glsl: fix location and component packing validation on patches
[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_VERTEX = 0,
43 MESA_SHADER_TESS_CTRL = 1,
44 MESA_SHADER_TESS_EVAL = 2,
45 MESA_SHADER_GEOMETRY = 3,
46 MESA_SHADER_FRAGMENT = 4,
47 MESA_SHADER_COMPUTE = 5,
48 } gl_shader_stage;
49
50 const char *gl_shader_stage_name(gl_shader_stage stage);
51
52 /**
53 * Translate a gl_shader_stage to a short shader stage name for debug
54 * printouts and error messages.
55 */
56 const char *_mesa_shader_stage_to_string(unsigned stage);
57
58 /**
59 * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
60 * for debug printouts and error messages.
61 */
62 const char *_mesa_shader_stage_to_abbrev(unsigned stage);
63
64 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
65
66
67 /**
68 * Indexes for vertex program attributes.
69 * GL_NV_vertex_program aliases generic attributes over the conventional
70 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
71 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
72 * generic attributes are distinct/separate).
73 */
74 typedef enum
75 {
76 VERT_ATTRIB_POS = 0,
77 VERT_ATTRIB_WEIGHT = 1,
78 VERT_ATTRIB_NORMAL = 2,
79 VERT_ATTRIB_COLOR0 = 3,
80 VERT_ATTRIB_COLOR1 = 4,
81 VERT_ATTRIB_FOG = 5,
82 VERT_ATTRIB_COLOR_INDEX = 6,
83 VERT_ATTRIB_EDGEFLAG = 7,
84 VERT_ATTRIB_TEX0 = 8,
85 VERT_ATTRIB_TEX1 = 9,
86 VERT_ATTRIB_TEX2 = 10,
87 VERT_ATTRIB_TEX3 = 11,
88 VERT_ATTRIB_TEX4 = 12,
89 VERT_ATTRIB_TEX5 = 13,
90 VERT_ATTRIB_TEX6 = 14,
91 VERT_ATTRIB_TEX7 = 15,
92 VERT_ATTRIB_POINT_SIZE = 16,
93 VERT_ATTRIB_GENERIC0 = 17,
94 VERT_ATTRIB_GENERIC1 = 18,
95 VERT_ATTRIB_GENERIC2 = 19,
96 VERT_ATTRIB_GENERIC3 = 20,
97 VERT_ATTRIB_GENERIC4 = 21,
98 VERT_ATTRIB_GENERIC5 = 22,
99 VERT_ATTRIB_GENERIC6 = 23,
100 VERT_ATTRIB_GENERIC7 = 24,
101 VERT_ATTRIB_GENERIC8 = 25,
102 VERT_ATTRIB_GENERIC9 = 26,
103 VERT_ATTRIB_GENERIC10 = 27,
104 VERT_ATTRIB_GENERIC11 = 28,
105 VERT_ATTRIB_GENERIC12 = 29,
106 VERT_ATTRIB_GENERIC13 = 30,
107 VERT_ATTRIB_GENERIC14 = 31,
108 VERT_ATTRIB_GENERIC15 = 32,
109 VERT_ATTRIB_MAX = 33
110 } gl_vert_attrib;
111
112 const char *gl_vert_attrib_name(gl_vert_attrib attrib);
113
114 /**
115 * Symbolic constats to help iterating over
116 * specific blocks of vertex attributes.
117 *
118 * VERT_ATTRIB_FF
119 * includes all fixed function attributes as well as
120 * the aliased GL_NV_vertex_program shader attributes.
121 * VERT_ATTRIB_TEX
122 * include the classic texture coordinate attributes.
123 * Is a subset of VERT_ATTRIB_FF.
124 * VERT_ATTRIB_GENERIC
125 * include the OpenGL 2.0+ GLSL generic shader attributes.
126 * These alias the generic GL_ARB_vertex_shader attributes.
127 */
128 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
129 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
130
131 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
132 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
133
134 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
135 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
136
137 /**
138 * Bitflags for vertex attributes.
139 * These are used in bitfields in many places.
140 */
141 /*@{*/
142 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
143 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
144 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
145 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
146 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
147 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
148 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
149 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
150 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
151 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
152 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
153 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
154 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
155 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
156 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
157 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
158 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
159 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
160
161 #define VERT_BIT(i) BITFIELD64_BIT(i)
162 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
163
164 #define VERT_BIT_FF(i) VERT_BIT(i)
165 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
166 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
167 #define VERT_BIT_TEX_ALL \
168 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
169
170 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
171 #define VERT_BIT_GENERIC_ALL \
172 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
173 /*@}*/
174
175
176 /**
177 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
178 * fragment shader inputs.
179 *
180 * Note that some of these values are not available to all pipeline stages.
181 *
182 * When this enum is updated, the following code must be updated too:
183 * - vertResults (in prog_print.c's arb_output_attrib_string())
184 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
185 * - _mesa_varying_slot_in_fs()
186 */
187 typedef enum
188 {
189 VARYING_SLOT_POS,
190 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
191 VARYING_SLOT_COL1,
192 VARYING_SLOT_FOGC,
193 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
194 VARYING_SLOT_TEX1,
195 VARYING_SLOT_TEX2,
196 VARYING_SLOT_TEX3,
197 VARYING_SLOT_TEX4,
198 VARYING_SLOT_TEX5,
199 VARYING_SLOT_TEX6,
200 VARYING_SLOT_TEX7,
201 VARYING_SLOT_PSIZ, /* Does not appear in FS */
202 VARYING_SLOT_BFC0, /* Does not appear in FS */
203 VARYING_SLOT_BFC1, /* Does not appear in FS */
204 VARYING_SLOT_EDGE, /* Does not appear in FS */
205 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
206 VARYING_SLOT_CLIP_DIST0,
207 VARYING_SLOT_CLIP_DIST1,
208 VARYING_SLOT_CULL_DIST0,
209 VARYING_SLOT_CULL_DIST1,
210 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
211 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
212 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
213 VARYING_SLOT_FACE, /* FS only */
214 VARYING_SLOT_PNTC, /* FS only */
215 VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
216 VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */
217 VARYING_SLOT_VAR0, /* First generic varying slot */
218 /* the remaining are simply for the benefit of gl_varying_slot_name()
219 * and not to be construed as an upper bound:
220 */
221 VARYING_SLOT_VAR1,
222 VARYING_SLOT_VAR2,
223 VARYING_SLOT_VAR3,
224 VARYING_SLOT_VAR4,
225 VARYING_SLOT_VAR5,
226 VARYING_SLOT_VAR6,
227 VARYING_SLOT_VAR7,
228 VARYING_SLOT_VAR8,
229 VARYING_SLOT_VAR9,
230 VARYING_SLOT_VAR10,
231 VARYING_SLOT_VAR11,
232 VARYING_SLOT_VAR12,
233 VARYING_SLOT_VAR13,
234 VARYING_SLOT_VAR14,
235 VARYING_SLOT_VAR15,
236 VARYING_SLOT_VAR16,
237 VARYING_SLOT_VAR17,
238 VARYING_SLOT_VAR18,
239 VARYING_SLOT_VAR19,
240 VARYING_SLOT_VAR20,
241 VARYING_SLOT_VAR21,
242 VARYING_SLOT_VAR22,
243 VARYING_SLOT_VAR23,
244 VARYING_SLOT_VAR24,
245 VARYING_SLOT_VAR25,
246 VARYING_SLOT_VAR26,
247 VARYING_SLOT_VAR27,
248 VARYING_SLOT_VAR28,
249 VARYING_SLOT_VAR29,
250 VARYING_SLOT_VAR30,
251 VARYING_SLOT_VAR31,
252 } gl_varying_slot;
253
254
255 #define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
256 #define VARYING_SLOT_PATCH0 (VARYING_SLOT_MAX)
257 #define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)
258 #define MAX_VARYINGS_INCL_PATCH (VARYING_SLOT_TESS_MAX - VARYING_SLOT_VAR0)
259
260 const char *gl_varying_slot_name(gl_varying_slot slot);
261
262 /**
263 * Bitflags for varying slots.
264 */
265 /*@{*/
266 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
267 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
268 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
269 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
270 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
271 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
272 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
273 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
274 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
275 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
276 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
277 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
278 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
279 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
280 MAX_TEXTURE_COORD_UNITS)
281 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
282 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
283 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
284 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
285 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
286 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
287 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
288 #define VARYING_BIT_CULL_DIST0 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST0)
289 #define VARYING_BIT_CULL_DIST1 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST1)
290 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
291 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
292 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
293 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
294 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
295 #define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
296 #define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
297 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
298 /*@}*/
299
300 /**
301 * Bitflags for system values.
302 */
303 #define SYSTEM_BIT_SAMPLE_ID ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_ID)
304 #define SYSTEM_BIT_SAMPLE_POS ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_POS)
305 #define SYSTEM_BIT_SAMPLE_MASK_IN ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_MASK_IN)
306 #define SYSTEM_BIT_LOCAL_INVOCATION_ID ((uint64_t)1 << SYSTEM_VALUE_LOCAL_INVOCATION_ID)
307
308 /**
309 * If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
310 * one of these values. If a NIR variable's mode is nir_var_system_value, it
311 * will be one of these values.
312 */
313 typedef enum
314 {
315 /**
316 * \name Vertex shader system values
317 */
318 /*@{*/
319 /**
320 * OpenGL-style vertex ID.
321 *
322 * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
323 * OpenGL 3.3 core profile spec says:
324 *
325 * "gl_VertexID holds the integer index i implicitly passed by
326 * DrawArrays or one of the other drawing commands defined in section
327 * 2.8.3."
328 *
329 * Section 2.8.3 (Drawing Commands) of the same spec says:
330 *
331 * "The commands....are equivalent to the commands with the same base
332 * name (without the BaseVertex suffix), except that the ith element
333 * transferred by the corresponding draw call will be taken from
334 * element indices[i] + basevertex of each enabled array."
335 *
336 * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
337 * says:
338 *
339 * "In unextended GL, vertex shaders have inputs named gl_VertexID and
340 * gl_InstanceID, which contain, respectively the index of the vertex
341 * and instance. The value of gl_VertexID is the implicitly passed
342 * index of the vertex being processed, which includes the value of
343 * baseVertex, for those commands that accept it."
344 *
345 * gl_VertexID gets basevertex added in. This differs from DirectX where
346 * SV_VertexID does \b not get basevertex added in.
347 *
348 * \note
349 * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
350 * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
351 * \c SYSTEM_VALUE_BASE_VERTEX.
352 *
353 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
354 */
355 SYSTEM_VALUE_VERTEX_ID,
356
357 /**
358 * Instanced ID as supplied to gl_InstanceID
359 *
360 * Values assigned to gl_InstanceID always begin with zero, regardless of
361 * the value of baseinstance.
362 *
363 * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
364 * says:
365 *
366 * "gl_InstanceID holds the integer instance number of the current
367 * primitive in an instanced draw call (see section 10.5)."
368 *
369 * Through a big chain of pseudocode, section 10.5 describes that
370 * baseinstance is not counted by gl_InstanceID. In that section, notice
371 *
372 * "If an enabled vertex attribute array is instanced (it has a
373 * non-zero divisor as specified by VertexAttribDivisor), the element
374 * index that is transferred to the GL, for all vertices, is given by
375 *
376 * floor(instance/divisor) + baseinstance
377 *
378 * If an array corresponding to an attribute required by a vertex
379 * shader is not enabled, then the corresponding element is taken from
380 * the current attribute state (see section 10.2)."
381 *
382 * Note that baseinstance is \b not included in the value of instance.
383 */
384 SYSTEM_VALUE_INSTANCE_ID,
385
386 /**
387 * Vulkan InstanceIndex.
388 *
389 * InstanceIndex = gl_InstanceID + gl_BaseInstance
390 */
391 SYSTEM_VALUE_INSTANCE_INDEX,
392
393 /**
394 * DirectX-style vertex ID.
395 *
396 * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
397 * the value of basevertex.
398 *
399 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
400 */
401 SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
402
403 /**
404 * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
405 * functions.
406 *
407 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
408 */
409 SYSTEM_VALUE_BASE_VERTEX,
410
411 /**
412 * Value of \c baseinstance passed to instanced draw entry points
413 *
414 * \sa SYSTEM_VALUE_INSTANCE_ID
415 */
416 SYSTEM_VALUE_BASE_INSTANCE,
417
418 /**
419 * From _ARB_shader_draw_parameters:
420 *
421 * "Additionally, this extension adds a further built-in variable,
422 * gl_DrawID to the shading language. This variable contains the index
423 * of the draw currently being processed by a Multi* variant of a
424 * drawing command (such as MultiDrawElements or
425 * MultiDrawArraysIndirect)."
426 *
427 * If GL_ARB_multi_draw_indirect is not supported, this is always 0.
428 */
429 SYSTEM_VALUE_DRAW_ID,
430 /*@}*/
431
432 /**
433 * \name Geometry shader system values
434 */
435 /*@{*/
436 SYSTEM_VALUE_INVOCATION_ID, /**< (Also in Tessellation Control shader) */
437 /*@}*/
438
439 /**
440 * \name Fragment shader system values
441 */
442 /*@{*/
443 SYSTEM_VALUE_FRAG_COORD,
444 SYSTEM_VALUE_FRONT_FACE,
445 SYSTEM_VALUE_SAMPLE_ID,
446 SYSTEM_VALUE_SAMPLE_POS,
447 SYSTEM_VALUE_SAMPLE_MASK_IN,
448 SYSTEM_VALUE_HELPER_INVOCATION,
449 /*@}*/
450
451 /**
452 * \name Tessellation Evaluation shader system values
453 */
454 /*@{*/
455 SYSTEM_VALUE_TESS_COORD,
456 SYSTEM_VALUE_VERTICES_IN, /**< Tessellation vertices in input patch */
457 SYSTEM_VALUE_PRIMITIVE_ID,
458 SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */
459 SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */
460 /*@}*/
461
462 /**
463 * \name Compute shader system values
464 */
465 /*@{*/
466 SYSTEM_VALUE_LOCAL_INVOCATION_ID,
467 SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
468 SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
469 SYSTEM_VALUE_WORK_GROUP_ID,
470 SYSTEM_VALUE_NUM_WORK_GROUPS,
471 /*@}*/
472
473 /**
474 * Driver internal vertex-count, used (for example) for drivers to
475 * calculate stride for stream-out outputs. Not externally visible.
476 */
477 SYSTEM_VALUE_VERTEX_CNT,
478
479 SYSTEM_VALUE_MAX /**< Number of values */
480 } gl_system_value;
481
482 const char *gl_system_value_name(gl_system_value sysval);
483
484 /**
485 * The possible interpolation qualifiers that can be applied to a fragment
486 * shader input in GLSL.
487 *
488 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
489 * gl_fragment_program data structure to 0 causes the default behavior.
490 */
491 enum glsl_interp_qualifier
492 {
493 INTERP_QUALIFIER_NONE = 0,
494 INTERP_QUALIFIER_SMOOTH,
495 INTERP_QUALIFIER_FLAT,
496 INTERP_QUALIFIER_NOPERSPECTIVE,
497 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
498 };
499
500 const char *glsl_interp_qualifier_name(enum glsl_interp_qualifier qual);
501
502 /**
503 * Fragment program results
504 */
505 typedef enum
506 {
507 FRAG_RESULT_DEPTH = 0,
508 FRAG_RESULT_STENCIL = 1,
509 /* If a single color should be written to all render targets, this
510 * register is written. No FRAG_RESULT_DATAn will be written.
511 */
512 FRAG_RESULT_COLOR = 2,
513 FRAG_RESULT_SAMPLE_MASK = 3,
514
515 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
516 * or ARB_fragment_program fragment.color[n]) color results. If
517 * any are written, FRAG_RESULT_COLOR will not be written.
518 * FRAG_RESULT_DATA1 and up are simply for the benefit of
519 * gl_frag_result_name() and not to be construed as an upper bound
520 */
521 FRAG_RESULT_DATA0 = 4,
522 FRAG_RESULT_DATA1,
523 FRAG_RESULT_DATA2,
524 FRAG_RESULT_DATA3,
525 FRAG_RESULT_DATA4,
526 FRAG_RESULT_DATA5,
527 FRAG_RESULT_DATA6,
528 FRAG_RESULT_DATA7,
529 } gl_frag_result;
530
531 const char *gl_frag_result_name(gl_frag_result result);
532
533 #define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
534
535 /**
536 * \brief Layout qualifiers for gl_FragDepth.
537 *
538 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
539 * a layout qualifier.
540 *
541 * \see enum ir_depth_layout
542 */
543 enum gl_frag_depth_layout
544 {
545 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
546 FRAG_DEPTH_LAYOUT_ANY,
547 FRAG_DEPTH_LAYOUT_GREATER,
548 FRAG_DEPTH_LAYOUT_LESS,
549 FRAG_DEPTH_LAYOUT_UNCHANGED
550 };
551
552 /**
553 * \brief Buffer access qualifiers
554 */
555 enum gl_buffer_access_qualifier
556 {
557 ACCESS_COHERENT = 1,
558 ACCESS_RESTRICT = 2,
559 ACCESS_VOLATILE = 4,
560 };
561
562 #ifdef __cplusplus
563 } /* extern "C" */
564 #endif
565
566 #endif /* SHADER_ENUMS_H */