compiler: add new SYSTEM_VALUE_BARYCENTRIC_*
[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 #include <stdbool.h>
30
31 /* Project-wide (GL and Vulkan) maximum. */
32 #define MAX_DRAW_BUFFERS 8
33
34 #ifdef __cplusplus
35 extern "C" {
36 #endif
37
38 /**
39 * Shader stages.
40 *
41 * The order must match how shaders are ordered in the pipeline.
42 * The GLSL linker assumes that if i<j, then the j-th shader is
43 * executed later than the i-th shader.
44 */
45 typedef enum
46 {
47 MESA_SHADER_NONE = -1,
48 MESA_SHADER_VERTEX = 0,
49 MESA_SHADER_TESS_CTRL = 1,
50 MESA_SHADER_TESS_EVAL = 2,
51 MESA_SHADER_GEOMETRY = 3,
52 MESA_SHADER_FRAGMENT = 4,
53 MESA_SHADER_COMPUTE = 5,
54 /* must be last so it doesn't affect the GL pipeline */
55 MESA_SHADER_KERNEL = 6,
56 } gl_shader_stage;
57
58 static inline bool
59 gl_shader_stage_is_compute(gl_shader_stage stage)
60 {
61 return stage == MESA_SHADER_COMPUTE || stage == MESA_SHADER_KERNEL;
62 }
63
64 /**
65 * Number of STATE_* values we need to address any GL state.
66 * Used to dimension arrays.
67 */
68 #define STATE_LENGTH 5
69
70 typedef short gl_state_index16; /* see enum gl_state_index */
71
72 const char *gl_shader_stage_name(gl_shader_stage stage);
73
74 /**
75 * Translate a gl_shader_stage to a short shader stage name for debug
76 * printouts and error messages.
77 */
78 const char *_mesa_shader_stage_to_string(unsigned stage);
79
80 /**
81 * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
82 * for debug printouts and error messages.
83 */
84 const char *_mesa_shader_stage_to_abbrev(unsigned stage);
85
86 /**
87 * GL related stages (not including CL)
88 */
89 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
90
91 /**
92 * All stages
93 */
94 #define MESA_ALL_SHADER_STAGES (MESA_SHADER_KERNEL + 1)
95
96
97 /**
98 * Indexes for vertex program attributes.
99 * GL_NV_vertex_program aliases generic attributes over the conventional
100 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
101 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
102 * generic attributes are distinct/separate).
103 */
104 typedef enum
105 {
106 VERT_ATTRIB_POS,
107 VERT_ATTRIB_NORMAL,
108 VERT_ATTRIB_COLOR0,
109 VERT_ATTRIB_COLOR1,
110 VERT_ATTRIB_FOG,
111 VERT_ATTRIB_COLOR_INDEX,
112 VERT_ATTRIB_EDGEFLAG,
113 VERT_ATTRIB_TEX0,
114 VERT_ATTRIB_TEX1,
115 VERT_ATTRIB_TEX2,
116 VERT_ATTRIB_TEX3,
117 VERT_ATTRIB_TEX4,
118 VERT_ATTRIB_TEX5,
119 VERT_ATTRIB_TEX6,
120 VERT_ATTRIB_TEX7,
121 VERT_ATTRIB_POINT_SIZE,
122 VERT_ATTRIB_GENERIC0,
123 VERT_ATTRIB_GENERIC1,
124 VERT_ATTRIB_GENERIC2,
125 VERT_ATTRIB_GENERIC3,
126 VERT_ATTRIB_GENERIC4,
127 VERT_ATTRIB_GENERIC5,
128 VERT_ATTRIB_GENERIC6,
129 VERT_ATTRIB_GENERIC7,
130 VERT_ATTRIB_GENERIC8,
131 VERT_ATTRIB_GENERIC9,
132 VERT_ATTRIB_GENERIC10,
133 VERT_ATTRIB_GENERIC11,
134 VERT_ATTRIB_GENERIC12,
135 VERT_ATTRIB_GENERIC13,
136 VERT_ATTRIB_GENERIC14,
137 VERT_ATTRIB_GENERIC15,
138 VERT_ATTRIB_MAX
139 } gl_vert_attrib;
140
141 const char *gl_vert_attrib_name(gl_vert_attrib attrib);
142
143 /**
144 * Symbolic constats to help iterating over
145 * specific blocks of vertex attributes.
146 *
147 * VERT_ATTRIB_FF
148 * includes all fixed function attributes as well as
149 * the aliased GL_NV_vertex_program shader attributes.
150 * VERT_ATTRIB_TEX
151 * include the classic texture coordinate attributes.
152 * Is a subset of VERT_ATTRIB_FF.
153 * VERT_ATTRIB_GENERIC
154 * include the OpenGL 2.0+ GLSL generic shader attributes.
155 * These alias the generic GL_ARB_vertex_shader attributes.
156 * VERT_ATTRIB_MAT
157 * include the generic shader attributes used to alias
158 * varying material values for the TNL shader programs.
159 * They are located at the end of the generic attribute
160 * block not to overlap with the generic 0 attribute.
161 */
162 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
163 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
164
165 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
166 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
167
168 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
169 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
170
171 #define VERT_ATTRIB_MAT0 \
172 (VERT_ATTRIB_GENERIC_MAX - VERT_ATTRIB_MAT_MAX)
173 #define VERT_ATTRIB_MAT(i) \
174 VERT_ATTRIB_GENERIC((i) + VERT_ATTRIB_MAT0)
175 #define VERT_ATTRIB_MAT_MAX MAT_ATTRIB_MAX
176
177 /**
178 * Bitflags for vertex attributes.
179 * These are used in bitfields in many places.
180 */
181 /*@{*/
182 #define VERT_BIT_POS BITFIELD_BIT(VERT_ATTRIB_POS)
183 #define VERT_BIT_NORMAL BITFIELD_BIT(VERT_ATTRIB_NORMAL)
184 #define VERT_BIT_COLOR0 BITFIELD_BIT(VERT_ATTRIB_COLOR0)
185 #define VERT_BIT_COLOR1 BITFIELD_BIT(VERT_ATTRIB_COLOR1)
186 #define VERT_BIT_FOG BITFIELD_BIT(VERT_ATTRIB_FOG)
187 #define VERT_BIT_COLOR_INDEX BITFIELD_BIT(VERT_ATTRIB_COLOR_INDEX)
188 #define VERT_BIT_EDGEFLAG BITFIELD_BIT(VERT_ATTRIB_EDGEFLAG)
189 #define VERT_BIT_TEX0 BITFIELD_BIT(VERT_ATTRIB_TEX0)
190 #define VERT_BIT_TEX1 BITFIELD_BIT(VERT_ATTRIB_TEX1)
191 #define VERT_BIT_TEX2 BITFIELD_BIT(VERT_ATTRIB_TEX2)
192 #define VERT_BIT_TEX3 BITFIELD_BIT(VERT_ATTRIB_TEX3)
193 #define VERT_BIT_TEX4 BITFIELD_BIT(VERT_ATTRIB_TEX4)
194 #define VERT_BIT_TEX5 BITFIELD_BIT(VERT_ATTRIB_TEX5)
195 #define VERT_BIT_TEX6 BITFIELD_BIT(VERT_ATTRIB_TEX6)
196 #define VERT_BIT_TEX7 BITFIELD_BIT(VERT_ATTRIB_TEX7)
197 #define VERT_BIT_POINT_SIZE BITFIELD_BIT(VERT_ATTRIB_POINT_SIZE)
198 #define VERT_BIT_GENERIC0 BITFIELD_BIT(VERT_ATTRIB_GENERIC0)
199
200 #define VERT_BIT(i) BITFIELD_BIT(i)
201 #define VERT_BIT_ALL BITFIELD_RANGE(0, VERT_ATTRIB_MAX)
202
203 #define VERT_BIT_FF(i) VERT_BIT(i)
204 #define VERT_BIT_FF_ALL BITFIELD_RANGE(0, VERT_ATTRIB_FF_MAX)
205 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
206 #define VERT_BIT_TEX_ALL \
207 BITFIELD_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
208
209 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
210 #define VERT_BIT_GENERIC_ALL \
211 BITFIELD_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
212
213 #define VERT_BIT_MAT(i) VERT_BIT(VERT_ATTRIB_MAT(i))
214 #define VERT_BIT_MAT_ALL \
215 BITFIELD_RANGE(VERT_ATTRIB_MAT(0), VERT_ATTRIB_MAT_MAX)
216 /*@}*/
217
218 #define MAX_VARYING 32 /**< number of float[4] vectors */
219
220 /**
221 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
222 * fragment shader inputs.
223 *
224 * Note that some of these values are not available to all pipeline stages.
225 *
226 * When this enum is updated, the following code must be updated too:
227 * - vertResults (in prog_print.c's arb_output_attrib_string())
228 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
229 * - _mesa_varying_slot_in_fs()
230 */
231 typedef enum
232 {
233 VARYING_SLOT_POS,
234 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
235 VARYING_SLOT_COL1,
236 VARYING_SLOT_FOGC,
237 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
238 VARYING_SLOT_TEX1,
239 VARYING_SLOT_TEX2,
240 VARYING_SLOT_TEX3,
241 VARYING_SLOT_TEX4,
242 VARYING_SLOT_TEX5,
243 VARYING_SLOT_TEX6,
244 VARYING_SLOT_TEX7,
245 VARYING_SLOT_PSIZ, /* Does not appear in FS */
246 VARYING_SLOT_BFC0, /* Does not appear in FS */
247 VARYING_SLOT_BFC1, /* Does not appear in FS */
248 VARYING_SLOT_EDGE, /* Does not appear in FS */
249 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
250 VARYING_SLOT_CLIP_DIST0,
251 VARYING_SLOT_CLIP_DIST1,
252 VARYING_SLOT_CULL_DIST0,
253 VARYING_SLOT_CULL_DIST1,
254 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
255 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
256 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
257 VARYING_SLOT_FACE, /* FS only */
258 VARYING_SLOT_PNTC, /* FS only */
259 VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
260 VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */
261 VARYING_SLOT_BOUNDING_BOX0, /* Only appears as TCS output. */
262 VARYING_SLOT_BOUNDING_BOX1, /* Only appears as TCS output. */
263 VARYING_SLOT_VIEW_INDEX,
264 VARYING_SLOT_VAR0, /* First generic varying slot */
265 /* the remaining are simply for the benefit of gl_varying_slot_name()
266 * and not to be construed as an upper bound:
267 */
268 VARYING_SLOT_VAR1,
269 VARYING_SLOT_VAR2,
270 VARYING_SLOT_VAR3,
271 VARYING_SLOT_VAR4,
272 VARYING_SLOT_VAR5,
273 VARYING_SLOT_VAR6,
274 VARYING_SLOT_VAR7,
275 VARYING_SLOT_VAR8,
276 VARYING_SLOT_VAR9,
277 VARYING_SLOT_VAR10,
278 VARYING_SLOT_VAR11,
279 VARYING_SLOT_VAR12,
280 VARYING_SLOT_VAR13,
281 VARYING_SLOT_VAR14,
282 VARYING_SLOT_VAR15,
283 VARYING_SLOT_VAR16,
284 VARYING_SLOT_VAR17,
285 VARYING_SLOT_VAR18,
286 VARYING_SLOT_VAR19,
287 VARYING_SLOT_VAR20,
288 VARYING_SLOT_VAR21,
289 VARYING_SLOT_VAR22,
290 VARYING_SLOT_VAR23,
291 VARYING_SLOT_VAR24,
292 VARYING_SLOT_VAR25,
293 VARYING_SLOT_VAR26,
294 VARYING_SLOT_VAR27,
295 VARYING_SLOT_VAR28,
296 VARYING_SLOT_VAR29,
297 VARYING_SLOT_VAR30,
298 VARYING_SLOT_VAR31,
299 } gl_varying_slot;
300
301
302 #define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
303 #define VARYING_SLOT_PATCH0 (VARYING_SLOT_MAX)
304 #define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)
305 #define MAX_VARYINGS_INCL_PATCH (VARYING_SLOT_TESS_MAX - VARYING_SLOT_VAR0)
306
307 const char *gl_varying_slot_name(gl_varying_slot slot);
308
309 /**
310 * Bitflags for varying slots.
311 */
312 /*@{*/
313 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
314 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
315 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
316 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
317 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
318 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
319 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
320 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
321 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
322 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
323 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
324 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
325 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
326 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
327 MAX_TEXTURE_COORD_UNITS)
328 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
329 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
330 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
331 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
332 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
333 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
334 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
335 #define VARYING_BIT_CULL_DIST0 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST0)
336 #define VARYING_BIT_CULL_DIST1 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST1)
337 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
338 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
339 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
340 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
341 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
342 #define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
343 #define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
344 #define VARYING_BIT_BOUNDING_BOX0 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX0)
345 #define VARYING_BIT_BOUNDING_BOX1 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX1)
346 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
347 /*@}*/
348
349 /**
350 * Bitflags for system values.
351 */
352 #define SYSTEM_BIT_SAMPLE_ID ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_ID)
353 #define SYSTEM_BIT_SAMPLE_POS ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_POS)
354 #define SYSTEM_BIT_SAMPLE_MASK_IN ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_MASK_IN)
355 #define SYSTEM_BIT_LOCAL_INVOCATION_ID ((uint64_t)1 << SYSTEM_VALUE_LOCAL_INVOCATION_ID)
356
357 /**
358 * If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
359 * one of these values. If a NIR variable's mode is nir_var_system_value, it
360 * will be one of these values.
361 */
362 typedef enum
363 {
364 /**
365 * \name System values applicable to all shaders
366 */
367 /*@{*/
368
369 /**
370 * Builtin variables added by GL_ARB_shader_ballot.
371 */
372 /*@{*/
373
374 /**
375 * From the GL_ARB_shader-ballot spec:
376 *
377 * "A sub-group is a collection of invocations which execute in lockstep.
378 * The variable <gl_SubGroupSizeARB> is the maximum number of
379 * invocations in a sub-group. The maximum <gl_SubGroupSizeARB>
380 * supported in this extension is 64."
381 *
382 * The spec defines this as a uniform. However, it's highly unlikely that
383 * implementations actually treat it as a uniform (which is loaded from a
384 * constant buffer). Most likely, this is an implementation-wide constant,
385 * or perhaps something that depends on the shader stage.
386 */
387 SYSTEM_VALUE_SUBGROUP_SIZE,
388
389 /**
390 * From the GL_ARB_shader_ballot spec:
391 *
392 * "The variable <gl_SubGroupInvocationARB> holds the index of the
393 * invocation within sub-group. This variable is in the range 0 to
394 * <gl_SubGroupSizeARB>-1, where <gl_SubGroupSizeARB> is the total
395 * number of invocations in a sub-group."
396 */
397 SYSTEM_VALUE_SUBGROUP_INVOCATION,
398
399 /**
400 * From the GL_ARB_shader_ballot spec:
401 *
402 * "The <gl_SubGroup??MaskARB> variables provide a bitmask for all
403 * invocations, with one bit per invocation starting with the least
404 * significant bit, according to the following table,
405 *
406 * variable equation for bit values
407 * -------------------- ------------------------------------
408 * gl_SubGroupEqMaskARB bit index == gl_SubGroupInvocationARB
409 * gl_SubGroupGeMaskARB bit index >= gl_SubGroupInvocationARB
410 * gl_SubGroupGtMaskARB bit index > gl_SubGroupInvocationARB
411 * gl_SubGroupLeMaskARB bit index <= gl_SubGroupInvocationARB
412 * gl_SubGroupLtMaskARB bit index < gl_SubGroupInvocationARB
413 */
414 SYSTEM_VALUE_SUBGROUP_EQ_MASK,
415 SYSTEM_VALUE_SUBGROUP_GE_MASK,
416 SYSTEM_VALUE_SUBGROUP_GT_MASK,
417 SYSTEM_VALUE_SUBGROUP_LE_MASK,
418 SYSTEM_VALUE_SUBGROUP_LT_MASK,
419 /*@}*/
420
421 /**
422 * Builtin variables added by VK_KHR_subgroups
423 */
424 /*@{*/
425 SYSTEM_VALUE_NUM_SUBGROUPS,
426 SYSTEM_VALUE_SUBGROUP_ID,
427 /*@}*/
428
429 /*@}*/
430
431 /**
432 * \name Vertex shader system values
433 */
434 /*@{*/
435 /**
436 * OpenGL-style vertex ID.
437 *
438 * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
439 * OpenGL 3.3 core profile spec says:
440 *
441 * "gl_VertexID holds the integer index i implicitly passed by
442 * DrawArrays or one of the other drawing commands defined in section
443 * 2.8.3."
444 *
445 * Section 2.8.3 (Drawing Commands) of the same spec says:
446 *
447 * "The commands....are equivalent to the commands with the same base
448 * name (without the BaseVertex suffix), except that the ith element
449 * transferred by the corresponding draw call will be taken from
450 * element indices[i] + basevertex of each enabled array."
451 *
452 * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
453 * says:
454 *
455 * "In unextended GL, vertex shaders have inputs named gl_VertexID and
456 * gl_InstanceID, which contain, respectively the index of the vertex
457 * and instance. The value of gl_VertexID is the implicitly passed
458 * index of the vertex being processed, which includes the value of
459 * baseVertex, for those commands that accept it."
460 *
461 * gl_VertexID gets basevertex added in. This differs from DirectX where
462 * SV_VertexID does \b not get basevertex added in.
463 *
464 * \note
465 * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
466 * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
467 * \c SYSTEM_VALUE_BASE_VERTEX.
468 *
469 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
470 */
471 SYSTEM_VALUE_VERTEX_ID,
472
473 /**
474 * Instanced ID as supplied to gl_InstanceID
475 *
476 * Values assigned to gl_InstanceID always begin with zero, regardless of
477 * the value of baseinstance.
478 *
479 * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
480 * says:
481 *
482 * "gl_InstanceID holds the integer instance number of the current
483 * primitive in an instanced draw call (see section 10.5)."
484 *
485 * Through a big chain of pseudocode, section 10.5 describes that
486 * baseinstance is not counted by gl_InstanceID. In that section, notice
487 *
488 * "If an enabled vertex attribute array is instanced (it has a
489 * non-zero divisor as specified by VertexAttribDivisor), the element
490 * index that is transferred to the GL, for all vertices, is given by
491 *
492 * floor(instance/divisor) + baseinstance
493 *
494 * If an array corresponding to an attribute required by a vertex
495 * shader is not enabled, then the corresponding element is taken from
496 * the current attribute state (see section 10.2)."
497 *
498 * Note that baseinstance is \b not included in the value of instance.
499 */
500 SYSTEM_VALUE_INSTANCE_ID,
501
502 /**
503 * Vulkan InstanceIndex.
504 *
505 * InstanceIndex = gl_InstanceID + gl_BaseInstance
506 */
507 SYSTEM_VALUE_INSTANCE_INDEX,
508
509 /**
510 * DirectX-style vertex ID.
511 *
512 * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
513 * the value of basevertex.
514 *
515 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
516 */
517 SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
518
519 /**
520 * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
521 * functions.
522 *
523 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
524 */
525 SYSTEM_VALUE_BASE_VERTEX,
526
527 /**
528 * Depending on the type of the draw call (indexed or non-indexed),
529 * is the value of \c basevertex passed to \c glDrawElementsBaseVertex and
530 * similar, or is the value of \c first passed to \c glDrawArrays and
531 * similar.
532 *
533 * \note
534 * It can be used to calculate the \c SYSTEM_VALUE_VERTEX_ID as
535 * \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus \c SYSTEM_VALUE_FIRST_VERTEX.
536 *
537 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_VERTEX_ID
538 */
539 SYSTEM_VALUE_FIRST_VERTEX,
540
541 /**
542 * If the Draw command used to start the rendering was an indexed draw
543 * or not (~0/0). Useful to calculate \c SYSTEM_VALUE_BASE_VERTEX as
544 * \c SYSTEM_VALUE_IS_INDEXED_DRAW & \c SYSTEM_VALUE_FIRST_VERTEX.
545 */
546 SYSTEM_VALUE_IS_INDEXED_DRAW,
547
548 /**
549 * Value of \c baseinstance passed to instanced draw entry points
550 *
551 * \sa SYSTEM_VALUE_INSTANCE_ID
552 */
553 SYSTEM_VALUE_BASE_INSTANCE,
554
555 /**
556 * From _ARB_shader_draw_parameters:
557 *
558 * "Additionally, this extension adds a further built-in variable,
559 * gl_DrawID to the shading language. This variable contains the index
560 * of the draw currently being processed by a Multi* variant of a
561 * drawing command (such as MultiDrawElements or
562 * MultiDrawArraysIndirect)."
563 *
564 * If GL_ARB_multi_draw_indirect is not supported, this is always 0.
565 */
566 SYSTEM_VALUE_DRAW_ID,
567 /*@}*/
568
569 /**
570 * \name Geometry shader system values
571 */
572 /*@{*/
573 SYSTEM_VALUE_INVOCATION_ID, /**< (Also in Tessellation Control shader) */
574 /*@}*/
575
576 /**
577 * \name Fragment shader system values
578 */
579 /*@{*/
580 SYSTEM_VALUE_FRAG_COORD,
581 SYSTEM_VALUE_POINT_COORD,
582 SYSTEM_VALUE_FRONT_FACE,
583 SYSTEM_VALUE_SAMPLE_ID,
584 SYSTEM_VALUE_SAMPLE_POS,
585 SYSTEM_VALUE_SAMPLE_MASK_IN,
586 SYSTEM_VALUE_HELPER_INVOCATION,
587 SYSTEM_VALUE_COLOR0,
588 SYSTEM_VALUE_COLOR1,
589 /*@}*/
590
591 /**
592 * \name Tessellation Evaluation shader system values
593 */
594 /*@{*/
595 SYSTEM_VALUE_TESS_COORD,
596 SYSTEM_VALUE_VERTICES_IN, /**< Tessellation vertices in input patch */
597 SYSTEM_VALUE_PRIMITIVE_ID,
598 SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */
599 SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */
600 SYSTEM_VALUE_TESS_LEVEL_OUTER_DEFAULT, /**< TCS input for passthru TCS */
601 SYSTEM_VALUE_TESS_LEVEL_INNER_DEFAULT, /**< TCS input for passthru TCS */
602 /*@}*/
603
604 /**
605 * \name Compute shader system values
606 */
607 /*@{*/
608 SYSTEM_VALUE_LOCAL_INVOCATION_ID,
609 SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
610 SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
611 SYSTEM_VALUE_GLOBAL_INVOCATION_INDEX,
612 SYSTEM_VALUE_WORK_GROUP_ID,
613 SYSTEM_VALUE_NUM_WORK_GROUPS,
614 SYSTEM_VALUE_LOCAL_GROUP_SIZE,
615 SYSTEM_VALUE_GLOBAL_GROUP_SIZE,
616 SYSTEM_VALUE_WORK_DIM,
617 SYSTEM_VALUE_USER_DATA_AMD,
618 /*@}*/
619
620 /** Required for VK_KHR_device_group */
621 SYSTEM_VALUE_DEVICE_INDEX,
622
623 /** Required for VK_KHX_multiview */
624 SYSTEM_VALUE_VIEW_INDEX,
625
626 /**
627 * Driver internal vertex-count, used (for example) for drivers to
628 * calculate stride for stream-out outputs. Not externally visible.
629 */
630 SYSTEM_VALUE_VERTEX_CNT,
631
632 /**
633 * Required for AMD_shader_explicit_vertex_parameter and also used for
634 * varying-fetch instructions.
635 *
636 * The _SIZE value is "primitive size", used to scale i/j in primitive
637 * space to pixel space.
638 */
639 SYSTEM_VALUE_BARYCENTRIC_PERSP_PIXEL,
640 SYSTEM_VALUE_BARYCENTRIC_PERSP_SAMPLE,
641 SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTROID,
642 SYSTEM_VALUE_BARYCENTRIC_PERSP_SIZE,
643 SYSTEM_VALUE_BARYCENTRIC_LINEAR_PIXEL,
644 SYSTEM_VALUE_BARYCENTRIC_LINEAR_CENTROID,
645 SYSTEM_VALUE_BARYCENTRIC_LINEAR_SAMPLE,
646 SYSTEM_VALUE_BARYCENTRIC_PULL_MODEL,
647
648 /**
649 * IR3 specific geometry shader and tesselation control shader system
650 * values that packs invocation id, thread id and vertex id. Having this
651 * as a nir level system value lets us do the unpacking in nir.
652 */
653 SYSTEM_VALUE_GS_HEADER_IR3,
654 SYSTEM_VALUE_TCS_HEADER_IR3,
655
656 SYSTEM_VALUE_MAX /**< Number of values */
657 } gl_system_value;
658
659 const char *gl_system_value_name(gl_system_value sysval);
660
661 /**
662 * The possible interpolation qualifiers that can be applied to a fragment
663 * shader input in GLSL.
664 *
665 * Note: INTERP_MODE_NONE must be 0 so that memsetting the
666 * ir_variable data structure to 0 causes the default behavior.
667 */
668 enum glsl_interp_mode
669 {
670 INTERP_MODE_NONE = 0,
671 INTERP_MODE_SMOOTH,
672 INTERP_MODE_FLAT,
673 INTERP_MODE_NOPERSPECTIVE,
674 INTERP_MODE_EXPLICIT,
675 INTERP_MODE_COUNT /**< Number of interpolation qualifiers */
676 };
677
678 enum glsl_interface_packing {
679 GLSL_INTERFACE_PACKING_STD140,
680 GLSL_INTERFACE_PACKING_SHARED,
681 GLSL_INTERFACE_PACKING_PACKED,
682 GLSL_INTERFACE_PACKING_STD430
683 };
684
685 const char *glsl_interp_mode_name(enum glsl_interp_mode qual);
686
687 /**
688 * Fragment program results
689 */
690 typedef enum
691 {
692 FRAG_RESULT_DEPTH = 0,
693 FRAG_RESULT_STENCIL = 1,
694 /* If a single color should be written to all render targets, this
695 * register is written. No FRAG_RESULT_DATAn will be written.
696 */
697 FRAG_RESULT_COLOR = 2,
698 FRAG_RESULT_SAMPLE_MASK = 3,
699
700 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
701 * or ARB_fragment_program fragment.color[n]) color results. If
702 * any are written, FRAG_RESULT_COLOR will not be written.
703 * FRAG_RESULT_DATA1 and up are simply for the benefit of
704 * gl_frag_result_name() and not to be construed as an upper bound
705 */
706 FRAG_RESULT_DATA0 = 4,
707 FRAG_RESULT_DATA1,
708 FRAG_RESULT_DATA2,
709 FRAG_RESULT_DATA3,
710 FRAG_RESULT_DATA4,
711 FRAG_RESULT_DATA5,
712 FRAG_RESULT_DATA6,
713 FRAG_RESULT_DATA7,
714 } gl_frag_result;
715
716 const char *gl_frag_result_name(gl_frag_result result);
717
718 #define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
719
720 /**
721 * \brief Layout qualifiers for gl_FragDepth.
722 *
723 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
724 * a layout qualifier.
725 *
726 * \see enum ir_depth_layout
727 */
728 enum gl_frag_depth_layout
729 {
730 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
731 FRAG_DEPTH_LAYOUT_ANY,
732 FRAG_DEPTH_LAYOUT_GREATER,
733 FRAG_DEPTH_LAYOUT_LESS,
734 FRAG_DEPTH_LAYOUT_UNCHANGED
735 };
736
737 /**
738 * \brief Buffer access qualifiers
739 */
740 enum gl_access_qualifier
741 {
742 ACCESS_COHERENT = (1 << 0),
743 ACCESS_RESTRICT = (1 << 1),
744 ACCESS_VOLATILE = (1 << 2),
745 ACCESS_NON_READABLE = (1 << 3),
746 ACCESS_NON_WRITEABLE = (1 << 4),
747
748 /** The access may use a non-uniform buffer or image index */
749 ACCESS_NON_UNIFORM = (1 << 5),
750
751 /* This has the same semantics as NIR_INTRINSIC_CAN_REORDER, only to be
752 * used with loads. In other words, it means that the load can be
753 * arbitrarily reordered, or combined with other loads to the same address.
754 * It is implied by ACCESS_NON_WRITEABLE together with ACCESS_RESTRICT, and
755 * a lack of ACCESS_COHERENT and ACCESS_VOLATILE.
756 */
757 ACCESS_CAN_REORDER = (1 << 6),
758
759 /** Use as little cache space as possible. */
760 ACCESS_STREAM_CACHE_POLICY = (1 << 7),
761 };
762
763 /**
764 * \brief Blend support qualifiers
765 */
766 enum gl_advanced_blend_mode
767 {
768 BLEND_NONE = 0x0000,
769
770 BLEND_MULTIPLY = 0x0001,
771 BLEND_SCREEN = 0x0002,
772 BLEND_OVERLAY = 0x0004,
773 BLEND_DARKEN = 0x0008,
774 BLEND_LIGHTEN = 0x0010,
775 BLEND_COLORDODGE = 0x0020,
776 BLEND_COLORBURN = 0x0040,
777 BLEND_HARDLIGHT = 0x0080,
778 BLEND_SOFTLIGHT = 0x0100,
779 BLEND_DIFFERENCE = 0x0200,
780 BLEND_EXCLUSION = 0x0400,
781 BLEND_HSL_HUE = 0x0800,
782 BLEND_HSL_SATURATION = 0x1000,
783 BLEND_HSL_COLOR = 0x2000,
784 BLEND_HSL_LUMINOSITY = 0x4000,
785
786 BLEND_ALL = 0x7fff,
787 };
788
789 enum blend_func
790 {
791 BLEND_FUNC_ADD,
792 BLEND_FUNC_SUBTRACT,
793 BLEND_FUNC_REVERSE_SUBTRACT,
794 BLEND_FUNC_MIN,
795 BLEND_FUNC_MAX,
796 };
797
798 enum blend_factor
799 {
800 BLEND_FACTOR_ZERO,
801 BLEND_FACTOR_SRC_COLOR,
802 BLEND_FACTOR_DST_COLOR,
803 BLEND_FACTOR_SRC_ALPHA,
804 BLEND_FACTOR_DST_ALPHA,
805 BLEND_FACTOR_CONSTANT_COLOR,
806 BLEND_FACTOR_CONSTANT_ALPHA,
807 BLEND_FACTOR_SRC_ALPHA_SATURATE,
808 };
809
810 enum gl_tess_spacing
811 {
812 TESS_SPACING_UNSPECIFIED,
813 TESS_SPACING_EQUAL,
814 TESS_SPACING_FRACTIONAL_ODD,
815 TESS_SPACING_FRACTIONAL_EVEN,
816 };
817
818 /**
819 * A compare function enum for use in compiler lowering passes. This is in
820 * the same order as GL's compare functions (shifted down by GL_NEVER), and is
821 * exactly the same as gallium's PIPE_FUNC_*.
822 */
823 enum compare_func
824 {
825 COMPARE_FUNC_NEVER,
826 COMPARE_FUNC_LESS,
827 COMPARE_FUNC_EQUAL,
828 COMPARE_FUNC_LEQUAL,
829 COMPARE_FUNC_GREATER,
830 COMPARE_FUNC_NOTEQUAL,
831 COMPARE_FUNC_GEQUAL,
832 COMPARE_FUNC_ALWAYS,
833 };
834
835 /**
836 * Arrangements for grouping invocations from NV_compute_shader_derivatives.
837 *
838 * The extension provides new layout qualifiers that support two different
839 * arrangements of compute shader invocations for the purpose of derivative
840 * computation. When specifying
841 *
842 * layout(derivative_group_quadsNV) in;
843 *
844 * compute shader invocations are grouped into 2x2x1 arrays whose four local
845 * invocation ID values follow the pattern:
846 *
847 * +-----------------+------------------+
848 * | (2x+0, 2y+0, z) | (2x+1, 2y+0, z) |
849 * +-----------------+------------------+
850 * | (2x+0, 2y+1, z) | (2x+1, 2y+1, z) |
851 * +-----------------+------------------+
852 *
853 * where Y increases from bottom to top. When specifying
854 *
855 * layout(derivative_group_linearNV) in;
856 *
857 * compute shader invocations are grouped into 2x2x1 arrays whose four local
858 * invocation index values follow the pattern:
859 *
860 * +------+------+
861 * | 4n+0 | 4n+1 |
862 * +------+------+
863 * | 4n+2 | 4n+3 |
864 * +------+------+
865 *
866 * If neither layout qualifier is specified, derivatives in compute shaders
867 * return zero, which is consistent with the handling of built-in texture
868 * functions like texture() in GLSL 4.50 compute shaders.
869 */
870 enum gl_derivative_group {
871 DERIVATIVE_GROUP_NONE = 0,
872 DERIVATIVE_GROUP_QUADS,
873 DERIVATIVE_GROUP_LINEAR,
874 };
875
876 enum float_controls
877 {
878 FLOAT_CONTROLS_DEFAULT_FLOAT_CONTROL_MODE = 0x0000,
879 FLOAT_CONTROLS_DENORM_PRESERVE_FP16 = 0x0001,
880 FLOAT_CONTROLS_DENORM_PRESERVE_FP32 = 0x0002,
881 FLOAT_CONTROLS_DENORM_PRESERVE_FP64 = 0x0004,
882 FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP16 = 0x0008,
883 FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP32 = 0x0010,
884 FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP64 = 0x0020,
885 FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP16 = 0x0040,
886 FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP32 = 0x0080,
887 FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP64 = 0x0100,
888 FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP16 = 0x0200,
889 FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP32 = 0x0400,
890 FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP64 = 0x0800,
891 FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP16 = 0x1000,
892 FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP32 = 0x2000,
893 FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP64 = 0x4000,
894 };
895
896 #ifdef __cplusplus
897 } /* extern "C" */
898 #endif
899
900 #endif /* SHADER_ENUMS_H */