nir/spirv: implement BuiltInWorkDim
[mesa.git] / src / compiler / 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 #ifdef __cplusplus
30 extern "C" {
31 #endif
32
33 /**
34 * Shader stages.
35 *
36 * The order must match how shaders are ordered in the pipeline.
37 * The GLSL linker assumes that if i<j, then the j-th shader is
38 * executed later than the i-th shader.
39 */
40 typedef enum
41 {
42 MESA_SHADER_NONE = -1,
43 MESA_SHADER_VERTEX = 0,
44 MESA_SHADER_TESS_CTRL = 1,
45 MESA_SHADER_TESS_EVAL = 2,
46 MESA_SHADER_GEOMETRY = 3,
47 MESA_SHADER_FRAGMENT = 4,
48 MESA_SHADER_COMPUTE = 5,
49 } gl_shader_stage;
50
51 /**
52 * Number of STATE_* values we need to address any GL state.
53 * Used to dimension arrays.
54 */
55 #define STATE_LENGTH 5
56
57 typedef short gl_state_index16; /* see enum gl_state_index */
58
59 const char *gl_shader_stage_name(gl_shader_stage stage);
60
61 /**
62 * Translate a gl_shader_stage to a short shader stage name for debug
63 * printouts and error messages.
64 */
65 const char *_mesa_shader_stage_to_string(unsigned stage);
66
67 /**
68 * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
69 * for debug printouts and error messages.
70 */
71 const char *_mesa_shader_stage_to_abbrev(unsigned stage);
72
73 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
74
75
76 /**
77 * Indexes for vertex program attributes.
78 * GL_NV_vertex_program aliases generic attributes over the conventional
79 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
80 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
81 * generic attributes are distinct/separate).
82 */
83 typedef enum
84 {
85 VERT_ATTRIB_POS,
86 VERT_ATTRIB_NORMAL,
87 VERT_ATTRIB_COLOR0,
88 VERT_ATTRIB_COLOR1,
89 VERT_ATTRIB_FOG,
90 VERT_ATTRIB_COLOR_INDEX,
91 VERT_ATTRIB_EDGEFLAG,
92 VERT_ATTRIB_TEX0,
93 VERT_ATTRIB_TEX1,
94 VERT_ATTRIB_TEX2,
95 VERT_ATTRIB_TEX3,
96 VERT_ATTRIB_TEX4,
97 VERT_ATTRIB_TEX5,
98 VERT_ATTRIB_TEX6,
99 VERT_ATTRIB_TEX7,
100 VERT_ATTRIB_POINT_SIZE,
101 VERT_ATTRIB_GENERIC0,
102 VERT_ATTRIB_GENERIC1,
103 VERT_ATTRIB_GENERIC2,
104 VERT_ATTRIB_GENERIC3,
105 VERT_ATTRIB_GENERIC4,
106 VERT_ATTRIB_GENERIC5,
107 VERT_ATTRIB_GENERIC6,
108 VERT_ATTRIB_GENERIC7,
109 VERT_ATTRIB_GENERIC8,
110 VERT_ATTRIB_GENERIC9,
111 VERT_ATTRIB_GENERIC10,
112 VERT_ATTRIB_GENERIC11,
113 VERT_ATTRIB_GENERIC12,
114 VERT_ATTRIB_GENERIC13,
115 VERT_ATTRIB_GENERIC14,
116 VERT_ATTRIB_GENERIC15,
117 VERT_ATTRIB_MAX
118 } gl_vert_attrib;
119
120 const char *gl_vert_attrib_name(gl_vert_attrib attrib);
121
122 /**
123 * Symbolic constats to help iterating over
124 * specific blocks of vertex attributes.
125 *
126 * VERT_ATTRIB_FF
127 * includes all fixed function attributes as well as
128 * the aliased GL_NV_vertex_program shader attributes.
129 * VERT_ATTRIB_TEX
130 * include the classic texture coordinate attributes.
131 * Is a subset of VERT_ATTRIB_FF.
132 * VERT_ATTRIB_GENERIC
133 * include the OpenGL 2.0+ GLSL generic shader attributes.
134 * These alias the generic GL_ARB_vertex_shader attributes.
135 * VERT_ATTRIB_MAT
136 * include the generic shader attributes used to alias
137 * varying material values for the TNL shader programs.
138 * They are located at the end of the generic attribute
139 * block not to overlap with the generic 0 attribute.
140 */
141 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
142 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
143
144 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
145 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
146
147 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
148 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
149
150 #define VERT_ATTRIB_MAT0 \
151 (VERT_ATTRIB_GENERIC_MAX - VERT_ATTRIB_MAT_MAX)
152 #define VERT_ATTRIB_MAT(i) \
153 VERT_ATTRIB_GENERIC((i) + VERT_ATTRIB_MAT0)
154 #define VERT_ATTRIB_MAT_MAX MAT_ATTRIB_MAX
155
156 /**
157 * Bitflags for vertex attributes.
158 * These are used in bitfields in many places.
159 */
160 /*@{*/
161 #define VERT_BIT_POS BITFIELD_BIT(VERT_ATTRIB_POS)
162 #define VERT_BIT_NORMAL BITFIELD_BIT(VERT_ATTRIB_NORMAL)
163 #define VERT_BIT_COLOR0 BITFIELD_BIT(VERT_ATTRIB_COLOR0)
164 #define VERT_BIT_COLOR1 BITFIELD_BIT(VERT_ATTRIB_COLOR1)
165 #define VERT_BIT_FOG BITFIELD_BIT(VERT_ATTRIB_FOG)
166 #define VERT_BIT_COLOR_INDEX BITFIELD_BIT(VERT_ATTRIB_COLOR_INDEX)
167 #define VERT_BIT_EDGEFLAG BITFIELD_BIT(VERT_ATTRIB_EDGEFLAG)
168 #define VERT_BIT_TEX0 BITFIELD_BIT(VERT_ATTRIB_TEX0)
169 #define VERT_BIT_TEX1 BITFIELD_BIT(VERT_ATTRIB_TEX1)
170 #define VERT_BIT_TEX2 BITFIELD_BIT(VERT_ATTRIB_TEX2)
171 #define VERT_BIT_TEX3 BITFIELD_BIT(VERT_ATTRIB_TEX3)
172 #define VERT_BIT_TEX4 BITFIELD_BIT(VERT_ATTRIB_TEX4)
173 #define VERT_BIT_TEX5 BITFIELD_BIT(VERT_ATTRIB_TEX5)
174 #define VERT_BIT_TEX6 BITFIELD_BIT(VERT_ATTRIB_TEX6)
175 #define VERT_BIT_TEX7 BITFIELD_BIT(VERT_ATTRIB_TEX7)
176 #define VERT_BIT_POINT_SIZE BITFIELD_BIT(VERT_ATTRIB_POINT_SIZE)
177 #define VERT_BIT_GENERIC0 BITFIELD_BIT(VERT_ATTRIB_GENERIC0)
178
179 #define VERT_BIT(i) BITFIELD_BIT(i)
180 #define VERT_BIT_ALL BITFIELD_RANGE(0, VERT_ATTRIB_MAX)
181
182 #define VERT_BIT_FF(i) VERT_BIT(i)
183 #define VERT_BIT_FF_ALL BITFIELD_RANGE(0, VERT_ATTRIB_FF_MAX)
184 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
185 #define VERT_BIT_TEX_ALL \
186 BITFIELD_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
187
188 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
189 #define VERT_BIT_GENERIC_ALL \
190 BITFIELD_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
191
192 #define VERT_BIT_MAT(i) VERT_BIT(VERT_ATTRIB_MAT(i))
193 #define VERT_BIT_MAT_ALL \
194 BITFIELD_RANGE(VERT_ATTRIB_MAT(0), VERT_ATTRIB_MAT_MAX)
195 /*@}*/
196
197 #define MAX_VARYING 32 /**< number of float[4] vectors */
198
199 /**
200 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
201 * fragment shader inputs.
202 *
203 * Note that some of these values are not available to all pipeline stages.
204 *
205 * When this enum is updated, the following code must be updated too:
206 * - vertResults (in prog_print.c's arb_output_attrib_string())
207 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
208 * - _mesa_varying_slot_in_fs()
209 */
210 typedef enum
211 {
212 VARYING_SLOT_POS,
213 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
214 VARYING_SLOT_COL1,
215 VARYING_SLOT_FOGC,
216 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
217 VARYING_SLOT_TEX1,
218 VARYING_SLOT_TEX2,
219 VARYING_SLOT_TEX3,
220 VARYING_SLOT_TEX4,
221 VARYING_SLOT_TEX5,
222 VARYING_SLOT_TEX6,
223 VARYING_SLOT_TEX7,
224 VARYING_SLOT_PSIZ, /* Does not appear in FS */
225 VARYING_SLOT_BFC0, /* Does not appear in FS */
226 VARYING_SLOT_BFC1, /* Does not appear in FS */
227 VARYING_SLOT_EDGE, /* Does not appear in FS */
228 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
229 VARYING_SLOT_CLIP_DIST0,
230 VARYING_SLOT_CLIP_DIST1,
231 VARYING_SLOT_CULL_DIST0,
232 VARYING_SLOT_CULL_DIST1,
233 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
234 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
235 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
236 VARYING_SLOT_FACE, /* FS only */
237 VARYING_SLOT_PNTC, /* FS only */
238 VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
239 VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */
240 VARYING_SLOT_BOUNDING_BOX0, /* Only appears as TCS output. */
241 VARYING_SLOT_BOUNDING_BOX1, /* Only appears as TCS output. */
242 VARYING_SLOT_VIEW_INDEX,
243 VARYING_SLOT_VAR0, /* First generic varying slot */
244 /* the remaining are simply for the benefit of gl_varying_slot_name()
245 * and not to be construed as an upper bound:
246 */
247 VARYING_SLOT_VAR1,
248 VARYING_SLOT_VAR2,
249 VARYING_SLOT_VAR3,
250 VARYING_SLOT_VAR4,
251 VARYING_SLOT_VAR5,
252 VARYING_SLOT_VAR6,
253 VARYING_SLOT_VAR7,
254 VARYING_SLOT_VAR8,
255 VARYING_SLOT_VAR9,
256 VARYING_SLOT_VAR10,
257 VARYING_SLOT_VAR11,
258 VARYING_SLOT_VAR12,
259 VARYING_SLOT_VAR13,
260 VARYING_SLOT_VAR14,
261 VARYING_SLOT_VAR15,
262 VARYING_SLOT_VAR16,
263 VARYING_SLOT_VAR17,
264 VARYING_SLOT_VAR18,
265 VARYING_SLOT_VAR19,
266 VARYING_SLOT_VAR20,
267 VARYING_SLOT_VAR21,
268 VARYING_SLOT_VAR22,
269 VARYING_SLOT_VAR23,
270 VARYING_SLOT_VAR24,
271 VARYING_SLOT_VAR25,
272 VARYING_SLOT_VAR26,
273 VARYING_SLOT_VAR27,
274 VARYING_SLOT_VAR28,
275 VARYING_SLOT_VAR29,
276 VARYING_SLOT_VAR30,
277 VARYING_SLOT_VAR31,
278 } gl_varying_slot;
279
280
281 #define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
282 #define VARYING_SLOT_PATCH0 (VARYING_SLOT_MAX)
283 #define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)
284 #define MAX_VARYINGS_INCL_PATCH (VARYING_SLOT_TESS_MAX - VARYING_SLOT_VAR0)
285
286 const char *gl_varying_slot_name(gl_varying_slot slot);
287
288 /**
289 * Bitflags for varying slots.
290 */
291 /*@{*/
292 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
293 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
294 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
295 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
296 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
297 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
298 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
299 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
300 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
301 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
302 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
303 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
304 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
305 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
306 MAX_TEXTURE_COORD_UNITS)
307 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
308 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
309 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
310 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
311 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
312 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
313 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
314 #define VARYING_BIT_CULL_DIST0 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST0)
315 #define VARYING_BIT_CULL_DIST1 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST1)
316 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
317 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
318 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
319 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
320 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
321 #define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
322 #define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
323 #define VARYING_BIT_BOUNDING_BOX0 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX0)
324 #define VARYING_BIT_BOUNDING_BOX1 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX1)
325 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
326 /*@}*/
327
328 /**
329 * Bitflags for system values.
330 */
331 #define SYSTEM_BIT_SAMPLE_ID ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_ID)
332 #define SYSTEM_BIT_SAMPLE_POS ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_POS)
333 #define SYSTEM_BIT_SAMPLE_MASK_IN ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_MASK_IN)
334 #define SYSTEM_BIT_LOCAL_INVOCATION_ID ((uint64_t)1 << SYSTEM_VALUE_LOCAL_INVOCATION_ID)
335
336 /**
337 * If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
338 * one of these values. If a NIR variable's mode is nir_var_system_value, it
339 * will be one of these values.
340 */
341 typedef enum
342 {
343 /**
344 * \name System values applicable to all shaders
345 */
346 /*@{*/
347
348 /**
349 * Builtin variables added by GL_ARB_shader_ballot.
350 */
351 /*@{*/
352
353 /**
354 * From the GL_ARB_shader-ballot spec:
355 *
356 * "A sub-group is a collection of invocations which execute in lockstep.
357 * The variable <gl_SubGroupSizeARB> is the maximum number of
358 * invocations in a sub-group. The maximum <gl_SubGroupSizeARB>
359 * supported in this extension is 64."
360 *
361 * The spec defines this as a uniform. However, it's highly unlikely that
362 * implementations actually treat it as a uniform (which is loaded from a
363 * constant buffer). Most likely, this is an implementation-wide constant,
364 * or perhaps something that depends on the shader stage.
365 */
366 SYSTEM_VALUE_SUBGROUP_SIZE,
367
368 /**
369 * From the GL_ARB_shader_ballot spec:
370 *
371 * "The variable <gl_SubGroupInvocationARB> holds the index of the
372 * invocation within sub-group. This variable is in the range 0 to
373 * <gl_SubGroupSizeARB>-1, where <gl_SubGroupSizeARB> is the total
374 * number of invocations in a sub-group."
375 */
376 SYSTEM_VALUE_SUBGROUP_INVOCATION,
377
378 /**
379 * From the GL_ARB_shader_ballot spec:
380 *
381 * "The <gl_SubGroup??MaskARB> variables provide a bitmask for all
382 * invocations, with one bit per invocation starting with the least
383 * significant bit, according to the following table,
384 *
385 * variable equation for bit values
386 * -------------------- ------------------------------------
387 * gl_SubGroupEqMaskARB bit index == gl_SubGroupInvocationARB
388 * gl_SubGroupGeMaskARB bit index >= gl_SubGroupInvocationARB
389 * gl_SubGroupGtMaskARB bit index > gl_SubGroupInvocationARB
390 * gl_SubGroupLeMaskARB bit index <= gl_SubGroupInvocationARB
391 * gl_SubGroupLtMaskARB bit index < gl_SubGroupInvocationARB
392 */
393 SYSTEM_VALUE_SUBGROUP_EQ_MASK,
394 SYSTEM_VALUE_SUBGROUP_GE_MASK,
395 SYSTEM_VALUE_SUBGROUP_GT_MASK,
396 SYSTEM_VALUE_SUBGROUP_LE_MASK,
397 SYSTEM_VALUE_SUBGROUP_LT_MASK,
398 /*@}*/
399
400 /**
401 * Builtin variables added by VK_KHR_subgroups
402 */
403 /*@{*/
404 SYSTEM_VALUE_NUM_SUBGROUPS,
405 SYSTEM_VALUE_SUBGROUP_ID,
406 /*@}*/
407
408 /*@}*/
409
410 /**
411 * \name Vertex shader system values
412 */
413 /*@{*/
414 /**
415 * OpenGL-style vertex ID.
416 *
417 * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
418 * OpenGL 3.3 core profile spec says:
419 *
420 * "gl_VertexID holds the integer index i implicitly passed by
421 * DrawArrays or one of the other drawing commands defined in section
422 * 2.8.3."
423 *
424 * Section 2.8.3 (Drawing Commands) of the same spec says:
425 *
426 * "The commands....are equivalent to the commands with the same base
427 * name (without the BaseVertex suffix), except that the ith element
428 * transferred by the corresponding draw call will be taken from
429 * element indices[i] + basevertex of each enabled array."
430 *
431 * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
432 * says:
433 *
434 * "In unextended GL, vertex shaders have inputs named gl_VertexID and
435 * gl_InstanceID, which contain, respectively the index of the vertex
436 * and instance. The value of gl_VertexID is the implicitly passed
437 * index of the vertex being processed, which includes the value of
438 * baseVertex, for those commands that accept it."
439 *
440 * gl_VertexID gets basevertex added in. This differs from DirectX where
441 * SV_VertexID does \b not get basevertex added in.
442 *
443 * \note
444 * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
445 * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
446 * \c SYSTEM_VALUE_BASE_VERTEX.
447 *
448 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
449 */
450 SYSTEM_VALUE_VERTEX_ID,
451
452 /**
453 * Instanced ID as supplied to gl_InstanceID
454 *
455 * Values assigned to gl_InstanceID always begin with zero, regardless of
456 * the value of baseinstance.
457 *
458 * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
459 * says:
460 *
461 * "gl_InstanceID holds the integer instance number of the current
462 * primitive in an instanced draw call (see section 10.5)."
463 *
464 * Through a big chain of pseudocode, section 10.5 describes that
465 * baseinstance is not counted by gl_InstanceID. In that section, notice
466 *
467 * "If an enabled vertex attribute array is instanced (it has a
468 * non-zero divisor as specified by VertexAttribDivisor), the element
469 * index that is transferred to the GL, for all vertices, is given by
470 *
471 * floor(instance/divisor) + baseinstance
472 *
473 * If an array corresponding to an attribute required by a vertex
474 * shader is not enabled, then the corresponding element is taken from
475 * the current attribute state (see section 10.2)."
476 *
477 * Note that baseinstance is \b not included in the value of instance.
478 */
479 SYSTEM_VALUE_INSTANCE_ID,
480
481 /**
482 * Vulkan InstanceIndex.
483 *
484 * InstanceIndex = gl_InstanceID + gl_BaseInstance
485 */
486 SYSTEM_VALUE_INSTANCE_INDEX,
487
488 /**
489 * DirectX-style vertex ID.
490 *
491 * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
492 * the value of basevertex.
493 *
494 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
495 */
496 SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
497
498 /**
499 * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
500 * functions.
501 *
502 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
503 */
504 SYSTEM_VALUE_BASE_VERTEX,
505
506 /**
507 * Depending on the type of the draw call (indexed or non-indexed),
508 * is the value of \c basevertex passed to \c glDrawElementsBaseVertex and
509 * similar, or is the value of \c first passed to \c glDrawArrays and
510 * similar.
511 *
512 * \note
513 * It can be used to calculate the \c SYSTEM_VALUE_VERTEX_ID as
514 * \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus \c SYSTEM_VALUE_FIRST_VERTEX.
515 *
516 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_VERTEX_ID
517 */
518 SYSTEM_VALUE_FIRST_VERTEX,
519
520 /**
521 * If the Draw command used to start the rendering was an indexed draw
522 * or not (~0/0). Useful to calculate \c SYSTEM_VALUE_BASE_VERTEX as
523 * \c SYSTEM_VALUE_IS_INDEXED_DRAW & \c SYSTEM_VALUE_FIRST_VERTEX.
524 */
525 SYSTEM_VALUE_IS_INDEXED_DRAW,
526
527 /**
528 * Value of \c baseinstance passed to instanced draw entry points
529 *
530 * \sa SYSTEM_VALUE_INSTANCE_ID
531 */
532 SYSTEM_VALUE_BASE_INSTANCE,
533
534 /**
535 * From _ARB_shader_draw_parameters:
536 *
537 * "Additionally, this extension adds a further built-in variable,
538 * gl_DrawID to the shading language. This variable contains the index
539 * of the draw currently being processed by a Multi* variant of a
540 * drawing command (such as MultiDrawElements or
541 * MultiDrawArraysIndirect)."
542 *
543 * If GL_ARB_multi_draw_indirect is not supported, this is always 0.
544 */
545 SYSTEM_VALUE_DRAW_ID,
546 /*@}*/
547
548 /**
549 * \name Geometry shader system values
550 */
551 /*@{*/
552 SYSTEM_VALUE_INVOCATION_ID, /**< (Also in Tessellation Control shader) */
553 /*@}*/
554
555 /**
556 * \name Fragment shader system values
557 */
558 /*@{*/
559 SYSTEM_VALUE_FRAG_COORD,
560 SYSTEM_VALUE_FRONT_FACE,
561 SYSTEM_VALUE_SAMPLE_ID,
562 SYSTEM_VALUE_SAMPLE_POS,
563 SYSTEM_VALUE_SAMPLE_MASK_IN,
564 SYSTEM_VALUE_HELPER_INVOCATION,
565 /*@}*/
566
567 /**
568 * \name Tessellation Evaluation shader system values
569 */
570 /*@{*/
571 SYSTEM_VALUE_TESS_COORD,
572 SYSTEM_VALUE_VERTICES_IN, /**< Tessellation vertices in input patch */
573 SYSTEM_VALUE_PRIMITIVE_ID,
574 SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */
575 SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */
576 /*@}*/
577
578 /**
579 * \name Compute shader system values
580 */
581 /*@{*/
582 SYSTEM_VALUE_LOCAL_INVOCATION_ID,
583 SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
584 SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
585 SYSTEM_VALUE_WORK_GROUP_ID,
586 SYSTEM_VALUE_NUM_WORK_GROUPS,
587 SYSTEM_VALUE_LOCAL_GROUP_SIZE,
588 SYSTEM_VALUE_GLOBAL_GROUP_SIZE,
589 SYSTEM_VALUE_WORK_DIM,
590 /*@}*/
591
592 /** Required for VK_KHR_device_group */
593 SYSTEM_VALUE_DEVICE_INDEX,
594
595 /** Required for VK_KHX_multiview */
596 SYSTEM_VALUE_VIEW_INDEX,
597
598 /**
599 * Driver internal vertex-count, used (for example) for drivers to
600 * calculate stride for stream-out outputs. Not externally visible.
601 */
602 SYSTEM_VALUE_VERTEX_CNT,
603
604 SYSTEM_VALUE_MAX /**< Number of values */
605 } gl_system_value;
606
607 const char *gl_system_value_name(gl_system_value sysval);
608
609 /**
610 * The possible interpolation qualifiers that can be applied to a fragment
611 * shader input in GLSL.
612 *
613 * Note: INTERP_MODE_NONE must be 0 so that memsetting the
614 * ir_variable data structure to 0 causes the default behavior.
615 */
616 enum glsl_interp_mode
617 {
618 INTERP_MODE_NONE = 0,
619 INTERP_MODE_SMOOTH,
620 INTERP_MODE_FLAT,
621 INTERP_MODE_NOPERSPECTIVE,
622 INTERP_MODE_COUNT /**< Number of interpolation qualifiers */
623 };
624
625 enum glsl_interface_packing {
626 GLSL_INTERFACE_PACKING_STD140,
627 GLSL_INTERFACE_PACKING_SHARED,
628 GLSL_INTERFACE_PACKING_PACKED,
629 GLSL_INTERFACE_PACKING_STD430
630 };
631
632 const char *glsl_interp_mode_name(enum glsl_interp_mode qual);
633
634 /**
635 * Fragment program results
636 */
637 typedef enum
638 {
639 FRAG_RESULT_DEPTH = 0,
640 FRAG_RESULT_STENCIL = 1,
641 /* If a single color should be written to all render targets, this
642 * register is written. No FRAG_RESULT_DATAn will be written.
643 */
644 FRAG_RESULT_COLOR = 2,
645 FRAG_RESULT_SAMPLE_MASK = 3,
646
647 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
648 * or ARB_fragment_program fragment.color[n]) color results. If
649 * any are written, FRAG_RESULT_COLOR will not be written.
650 * FRAG_RESULT_DATA1 and up are simply for the benefit of
651 * gl_frag_result_name() and not to be construed as an upper bound
652 */
653 FRAG_RESULT_DATA0 = 4,
654 FRAG_RESULT_DATA1,
655 FRAG_RESULT_DATA2,
656 FRAG_RESULT_DATA3,
657 FRAG_RESULT_DATA4,
658 FRAG_RESULT_DATA5,
659 FRAG_RESULT_DATA6,
660 FRAG_RESULT_DATA7,
661 } gl_frag_result;
662
663 const char *gl_frag_result_name(gl_frag_result result);
664
665 #define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
666
667 /**
668 * \brief Layout qualifiers for gl_FragDepth.
669 *
670 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
671 * a layout qualifier.
672 *
673 * \see enum ir_depth_layout
674 */
675 enum gl_frag_depth_layout
676 {
677 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
678 FRAG_DEPTH_LAYOUT_ANY,
679 FRAG_DEPTH_LAYOUT_GREATER,
680 FRAG_DEPTH_LAYOUT_LESS,
681 FRAG_DEPTH_LAYOUT_UNCHANGED
682 };
683
684 /**
685 * \brief Buffer access qualifiers
686 */
687 enum gl_buffer_access_qualifier
688 {
689 ACCESS_COHERENT = 1,
690 ACCESS_RESTRICT = 2,
691 ACCESS_VOLATILE = 4,
692 };
693
694 /**
695 * \brief Blend support qualifiers
696 */
697 enum gl_advanced_blend_mode
698 {
699 BLEND_NONE = 0x0000,
700
701 BLEND_MULTIPLY = 0x0001,
702 BLEND_SCREEN = 0x0002,
703 BLEND_OVERLAY = 0x0004,
704 BLEND_DARKEN = 0x0008,
705 BLEND_LIGHTEN = 0x0010,
706 BLEND_COLORDODGE = 0x0020,
707 BLEND_COLORBURN = 0x0040,
708 BLEND_HARDLIGHT = 0x0080,
709 BLEND_SOFTLIGHT = 0x0100,
710 BLEND_DIFFERENCE = 0x0200,
711 BLEND_EXCLUSION = 0x0400,
712 BLEND_HSL_HUE = 0x0800,
713 BLEND_HSL_SATURATION = 0x1000,
714 BLEND_HSL_COLOR = 0x2000,
715 BLEND_HSL_LUMINOSITY = 0x4000,
716
717 BLEND_ALL = 0x7fff,
718 };
719
720 enum gl_tess_spacing
721 {
722 TESS_SPACING_UNSPECIFIED,
723 TESS_SPACING_EQUAL,
724 TESS_SPACING_FRACTIONAL_ODD,
725 TESS_SPACING_FRACTIONAL_EVEN,
726 };
727
728 /**
729 * A compare function enum for use in compiler lowering passes. This is in
730 * the same order as GL's compare functions (shifted down by GL_NEVER), and is
731 * exactly the same as gallium's PIPE_FUNC_*.
732 */
733 enum compare_func
734 {
735 COMPARE_FUNC_NEVER,
736 COMPARE_FUNC_LESS,
737 COMPARE_FUNC_EQUAL,
738 COMPARE_FUNC_LEQUAL,
739 COMPARE_FUNC_GREATER,
740 COMPARE_FUNC_NOTEQUAL,
741 COMPARE_FUNC_GEQUAL,
742 COMPARE_FUNC_ALWAYS,
743 };
744
745 #ifdef __cplusplus
746 } /* extern "C" */
747 #endif
748
749 #endif /* SHADER_ENUMS_H */