARYING_SLOT_TESS_LEVEL_INNER),
+ ENUM(VARYING_SLOT_VAR0),
+ ENUM(VARYING_SLOT_VAR1),
+ ENUM(VARYING_SLOT_VAR2),
+ ENUM(VARYING_SLOT_VAR3),
+ ENUM(VARYING_SLOT_VAR4),
+ ENUM(VARYING_SLOT_VAR5),
+ ENUM(VARYING_SLOT_VAR6),
+ ENUM(VARYING_SLOT_VAR7),
+ ENUM(VARYING_SLOT_VAR8),
+ ENUM(VARYING_SLOT_VAR9),
+ ENUM(VARYING_SLOT_VAR10),
+ ENUM(VARYING_SLOT_VAR11),
+ ENUM(VARYING_SLOT_VAR12),
+ ENUM(VARYING_SLOT_VAR13),
+ ENUM(VARYING_SLOT_VAR14),
+ ENUM(VARYING_SLOT_VAR15),
+ ENUM(VARYING_SLOT_VAR16),
+ ENUM(VARYING_SLOT_VAR17),
+ ENUM(VARYING_SLOT_VAR18),
+ ENUM(VARYING_SLOT_VAR19),
+ ENUM(VARYING_SLOT_VAR20),
+ ENUM(VARYING_SLOT_VAR21),
+ ENUM(VARYING_SLOT_VAR22),
+ ENUM(VARYING_SLOT_VAR23),
+ ENUM(VARYING_SLOT_VAR24),
+ ENUM(VARYING_SLOT_VAR25),
+ ENUM(VARYING_SLOT_VAR26),
+ ENUM(VARYING_SLOT_VAR27),
+ ENUM(VARYING_SLOT_VAR28),
+ ENUM(VARYING_SLOT_VAR29),
+ ENUM(VARYING_SLOT_VAR30),
+ ENUM(VARYING_SLOT_VAR31),
+ };
+ STATIC_ASSERT(ARRAY_SIZE(names) == VARYING_SLOT_MAX);
+ return NAME(slot);
+}
+
+const char *
+gl_system_value_name(gl_system_value sysval)
+{
+ static const char *names[] = {
+ ENUM(SYSTEM_VALUE_VERTEX_ID),
+ ENUM(SYSTEM_VALUE_INSTANCE_ID),
+ ENUM(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE),
+ ENUM(SYSTEM_VALUE_BASE_VERTEX),
+ ENUM(SYSTEM_VALUE_INVOCATION_ID),
+ ENUM(SYSTEM_VALUE_FRONT_FACE),
+ ENUM(SYSTEM_VALUE_SAMPLE_ID),
+ ENUM(SYSTEM_VALUE_SAMPLE_POS),
+ ENUM(SYSTEM_VALUE_SAMPLE_MASK_IN),
+ ENUM(SYSTEM_VALUE_TESS_COORD),
+ ENUM(SYSTEM_VALUE_VERTICES_IN),
+ ENUM(SYSTEM_VALUE_PRIMITIVE_ID),
+ ENUM(SYSTEM_VALUE_TESS_LEVEL_OUTER),
+ ENUM(SYSTEM_VALUE_TESS_LEVEL_INNER),
+ ENUM(SYSTEM_VALUE_LOCAL_INVOCATION_ID),
+ ENUM(SYSTEM_VALUE_WORK_GROUP_ID),
+ ENUM(SYSTEM_VALUE_NUM_WORK_GROUPS),
+ ENUM(SYSTEM_VALUE_VERTEX_CNT),
+ };
+ STATIC_ASSERT(ARRAY_SIZE(names) == SYSTEM_VALUE_MAX);
+ return NAME(sysval);
+}
+
+const char *
+glsl_interp_qualifier_name(enum glsl_interp_qualifier qual)
+{
+ static const char *names[] = {
+ ENUM(INTERP_QUALIFIER_NONE),
+ ENUM(INTERP_QUALIFIER_SMOOTH),
+ ENUM(INTERP_QUALIFIER_FLAT),
+ ENUM(INTERP_QUALIFIER_NOPERSPECTIVE),
+ };
+ STATIC_ASSERT(ARRAY_SIZE(names) == INTERP_QUALIFIER_COUNT);
+ return NAME(qual);
+}
+
+const char *
+gl_frag_result_name(gl_frag_result result)
+{
+ static const char *names[] = {
+ ENUM(FRAG_RESULT_DEPTH),
+ ENUM(FRAG_RESULT_STENCIL),
+ ENUM(FRAG_RESULT_COLOR),
+ ENUM(FRAG_RESULT_SAMPLE_MASK),
+ ENUM(FRAG_RESULT_DATA0),
+ ENUM(FRAG_RESULT_DATA1),
+ ENUM(FRAG_RESULT_DATA2),
+ ENUM(FRAG_RESULT_DATA3),
+ ENUM(FRAG_RESULT_DATA4),
+ ENUM(FRAG_RESULT_DATA5),
+ ENUM(FRAG_RESULT_DATA6),
+ ENUM(FRAG_RESULT_DATA7),
+ };
+ STATIC_ASSERT(ARRAY_SIZE(names) == FRAG_RESULT_MAX);
+ return NAME(result);
+}
--- /dev/null
+/*
+ * Mesa 3-D graphics library
+ *
+ * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
+ * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+#ifndef SHADER_ENUMS_H
+#define SHADER_ENUMS_H
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * Shader stages. Note that these will become 5 with tessellation.
+ *
+ * The order must match how shaders are ordered in the pipeline.
+ * The GLSL linker assumes that if i<j, then the j-th shader is
+ * executed later than the i-th shader.
+ */
+typedef enum
+{
+ MESA_SHADER_VERTEX = 0,
+ MESA_SHADER_TESS_CTRL = 1,
+ MESA_SHADER_TESS_EVAL = 2,
+ MESA_SHADER_GEOMETRY = 3,
+ MESA_SHADER_FRAGMENT = 4,
+ MESA_SHADER_COMPUTE = 5,
+} gl_shader_stage;
+
+const char *gl_shader_stage_name(gl_shader_stage stage);
+
+/**
+ * Translate a gl_shader_stage to a short shader stage name for debug
+ * printouts and error messages.
+ */
+const char *_mesa_shader_stage_to_string(unsigned stage);
+
+/**
+ * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
+ * for debug printouts and error messages.
+ */
+const char *_mesa_shader_stage_to_abbrev(unsigned stage);
+
+#define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
+
+
+/**
+ * Indexes for vertex program attributes.
+ * GL_NV_vertex_program aliases generic attributes over the conventional
+ * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
+ * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
+ * generic attributes are distinct/separate).
+ */
+typedef enum
+{
+ VERT_ATTRIB_POS = 0,
+ VERT_ATTRIB_WEIGHT = 1,
+ VERT_ATTRIB_NORMAL = 2,
+ VERT_ATTRIB_COLOR0 = 3,
+ VERT_ATTRIB_COLOR1 = 4,
+ VERT_ATTRIB_FOG = 5,
+ VERT_ATTRIB_COLOR_INDEX = 6,
+ VERT_ATTRIB_EDGEFLAG = 7,
+ VERT_ATTRIB_TEX0 = 8,
+ VERT_ATTRIB_TEX1 = 9,
+ VERT_ATTRIB_TEX2 = 10,
+ VERT_ATTRIB_TEX3 = 11,
+ VERT_ATTRIB_TEX4 = 12,
+ VERT_ATTRIB_TEX5 = 13,
+ VERT_ATTRIB_TEX6 = 14,
+ VERT_ATTRIB_TEX7 = 15,
+ VERT_ATTRIB_POINT_SIZE = 16,
+ VERT_ATTRIB_GENERIC0 = 17,
+ VERT_ATTRIB_GENERIC1 = 18,
+ VERT_ATTRIB_GENERIC2 = 19,
+ VERT_ATTRIB_GENERIC3 = 20,
+ VERT_ATTRIB_GENERIC4 = 21,
+ VERT_ATTRIB_GENERIC5 = 22,
+ VERT_ATTRIB_GENERIC6 = 23,
+ VERT_ATTRIB_GENERIC7 = 24,
+ VERT_ATTRIB_GENERIC8 = 25,
+ VERT_ATTRIB_GENERIC9 = 26,
+ VERT_ATTRIB_GENERIC10 = 27,
+ VERT_ATTRIB_GENERIC11 = 28,
+ VERT_ATTRIB_GENERIC12 = 29,
+ VERT_ATTRIB_GENERIC13 = 30,
+ VERT_ATTRIB_GENERIC14 = 31,
+ VERT_ATTRIB_GENERIC15 = 32,
+ VERT_ATTRIB_MAX = 33
+} gl_vert_attrib;
+
+const char *gl_vert_attrib_name(gl_vert_attrib attrib);
+
+/**
+ * Symbolic constats to help iterating over
+ * specific blocks of vertex attributes.
+ *
+ * VERT_ATTRIB_FF
+ * includes all fixed function attributes as well as
+ * the aliased GL_NV_vertex_program shader attributes.
+ * VERT_ATTRIB_TEX
+ * include the classic texture coordinate attributes.
+ * Is a subset of VERT_ATTRIB_FF.
+ * VERT_ATTRIB_GENERIC
+ * include the OpenGL 2.0+ GLSL generic shader attributes.
+ * These alias the generic GL_ARB_vertex_shader attributes.
+ */
+#define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
+#define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
+
+#define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
+#define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
+
+#define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
+#define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
+
+/**
+ * Bitflags for vertex attributes.
+ * These are used in bitfields in many places.
+ */
+/*@{*/
+#define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
+#define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
+#define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
+#define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
+#define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
+#define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
+#define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
+#define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
+#define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
+#define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
+#define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
+#define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
+#define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
+#define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
+#define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
+#define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
+#define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
+#define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
+
+#define VERT_BIT(i) BITFIELD64_BIT(i)
+#define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
+
+#define VERT_BIT_FF(i) VERT_BIT(i)
+#define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
+#define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
+#define VERT_BIT_TEX_ALL \
+ BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
+
+#define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
+#define VERT_BIT_GENERIC_ALL \
+ BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
+/*@}*/
+
+
+/**
+ * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
+ * fragment shader inputs.
+ *
+ * Note that some of these values are not available to all pipeline stages.
+ *
+ * When this enum is updated, the following code must be updated too:
+ * - vertResults (in prog_print.c's arb_output_attrib_string())
+ * - fragAttribs (in prog_print.c's arb_input_attrib_string())
+ * - _mesa_varying_slot_in_fs()
+ */
+typedef enum
+{
+ VARYING_SLOT_POS,
+ VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
+ VARYING_SLOT_COL1,
+ VARYING_SLOT_FOGC,
+ VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
+ VARYING_SLOT_TEX1,
+ VARYING_SLOT_TEX2,
+ VARYING_SLOT_TEX3,
+ VARYING_SLOT_TEX4,
+ VARYING_SLOT_TEX5,
+ VARYING_SLOT_TEX6,
+ VARYING_SLOT_TEX7,
+ VARYING_SLOT_PSIZ, /* Does not appear in FS */
+ VARYING_SLOT_BFC0, /* Does not appear in FS */
+ VARYING_SLOT_BFC1, /* Does not appear in FS */
+ VARYING_SLOT_EDGE, /* Does not appear in FS */
+ VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
+ VARYING_SLOT_CLIP_DIST0,
+ VARYING_SLOT_CLIP_DIST1,
+ VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
+ VARYING_SLOT_LAYER, /* Appears as VS or GS output */
+ VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
+ VARYING_SLOT_FACE, /* FS only */
+ VARYING_SLOT_PNTC, /* FS only */
+ VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
+ VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */
+ VARYING_SLOT_VAR0, /* First generic varying slot */
+ /* the remaining are simply for the benefit of gl_varying_slot_name()
+ * and not to be construed as an upper bound:
+ */
+ VARYING_SLOT_VAR1,
+ VARYING_SLOT_VAR2,
+ VARYING_SLOT_VAR3,
+ VARYING_SLOT_VAR4,
+ VARYING_SLOT_VAR5,
+ VARYING_SLOT_VAR6,
+ VARYING_SLOT_VAR7,
+ VARYING_SLOT_VAR8,
+ VARYING_SLOT_VAR9,
+ VARYING_SLOT_VAR10,
+ VARYING_SLOT_VAR11,
+ VARYING_SLOT_VAR12,
+ VARYING_SLOT_VAR13,
+ VARYING_SLOT_VAR14,
+ VARYING_SLOT_VAR15,
+ VARYING_SLOT_VAR16,
+ VARYING_SLOT_VAR17,
+ VARYING_SLOT_VAR18,
+ VARYING_SLOT_VAR19,
+ VARYING_SLOT_VAR20,
+ VARYING_SLOT_VAR21,
+ VARYING_SLOT_VAR22,
+ VARYING_SLOT_VAR23,
+ VARYING_SLOT_VAR24,
+ VARYING_SLOT_VAR25,
+ VARYING_SLOT_VAR26,
+ VARYING_SLOT_VAR27,
+ VARYING_SLOT_VAR28,
+ VARYING_SLOT_VAR29,
+ VARYING_SLOT_VAR30,
+ VARYING_SLOT_VAR31,
+} gl_varying_slot;
+
+
+#define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
+#define VARYING_SLOT_PATCH0 (VARYING_SLOT_MAX)
+#define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)
+
+const char *gl_varying_slot_name(gl_varying_slot slot);
+
+/**
+ * Bitflags for varying slots.
+ */
+/*@{*/
+#define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
+#define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
+#define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
+#define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
+#define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
+#define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
+#define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
+#define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
+#define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
+#define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
+#define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
+#define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
+#define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
+#define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
+ MAX_TEXTURE_COORD_UNITS)
+#define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
+#define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
+#define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
+#define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
+#define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
+#define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
+#define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
+#define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
+#define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
+#define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
+#define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
+#define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
+#define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
+#define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
+#define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
+/*@}*/
+
+/**
+ * Bitflags for system values.
+ */
+#define SYSTEM_BIT_SAMPLE_ID ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_ID)
+#define SYSTEM_BIT_SAMPLE_POS ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_POS)
+#define SYSTEM_BIT_SAMPLE_MASK_IN ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_MASK_IN)
+#define SYSTEM_BIT_LOCAL_INVOCATION_ID ((uint64_t)1 << SYSTEM_VALUE_LOCAL_INVOCATION_ID)
+
+/**
+ * If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
+ * one of these values. If a NIR variable's mode is nir_var_system_value, it
+ * will be one of these values.
+ */
+typedef enum
+{
+ /**
+ * \name Vertex shader system values
+ */
+ /*@{*/
+ /**
+ * OpenGL-style vertex ID.
+ *
+ * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
+ * OpenGL 3.3 core profile spec says:
+ *
+ * "gl_VertexID holds the integer index i implicitly passed by
+ * DrawArrays or one of the other drawing commands defined in section
+ * 2.8.3."
+ *
+ * Section 2.8.3 (Drawing Commands) of the same spec says:
+ *
+ * "The commands....are equivalent to the commands with the same base
+ * name (without the BaseVertex suffix), except that the ith element
+ * transferred by the corresponding draw call will be taken from
+ * element indices[i] + basevertex of each enabled array."
+ *
+ * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
+ * says:
+ *
+ * "In unextended GL, vertex shaders have inputs named gl_VertexID and
+ * gl_InstanceID, which contain, respectively the index of the vertex
+ * and instance. The value of gl_VertexID is the implicitly passed
+ * index of the vertex being processed, which includes the value of
+ * baseVertex, for those commands that accept it."
+ *
+ * gl_VertexID gets basevertex added in. This differs from DirectX where
+ * SV_VertexID does \b not get basevertex added in.
+ *
+ * \note
+ * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
+ * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
+ * \c SYSTEM_VALUE_BASE_VERTEX.
+ *
+ * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
+ */
+ SYSTEM_VALUE_VERTEX_ID,
+
+ /**
+ * Instanced ID as supplied to gl_InstanceID
+ *
+ * Values assigned to gl_InstanceID always begin with zero, regardless of
+ * the value of baseinstance.
+ *
+ * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
+ * says:
+ *
+ * "gl_InstanceID holds the integer instance number of the current
+ * primitive in an instanced draw call (see section 10.5)."
+ *
+ * Through a big chain of pseudocode, section 10.5 describes that
+ * baseinstance is not counted by gl_InstanceID. In that section, notice
+ *
+ * "If an enabled vertex attribute array is instanced (it has a
+ * non-zero divisor as specified by VertexAttribDivisor), the element
+ * index that is transferred to the GL, for all vertices, is given by
+ *
+ * floor(instance/divisor) + baseinstance
+ *
+ * If an array corresponding to an attribute required by a vertex
+ * shader is not enabled, then the corresponding element is taken from
+ * the current attribute state (see section 10.2)."
+ *
+ * Note that baseinstance is \b not included in the value of instance.
+ */
+ SYSTEM_VALUE_INSTANCE_ID,
+
+ /**
+ * DirectX-style vertex ID.
+ *
+ * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
+ * the value of basevertex.
+ *
+ * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
+ */
+ SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
+
+ /**
+ * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
+ * functions.
+ *
+ * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
+ */
+ SYSTEM_VALUE_BASE_VERTEX,
+
+ /**
+ * Value of \c baseinstance passed to instanced draw entry points
+ *
+ * \sa SYSTEM_VALUE_INSTANCE_ID
+ */
+ SYSTEM_VALUE_BASE_INSTANCE,
+
+ /**
+ * From _ARB_shader_draw_parameters:
+ *
+ * "Additionally, this extension adds a further built-in variable,
+ * gl_DrawID to the shading language. This variable contains the index
+ * of the draw currently being processed by a Multi* variant of a
+ * drawing command (such as MultiDrawElements or
+ * MultiDrawArraysIndirect)."
+ *
+ * If GL_ARB_multi_draw_indirect is not supported, this is always 0.
+ */
+ SYSTEM_VALUE_DRAW_ID,
+ /*@}*/
+
+ /**
+ * \name Geometry shader system values
+ */
+ /*@{*/
+ SYSTEM_VALUE_INVOCATION_ID, /**< (Also in Tessellation Control shader) */
+ /*@}*/
+
+ /**
+ * \name Fragment shader system values
+ */
+ /*@{*/
+ SYSTEM_VALUE_FRAG_COORD,
+ SYSTEM_VALUE_FRONT_FACE,
+ SYSTEM_VALUE_SAMPLE_ID,
+ SYSTEM_VALUE_SAMPLE_POS,
+ SYSTEM_VALUE_SAMPLE_MASK_IN,
+ SYSTEM_VALUE_HELPER_INVOCATION,
+ /*@}*/
+
+ /**
+ * \name Tessellation Evaluation shader system values
+ */
+ /*@{*/
+ SYSTEM_VALUE_TESS_COORD,
+ SYSTEM_VALUE_VERTICES_IN, /**< Tessellation vertices in input patch */
+ SYSTEM_VALUE_PRIMITIVE_ID,
+ SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */
+ SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */
+ /*@}*/
+
+ /**
+ * \name Compute shader system values
+ */
+ /*@{*/
+ SYSTEM_VALUE_LOCAL_INVOCATION_ID,
+ SYSTEM_VALUE_WORK_GROUP_ID,
+ SYSTEM_VALUE_NUM_WORK_GROUPS,
+ /*@}*/
+
+ /**
+ * Driver internal vertex-count, used (for example) for drivers to
+ * calculate stride for stream-out outputs. Not externally visible.
+ */
+ SYSTEM_VALUE_VERTEX_CNT,
+
+ SYSTEM_VALUE_MAX /**< Number of values */
+} gl_system_value;
+
+const char *gl_system_value_name(gl_system_value sysval);
+
+/**
+ * The possible interpolation qualifiers that can be applied to a fragment
+ * shader input in GLSL.
+ *
+ * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
+ * gl_fragment_program data structure to 0 causes the default behavior.
+ */
+enum glsl_interp_qualifier
+{
+ INTERP_QUALIFIER_NONE = 0,
+ INTERP_QUALIFIER_SMOOTH,
+ INTERP_QUALIFIER_FLAT,
+ INTERP_QUALIFIER_NOPERSPECTIVE,
+ INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
+};
+
+const char *glsl_interp_qualifier_name(enum glsl_interp_qualifier qual);
+
+/**
+ * Fragment program results
+ */
+typedef enum
+{
+ FRAG_RESULT_DEPTH = 0,
+ FRAG_RESULT_STENCIL = 1,
+ /* If a single color should be written to all render targets, this
+ * register is written. No FRAG_RESULT_DATAn will be written.
+ */
+ FRAG_RESULT_COLOR = 2,
+ FRAG_RESULT_SAMPLE_MASK = 3,
+
+ /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
+ * or ARB_fragment_program fragment.color[n]) color results. If
+ * any are written, FRAG_RESULT_COLOR will not be written.
+ * FRAG_RESULT_DATA1 and up are simply for the benefit of
+ * gl_frag_result_name() and not to be construed as an upper bound
+ */
+ FRAG_RESULT_DATA0 = 4,
+ FRAG_RESULT_DATA1,
+ FRAG_RESULT_DATA2,
+ FRAG_RESULT_DATA3,
+ FRAG_RESULT_DATA4,
+ FRAG_RESULT_DATA5,
+ FRAG_RESULT_DATA6,
+ FRAG_RESULT_DATA7,
+} gl_frag_result;
+
+const char *gl_frag_result_name(gl_frag_result result);
+
+#define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
+
+/**
+ * \brief Layout qualifiers for gl_FragDepth.
+ *
+ * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
+ * a layout qualifier.
+ *
+ * \see enum ir_depth_layout
+ */
+enum gl_frag_depth_layout
+{
+ FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
+ FRAG_DEPTH_LAYOUT_ANY,
+ FRAG_DEPTH_LAYOUT_GREATER,
+ FRAG_DEPTH_LAYOUT_LESS,
+ FRAG_DEPTH_LAYOUT_UNCHANGED
+};
+
+#ifdef __cplusplus
+} /* extern "C" */
+#endif
+
+#endif /* SHADER_ENUMS_H */
#include "glsl/nir/nir_control_flow.h"
#include "glsl/nir/nir_builder.h"
#include "glsl/list.h"
-#include "glsl/nir/shader_enums.h"
+#include "compiler/shader_enums.h"
#include "nir/tgsi_to_nir.h"
#include "tgsi/tgsi_parse.h"
#define IR3_NIR_H_
#include "glsl/nir/nir.h"
-#include "glsl/nir/shader_enums.h"
+#include "compiler/shader_enums.h"
#include "ir3_shader.h"
#define IR3_SHADER_H_
#include "pipe/p_state.h"
-#include "glsl/nir/shader_enums.h"
+#include "compiler/shader_enums.h"
#include "ir3.h"
#include "disasm.h"
pipe_loader,
libloader,
mesautil,
+ compiler,
mesa,
glsl,
gallium,
trace,
rbug,
mesautil,
+ compiler,
mesa,
glsl,
gallium
opengl32 = env.SharedLibrary(
target ='opengl32',
source = sources,
- LIBS = wgl + ws_gdi + glapi + mesa + drivers + gallium + glsl + env['LIBS'],
+ LIBS = wgl + ws_gdi + glapi + compiler + mesa + drivers + gallium + glsl + env['LIBS'],
)
env.Alias('opengl32', opengl32)
ws_xlib,
glapi,
mesautil,
+ compiler,
mesa,
glsl,
gallium,
st_osmesa,
ws_null,
glapi,
+ compiler,
mesa,
gallium,
trace,
$(MESA_TOP)/src/gallium/include \
$(MESA_TOP)/src/gallium/auxiliary
+LOCAL_STATIC_LIBRARIES := libmesa_compiler
+
LOCAL_MODULE := libmesa_glsl
include $(LOCAL_PATH)/Android.gen.mk
$(top_builddir)/src/libglsl_util.la \
-lm
-libglsl_la_LIBADD = libglcpp.la
+libglsl_la_LIBADD = \
+ $(top_builddir)/src/compiler/libcompiler.la \
+ libglcpp.la
+
libglsl_la_SOURCES = \
glsl_lexer.cpp \
glsl_parser.cpp \
$(NIR_GENERATED_FILES) \
$(GLSL_TO_NIR_FILES)
+libnir_la_LIBADD = \
+ $(top_builddir)/src/compiler/libcompiler.la
+
libnir_la_SOURCES = \
$(NIR_FILES) \
$(NIR_GENERATED_FILES)
nir/nir_vla.h \
nir/nir_worklist.c \
nir/nir_worklist.h \
- nir/nir_types.cpp \
- nir/shader_enums.h \
- nir/shader_enums.c
+ nir/nir_types.cpp
# libglsl
# XXX: Remove this once we build NIR and NIR_FILES.
glsl_sources += [
'nir/glsl_types.cpp',
- 'nir/shader_enums.c',
]
if env['msvc']:
'user32',
])
-env.Prepend(LIBS = [glsl])
+env.Prepend(LIBS = [compiler, glsl])
glsl_compiler = env.Program(
target = 'glsl_compiler',
#include "util/set.h"
#include "util/bitset.h"
#include "nir_types.h"
-#include "shader_enums.h"
+#include "compiler/shader_enums.h"
#include <stdio.h>
#include "nir_opcodes.h"
*/
#include "nir.h"
-#include "shader_enums.h"
+#include "compiler/shader_enums.h"
#include <stdio.h>
#include <stdlib.h>
+++ /dev/null
-/*
- * Mesa 3-D graphics library
- *
- * Copyright © 2015 Red Hat
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice (including the next
- * paragraph) shall be included in all copies or substantial portions of the
- * Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- * IN THE SOFTWARE.
- *
- * Authors:
- * Rob Clark <robclark@freedesktop.org>
- */
-
-#include "shader_enums.h"
-#include "util/macros.h"
-#include "mesa/main/config.h"
-
-#define ENUM(x) [x] = #x
-#define NAME(val) ((((val) < ARRAY_SIZE(names)) && names[(val)]) ? names[(val)] : "UNKNOWN")
-
-const char *
-gl_shader_stage_name(gl_shader_stage stage)
-{
- static const char *names[] = {
- ENUM(MESA_SHADER_VERTEX),
- ENUM(MESA_SHADER_TESS_CTRL),
- ENUM(MESA_SHADER_TESS_EVAL),
- ENUM(MESA_SHADER_GEOMETRY),
- ENUM(MESA_SHADER_FRAGMENT),
- ENUM(MESA_SHADER_COMPUTE),
- };
- STATIC_ASSERT(ARRAY_SIZE(names) == MESA_SHADER_STAGES);
- return NAME(stage);
-}
-
-/**
- * Translate a gl_shader_stage to a short shader stage name for debug
- * printouts and error messages.
- */
-const char *
-_mesa_shader_stage_to_string(unsigned stage)
-{
- switch (stage) {
- case MESA_SHADER_VERTEX: return "vertex";
- case MESA_SHADER_FRAGMENT: return "fragment";
- case MESA_SHADER_GEOMETRY: return "geometry";
- case MESA_SHADER_COMPUTE: return "compute";
- case MESA_SHADER_TESS_CTRL: return "tessellation control";
- case MESA_SHADER_TESS_EVAL: return "tessellation evaluation";
- }
-
- unreachable("Unknown shader stage.");
-}
-
-/**
- * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
- * for debug printouts and error messages.
- */
-const char *
-_mesa_shader_stage_to_abbrev(unsigned stage)
-{
- switch (stage) {
- case MESA_SHADER_VERTEX: return "VS";
- case MESA_SHADER_FRAGMENT: return "FS";
- case MESA_SHADER_GEOMETRY: return "GS";
- case MESA_SHADER_COMPUTE: return "CS";
- case MESA_SHADER_TESS_CTRL: return "TCS";
- case MESA_SHADER_TESS_EVAL: return "TES";
- }
-
- unreachable("Unknown shader stage.");
-}
-
-const char *
-gl_vert_attrib_name(gl_vert_attrib attrib)
-{
- static const char *names[] = {
- ENUM(VERT_ATTRIB_POS),
- ENUM(VERT_ATTRIB_WEIGHT),
- ENUM(VERT_ATTRIB_NORMAL),
- ENUM(VERT_ATTRIB_COLOR0),
- ENUM(VERT_ATTRIB_COLOR1),
- ENUM(VERT_ATTRIB_FOG),
- ENUM(VERT_ATTRIB_COLOR_INDEX),
- ENUM(VERT_ATTRIB_EDGEFLAG),
- ENUM(VERT_ATTRIB_TEX0),
- ENUM(VERT_ATTRIB_TEX1),
- ENUM(VERT_ATTRIB_TEX2),
- ENUM(VERT_ATTRIB_TEX3),
- ENUM(VERT_ATTRIB_TEX4),
- ENUM(VERT_ATTRIB_TEX5),
- ENUM(VERT_ATTRIB_TEX6),
- ENUM(VERT_ATTRIB_TEX7),
- ENUM(VERT_ATTRIB_POINT_SIZE),
- ENUM(VERT_ATTRIB_GENERIC0),
- ENUM(VERT_ATTRIB_GENERIC1),
- ENUM(VERT_ATTRIB_GENERIC2),
- ENUM(VERT_ATTRIB_GENERIC3),
- ENUM(VERT_ATTRIB_GENERIC4),
- ENUM(VERT_ATTRIB_GENERIC5),
- ENUM(VERT_ATTRIB_GENERIC6),
- ENUM(VERT_ATTRIB_GENERIC7),
- ENUM(VERT_ATTRIB_GENERIC8),
- ENUM(VERT_ATTRIB_GENERIC9),
- ENUM(VERT_ATTRIB_GENERIC10),
- ENUM(VERT_ATTRIB_GENERIC11),
- ENUM(VERT_ATTRIB_GENERIC12),
- ENUM(VERT_ATTRIB_GENERIC13),
- ENUM(VERT_ATTRIB_GENERIC14),
- ENUM(VERT_ATTRIB_GENERIC15),
- };
- STATIC_ASSERT(ARRAY_SIZE(names) == VERT_ATTRIB_MAX);
- return NAME(attrib);
-}
-
-const char *
-gl_varying_slot_name(gl_varying_slot slot)
-{
- static const char *names[] = {
- ENUM(VARYING_SLOT_POS),
- ENUM(VARYING_SLOT_COL0),
- ENUM(VARYING_SLOT_COL1),
- ENUM(VARYING_SLOT_FOGC),
- ENUM(VARYING_SLOT_TEX0),
- ENUM(VARYING_SLOT_TEX1),
- ENUM(VARYING_SLOT_TEX2),
- ENUM(VARYING_SLOT_TEX3),
- ENUM(VARYING_SLOT_TEX4),
- ENUM(VARYING_SLOT_TEX5),
- ENUM(VARYING_SLOT_TEX6),
- ENUM(VARYING_SLOT_TEX7),
- ENUM(VARYING_SLOT_PSIZ),
- ENUM(VARYING_SLOT_BFC0),
- ENUM(VARYING_SLOT_BFC1),
- ENUM(VARYING_SLOT_EDGE),
- ENUM(VARYING_SLOT_CLIP_VERTEX),
- ENUM(VARYING_SLOT_CLIP_DIST0),
- ENUM(VARYING_SLOT_CLIP_DIST1),
- ENUM(VARYING_SLOT_PRIMITIVE_ID),
- ENUM(VARYING_SLOT_LAYER),
- ENUM(VARYING_SLOT_VIEWPORT),
- ENUM(VARYING_SLOT_FACE),
- ENUM(VARYING_SLOT_PNTC),
- ENUM(VARYING_SLOT_TESS_LEVEL_OUTER),
- ENUM(VARYING_SLOT_TESS_LEVEL_INNER),
- ENUM(VARYING_SLOT_VAR0),
- ENUM(VARYING_SLOT_VAR1),
- ENUM(VARYING_SLOT_VAR2),
- ENUM(VARYING_SLOT_VAR3),
- ENUM(VARYING_SLOT_VAR4),
- ENUM(VARYING_SLOT_VAR5),
- ENUM(VARYING_SLOT_VAR6),
- ENUM(VARYING_SLOT_VAR7),
- ENUM(VARYING_SLOT_VAR8),
- ENUM(VARYING_SLOT_VAR9),
- ENUM(VARYING_SLOT_VAR10),
- ENUM(VARYING_SLOT_VAR11),
- ENUM(VARYING_SLOT_VAR12),
- ENUM(VARYING_SLOT_VAR13),
- ENUM(VARYING_SLOT_VAR14),
- ENUM(VARYING_SLOT_VAR15),
- ENUM(VARYING_SLOT_VAR16),
- ENUM(VARYING_SLOT_VAR17),
- ENUM(VARYING_SLOT_VAR18),
- ENUM(VARYING_SLOT_VAR19),
- ENUM(VARYING_SLOT_VAR20),
- ENUM(VARYING_SLOT_VAR21),
- ENUM(VARYING_SLOT_VAR22),
- ENUM(VARYING_SLOT_VAR23),
- ENUM(VARYING_SLOT_VAR24),
- ENUM(VARYING_SLOT_VAR25),
- ENUM(VARYING_SLOT_VAR26),
- ENUM(VARYING_SLOT_VAR27),
- ENUM(VARYING_SLOT_VAR28),
- ENUM(VARYING_SLOT_VAR29),
- ENUM(VARYING_SLOT_VAR30),
- ENUM(VARYING_SLOT_VAR31),
- };
- STATIC_ASSERT(ARRAY_SIZE(names) == VARYING_SLOT_MAX);
- return NAME(slot);
-}
-
-const char *
-gl_system_value_name(gl_system_value sysval)
-{
- static const char *names[] = {
- ENUM(SYSTEM_VALUE_VERTEX_ID),
- ENUM(SYSTEM_VALUE_INSTANCE_ID),
- ENUM(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE),
- ENUM(SYSTEM_VALUE_BASE_VERTEX),
- ENUM(SYSTEM_VALUE_INVOCATION_ID),
- ENUM(SYSTEM_VALUE_FRONT_FACE),
- ENUM(SYSTEM_VALUE_SAMPLE_ID),
- ENUM(SYSTEM_VALUE_SAMPLE_POS),
- ENUM(SYSTEM_VALUE_SAMPLE_MASK_IN),
- ENUM(SYSTEM_VALUE_TESS_COORD),
- ENUM(SYSTEM_VALUE_VERTICES_IN),
- ENUM(SYSTEM_VALUE_PRIMITIVE_ID),
- ENUM(SYSTEM_VALUE_TESS_LEVEL_OUTER),
- ENUM(SYSTEM_VALUE_TESS_LEVEL_INNER),
- ENUM(SYSTEM_VALUE_LOCAL_INVOCATION_ID),
- ENUM(SYSTEM_VALUE_WORK_GROUP_ID),
- ENUM(SYSTEM_VALUE_NUM_WORK_GROUPS),
- ENUM(SYSTEM_VALUE_VERTEX_CNT),
- };
- STATIC_ASSERT(ARRAY_SIZE(names) == SYSTEM_VALUE_MAX);
- return NAME(sysval);
-}
-
-const char *
-glsl_interp_qualifier_name(enum glsl_interp_qualifier qual)
-{
- static const char *names[] = {
- ENUM(INTERP_QUALIFIER_NONE),
- ENUM(INTERP_QUALIFIER_SMOOTH),
- ENUM(INTERP_QUALIFIER_FLAT),
- ENUM(INTERP_QUALIFIER_NOPERSPECTIVE),
- };
- STATIC_ASSERT(ARRAY_SIZE(names) == INTERP_QUALIFIER_COUNT);
- return NAME(qual);
-}
-
-const char *
-gl_frag_result_name(gl_frag_result result)
-{
- static const char *names[] = {
- ENUM(FRAG_RESULT_DEPTH),
- ENUM(FRAG_RESULT_STENCIL),
- ENUM(FRAG_RESULT_COLOR),
- ENUM(FRAG_RESULT_SAMPLE_MASK),
- ENUM(FRAG_RESULT_DATA0),
- ENUM(FRAG_RESULT_DATA1),
- ENUM(FRAG_RESULT_DATA2),
- ENUM(FRAG_RESULT_DATA3),
- ENUM(FRAG_RESULT_DATA4),
- ENUM(FRAG_RESULT_DATA5),
- ENUM(FRAG_RESULT_DATA6),
- ENUM(FRAG_RESULT_DATA7),
- };
- STATIC_ASSERT(ARRAY_SIZE(names) == FRAG_RESULT_MAX);
- return NAME(result);
-}
+++ /dev/null
-/*
- * Mesa 3-D graphics library
- *
- * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
- * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
- * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
- * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
- * OTHER DEALINGS IN THE SOFTWARE.
- */
-
-#ifndef SHADER_ENUMS_H
-#define SHADER_ENUMS_H
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/**
- * Shader stages. Note that these will become 5 with tessellation.
- *
- * The order must match how shaders are ordered in the pipeline.
- * The GLSL linker assumes that if i<j, then the j-th shader is
- * executed later than the i-th shader.
- */
-typedef enum
-{
- MESA_SHADER_VERTEX = 0,
- MESA_SHADER_TESS_CTRL = 1,
- MESA_SHADER_TESS_EVAL = 2,
- MESA_SHADER_GEOMETRY = 3,
- MESA_SHADER_FRAGMENT = 4,
- MESA_SHADER_COMPUTE = 5,
-} gl_shader_stage;
-
-const char *gl_shader_stage_name(gl_shader_stage stage);
-
-/**
- * Translate a gl_shader_stage to a short shader stage name for debug
- * printouts and error messages.
- */
-const char *_mesa_shader_stage_to_string(unsigned stage);
-
-/**
- * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
- * for debug printouts and error messages.
- */
-const char *_mesa_shader_stage_to_abbrev(unsigned stage);
-
-#define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
-
-
-/**
- * Indexes for vertex program attributes.
- * GL_NV_vertex_program aliases generic attributes over the conventional
- * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
- * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
- * generic attributes are distinct/separate).
- */
-typedef enum
-{
- VERT_ATTRIB_POS = 0,
- VERT_ATTRIB_WEIGHT = 1,
- VERT_ATTRIB_NORMAL = 2,
- VERT_ATTRIB_COLOR0 = 3,
- VERT_ATTRIB_COLOR1 = 4,
- VERT_ATTRIB_FOG = 5,
- VERT_ATTRIB_COLOR_INDEX = 6,
- VERT_ATTRIB_EDGEFLAG = 7,
- VERT_ATTRIB_TEX0 = 8,
- VERT_ATTRIB_TEX1 = 9,
- VERT_ATTRIB_TEX2 = 10,
- VERT_ATTRIB_TEX3 = 11,
- VERT_ATTRIB_TEX4 = 12,
- VERT_ATTRIB_TEX5 = 13,
- VERT_ATTRIB_TEX6 = 14,
- VERT_ATTRIB_TEX7 = 15,
- VERT_ATTRIB_POINT_SIZE = 16,
- VERT_ATTRIB_GENERIC0 = 17,
- VERT_ATTRIB_GENERIC1 = 18,
- VERT_ATTRIB_GENERIC2 = 19,
- VERT_ATTRIB_GENERIC3 = 20,
- VERT_ATTRIB_GENERIC4 = 21,
- VERT_ATTRIB_GENERIC5 = 22,
- VERT_ATTRIB_GENERIC6 = 23,
- VERT_ATTRIB_GENERIC7 = 24,
- VERT_ATTRIB_GENERIC8 = 25,
- VERT_ATTRIB_GENERIC9 = 26,
- VERT_ATTRIB_GENERIC10 = 27,
- VERT_ATTRIB_GENERIC11 = 28,
- VERT_ATTRIB_GENERIC12 = 29,
- VERT_ATTRIB_GENERIC13 = 30,
- VERT_ATTRIB_GENERIC14 = 31,
- VERT_ATTRIB_GENERIC15 = 32,
- VERT_ATTRIB_MAX = 33
-} gl_vert_attrib;
-
-const char *gl_vert_attrib_name(gl_vert_attrib attrib);
-
-/**
- * Symbolic constats to help iterating over
- * specific blocks of vertex attributes.
- *
- * VERT_ATTRIB_FF
- * includes all fixed function attributes as well as
- * the aliased GL_NV_vertex_program shader attributes.
- * VERT_ATTRIB_TEX
- * include the classic texture coordinate attributes.
- * Is a subset of VERT_ATTRIB_FF.
- * VERT_ATTRIB_GENERIC
- * include the OpenGL 2.0+ GLSL generic shader attributes.
- * These alias the generic GL_ARB_vertex_shader attributes.
- */
-#define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
-#define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
-
-#define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
-#define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
-
-#define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
-#define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
-
-/**
- * Bitflags for vertex attributes.
- * These are used in bitfields in many places.
- */
-/*@{*/
-#define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
-#define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
-#define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
-#define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
-#define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
-#define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
-#define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
-#define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
-#define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
-#define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
-#define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
-#define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
-#define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
-#define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
-#define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
-#define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
-#define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
-#define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
-
-#define VERT_BIT(i) BITFIELD64_BIT(i)
-#define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
-
-#define VERT_BIT_FF(i) VERT_BIT(i)
-#define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
-#define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
-#define VERT_BIT_TEX_ALL \
- BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
-
-#define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
-#define VERT_BIT_GENERIC_ALL \
- BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
-/*@}*/
-
-
-/**
- * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
- * fragment shader inputs.
- *
- * Note that some of these values are not available to all pipeline stages.
- *
- * When this enum is updated, the following code must be updated too:
- * - vertResults (in prog_print.c's arb_output_attrib_string())
- * - fragAttribs (in prog_print.c's arb_input_attrib_string())
- * - _mesa_varying_slot_in_fs()
- */
-typedef enum
-{
- VARYING_SLOT_POS,
- VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
- VARYING_SLOT_COL1,
- VARYING_SLOT_FOGC,
- VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
- VARYING_SLOT_TEX1,
- VARYING_SLOT_TEX2,
- VARYING_SLOT_TEX3,
- VARYING_SLOT_TEX4,
- VARYING_SLOT_TEX5,
- VARYING_SLOT_TEX6,
- VARYING_SLOT_TEX7,
- VARYING_SLOT_PSIZ, /* Does not appear in FS */
- VARYING_SLOT_BFC0, /* Does not appear in FS */
- VARYING_SLOT_BFC1, /* Does not appear in FS */
- VARYING_SLOT_EDGE, /* Does not appear in FS */
- VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
- VARYING_SLOT_CLIP_DIST0,
- VARYING_SLOT_CLIP_DIST1,
- VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
- VARYING_SLOT_LAYER, /* Appears as VS or GS output */
- VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
- VARYING_SLOT_FACE, /* FS only */
- VARYING_SLOT_PNTC, /* FS only */
- VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
- VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */
- VARYING_SLOT_VAR0, /* First generic varying slot */
- /* the remaining are simply for the benefit of gl_varying_slot_name()
- * and not to be construed as an upper bound:
- */
- VARYING_SLOT_VAR1,
- VARYING_SLOT_VAR2,
- VARYING_SLOT_VAR3,
- VARYING_SLOT_VAR4,
- VARYING_SLOT_VAR5,
- VARYING_SLOT_VAR6,
- VARYING_SLOT_VAR7,
- VARYING_SLOT_VAR8,
- VARYING_SLOT_VAR9,
- VARYING_SLOT_VAR10,
- VARYING_SLOT_VAR11,
- VARYING_SLOT_VAR12,
- VARYING_SLOT_VAR13,
- VARYING_SLOT_VAR14,
- VARYING_SLOT_VAR15,
- VARYING_SLOT_VAR16,
- VARYING_SLOT_VAR17,
- VARYING_SLOT_VAR18,
- VARYING_SLOT_VAR19,
- VARYING_SLOT_VAR20,
- VARYING_SLOT_VAR21,
- VARYING_SLOT_VAR22,
- VARYING_SLOT_VAR23,
- VARYING_SLOT_VAR24,
- VARYING_SLOT_VAR25,
- VARYING_SLOT_VAR26,
- VARYING_SLOT_VAR27,
- VARYING_SLOT_VAR28,
- VARYING_SLOT_VAR29,
- VARYING_SLOT_VAR30,
- VARYING_SLOT_VAR31,
-} gl_varying_slot;
-
-
-#define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
-#define VARYING_SLOT_PATCH0 (VARYING_SLOT_MAX)
-#define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)
-
-const char *gl_varying_slot_name(gl_varying_slot slot);
-
-/**
- * Bitflags for varying slots.
- */
-/*@{*/
-#define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
-#define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
-#define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
-#define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
-#define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
-#define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
-#define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
-#define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
-#define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
-#define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
-#define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
-#define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
-#define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
-#define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
- MAX_TEXTURE_COORD_UNITS)
-#define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
-#define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
-#define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
-#define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
-#define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
-#define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
-#define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
-#define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
-#define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
-#define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
-#define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
-#define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
-#define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
-#define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
-#define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
-/*@}*/
-
-/**
- * Bitflags for system values.
- */
-#define SYSTEM_BIT_SAMPLE_ID ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_ID)
-#define SYSTEM_BIT_SAMPLE_POS ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_POS)
-#define SYSTEM_BIT_SAMPLE_MASK_IN ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_MASK_IN)
-#define SYSTEM_BIT_LOCAL_INVOCATION_ID ((uint64_t)1 << SYSTEM_VALUE_LOCAL_INVOCATION_ID)
-
-/**
- * If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
- * one of these values. If a NIR variable's mode is nir_var_system_value, it
- * will be one of these values.
- */
-typedef enum
-{
- /**
- * \name Vertex shader system values
- */
- /*@{*/
- /**
- * OpenGL-style vertex ID.
- *
- * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
- * OpenGL 3.3 core profile spec says:
- *
- * "gl_VertexID holds the integer index i implicitly passed by
- * DrawArrays or one of the other drawing commands defined in section
- * 2.8.3."
- *
- * Section 2.8.3 (Drawing Commands) of the same spec says:
- *
- * "The commands....are equivalent to the commands with the same base
- * name (without the BaseVertex suffix), except that the ith element
- * transferred by the corresponding draw call will be taken from
- * element indices[i] + basevertex of each enabled array."
- *
- * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
- * says:
- *
- * "In unextended GL, vertex shaders have inputs named gl_VertexID and
- * gl_InstanceID, which contain, respectively the index of the vertex
- * and instance. The value of gl_VertexID is the implicitly passed
- * index of the vertex being processed, which includes the value of
- * baseVertex, for those commands that accept it."
- *
- * gl_VertexID gets basevertex added in. This differs from DirectX where
- * SV_VertexID does \b not get basevertex added in.
- *
- * \note
- * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
- * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
- * \c SYSTEM_VALUE_BASE_VERTEX.
- *
- * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
- */
- SYSTEM_VALUE_VERTEX_ID,
-
- /**
- * Instanced ID as supplied to gl_InstanceID
- *
- * Values assigned to gl_InstanceID always begin with zero, regardless of
- * the value of baseinstance.
- *
- * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
- * says:
- *
- * "gl_InstanceID holds the integer instance number of the current
- * primitive in an instanced draw call (see section 10.5)."
- *
- * Through a big chain of pseudocode, section 10.5 describes that
- * baseinstance is not counted by gl_InstanceID. In that section, notice
- *
- * "If an enabled vertex attribute array is instanced (it has a
- * non-zero divisor as specified by VertexAttribDivisor), the element
- * index that is transferred to the GL, for all vertices, is given by
- *
- * floor(instance/divisor) + baseinstance
- *
- * If an array corresponding to an attribute required by a vertex
- * shader is not enabled, then the corresponding element is taken from
- * the current attribute state (see section 10.2)."
- *
- * Note that baseinstance is \b not included in the value of instance.
- */
- SYSTEM_VALUE_INSTANCE_ID,
-
- /**
- * DirectX-style vertex ID.
- *
- * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
- * the value of basevertex.
- *
- * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
- */
- SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
-
- /**
- * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
- * functions.
- *
- * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
- */
- SYSTEM_VALUE_BASE_VERTEX,
-
- /**
- * Value of \c baseinstance passed to instanced draw entry points
- *
- * \sa SYSTEM_VALUE_INSTANCE_ID
- */
- SYSTEM_VALUE_BASE_INSTANCE,
-
- /**
- * From _ARB_shader_draw_parameters:
- *
- * "Additionally, this extension adds a further built-in variable,
- * gl_DrawID to the shading language. This variable contains the index
- * of the draw currently being processed by a Multi* variant of a
- * drawing command (such as MultiDrawElements or
- * MultiDrawArraysIndirect)."
- *
- * If GL_ARB_multi_draw_indirect is not supported, this is always 0.
- */
- SYSTEM_VALUE_DRAW_ID,
- /*@}*/
-
- /**
- * \name Geometry shader system values
- */
- /*@{*/
- SYSTEM_VALUE_INVOCATION_ID, /**< (Also in Tessellation Control shader) */
- /*@}*/
-
- /**
- * \name Fragment shader system values
- */
- /*@{*/
- SYSTEM_VALUE_FRAG_COORD,
- SYSTEM_VALUE_FRONT_FACE,
- SYSTEM_VALUE_SAMPLE_ID,
- SYSTEM_VALUE_SAMPLE_POS,
- SYSTEM_VALUE_SAMPLE_MASK_IN,
- SYSTEM_VALUE_HELPER_INVOCATION,
- /*@}*/
-
- /**
- * \name Tessellation Evaluation shader system values
- */
- /*@{*/
- SYSTEM_VALUE_TESS_COORD,
- SYSTEM_VALUE_VERTICES_IN, /**< Tessellation vertices in input patch */
- SYSTEM_VALUE_PRIMITIVE_ID,
- SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */
- SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */
- /*@}*/
-
- /**
- * \name Compute shader system values
- */
- /*@{*/
- SYSTEM_VALUE_LOCAL_INVOCATION_ID,
- SYSTEM_VALUE_WORK_GROUP_ID,
- SYSTEM_VALUE_NUM_WORK_GROUPS,
- /*@}*/
-
- /**
- * Driver internal vertex-count, used (for example) for drivers to
- * calculate stride for stream-out outputs. Not externally visible.
- */
- SYSTEM_VALUE_VERTEX_CNT,
-
- SYSTEM_VALUE_MAX /**< Number of values */
-} gl_system_value;
-
-const char *gl_system_value_name(gl_system_value sysval);
-
-/**
- * The possible interpolation qualifiers that can be applied to a fragment
- * shader input in GLSL.
- *
- * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
- * gl_fragment_program data structure to 0 causes the default behavior.
- */
-enum glsl_interp_qualifier
-{
- INTERP_QUALIFIER_NONE = 0,
- INTERP_QUALIFIER_SMOOTH,
- INTERP_QUALIFIER_FLAT,
- INTERP_QUALIFIER_NOPERSPECTIVE,
- INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
-};
-
-const char *glsl_interp_qualifier_name(enum glsl_interp_qualifier qual);
-
-/**
- * Fragment program results
- */
-typedef enum
-{
- FRAG_RESULT_DEPTH = 0,
- FRAG_RESULT_STENCIL = 1,
- /* If a single color should be written to all render targets, this
- * register is written. No FRAG_RESULT_DATAn will be written.
- */
- FRAG_RESULT_COLOR = 2,
- FRAG_RESULT_SAMPLE_MASK = 3,
-
- /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
- * or ARB_fragment_program fragment.color[n]) color results. If
- * any are written, FRAG_RESULT_COLOR will not be written.
- * FRAG_RESULT_DATA1 and up are simply for the benefit of
- * gl_frag_result_name() and not to be construed as an upper bound
- */
- FRAG_RESULT_DATA0 = 4,
- FRAG_RESULT_DATA1,
- FRAG_RESULT_DATA2,
- FRAG_RESULT_DATA3,
- FRAG_RESULT_DATA4,
- FRAG_RESULT_DATA5,
- FRAG_RESULT_DATA6,
- FRAG_RESULT_DATA7,
-} gl_frag_result;
-
-const char *gl_frag_result_name(gl_frag_result result);
-
-#define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
-
-/**
- * \brief Layout qualifiers for gl_FragDepth.
- *
- * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
- * a layout qualifier.
- *
- * \see enum ir_depth_layout
- */
-enum gl_frag_depth_layout
-{
- FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
- FRAG_DEPTH_LAYOUT_ANY,
- FRAG_DEPTH_LAYOUT_GREATER,
- FRAG_DEPTH_LAYOUT_LESS,
- FRAG_DEPTH_LAYOUT_UNCHANGED
-};
-
-#ifdef __cplusplus
-} /* extern "C" */
-#endif
-
-#endif /* SHADER_ENUMS_H */
env.Prepend(LIBS = [
glapi,
mesautil,
+ compiler,
glsl,
mesa,
])
#include "main/config.h"
#include "glapi/glapi.h"
#include "math/m_matrix.h" /* GLmatrix */
-#include "glsl/nir/shader_enums.h"
+#include "compiler/shader_enums.h"
#include "main/formats.h" /* MESA_FORMAT_COUNT */