Merge commit '85f5c18fef1ff2f19d698f150e23a02acd6f59b9' into vulkan
[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. Note that these will become 5 with tessellation.
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_PRIMITIVE_ID, /* Does not appear in VS */
209 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
210 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
211 VARYING_SLOT_FACE, /* FS only */
212 VARYING_SLOT_PNTC, /* FS only */
213 VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
214 VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */
215 VARYING_SLOT_VAR0, /* First generic varying slot */
216 /* the remaining are simply for the benefit of gl_varying_slot_name()
217 * and not to be construed as an upper bound:
218 */
219 VARYING_SLOT_VAR1,
220 VARYING_SLOT_VAR2,
221 VARYING_SLOT_VAR3,
222 VARYING_SLOT_VAR4,
223 VARYING_SLOT_VAR5,
224 VARYING_SLOT_VAR6,
225 VARYING_SLOT_VAR7,
226 VARYING_SLOT_VAR8,
227 VARYING_SLOT_VAR9,
228 VARYING_SLOT_VAR10,
229 VARYING_SLOT_VAR11,
230 VARYING_SLOT_VAR12,
231 VARYING_SLOT_VAR13,
232 VARYING_SLOT_VAR14,
233 VARYING_SLOT_VAR15,
234 VARYING_SLOT_VAR16,
235 VARYING_SLOT_VAR17,
236 VARYING_SLOT_VAR18,
237 VARYING_SLOT_VAR19,
238 VARYING_SLOT_VAR20,
239 VARYING_SLOT_VAR21,
240 VARYING_SLOT_VAR22,
241 VARYING_SLOT_VAR23,
242 VARYING_SLOT_VAR24,
243 VARYING_SLOT_VAR25,
244 VARYING_SLOT_VAR26,
245 VARYING_SLOT_VAR27,
246 VARYING_SLOT_VAR28,
247 VARYING_SLOT_VAR29,
248 VARYING_SLOT_VAR30,
249 VARYING_SLOT_VAR31,
250 } gl_varying_slot;
251
252
253 #define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
254 #define VARYING_SLOT_PATCH0 (VARYING_SLOT_MAX)
255 #define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)
256
257 const char *gl_varying_slot_name(gl_varying_slot slot);
258
259 /**
260 * Bitflags for varying slots.
261 */
262 /*@{*/
263 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
264 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
265 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
266 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
267 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
268 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
269 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
270 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
271 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
272 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
273 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
274 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
275 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
276 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
277 MAX_TEXTURE_COORD_UNITS)
278 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
279 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
280 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
281 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
282 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
283 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
284 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
285 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
286 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
287 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
288 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
289 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
290 #define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
291 #define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
292 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
293 /*@}*/
294
295 /**
296 * Bitflags for system values.
297 */
298 #define SYSTEM_BIT_SAMPLE_ID ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_ID)
299 #define SYSTEM_BIT_SAMPLE_POS ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_POS)
300 #define SYSTEM_BIT_SAMPLE_MASK_IN ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_MASK_IN)
301 #define SYSTEM_BIT_LOCAL_INVOCATION_ID ((uint64_t)1 << SYSTEM_VALUE_LOCAL_INVOCATION_ID)
302
303 /**
304 * If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
305 * one of these values. If a NIR variable's mode is nir_var_system_value, it
306 * will be one of these values.
307 */
308 typedef enum
309 {
310 /**
311 * \name Vertex shader system values
312 */
313 /*@{*/
314 /**
315 * OpenGL-style vertex ID.
316 *
317 * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
318 * OpenGL 3.3 core profile spec says:
319 *
320 * "gl_VertexID holds the integer index i implicitly passed by
321 * DrawArrays or one of the other drawing commands defined in section
322 * 2.8.3."
323 *
324 * Section 2.8.3 (Drawing Commands) of the same spec says:
325 *
326 * "The commands....are equivalent to the commands with the same base
327 * name (without the BaseVertex suffix), except that the ith element
328 * transferred by the corresponding draw call will be taken from
329 * element indices[i] + basevertex of each enabled array."
330 *
331 * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
332 * says:
333 *
334 * "In unextended GL, vertex shaders have inputs named gl_VertexID and
335 * gl_InstanceID, which contain, respectively the index of the vertex
336 * and instance. The value of gl_VertexID is the implicitly passed
337 * index of the vertex being processed, which includes the value of
338 * baseVertex, for those commands that accept it."
339 *
340 * gl_VertexID gets basevertex added in. This differs from DirectX where
341 * SV_VertexID does \b not get basevertex added in.
342 *
343 * \note
344 * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
345 * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
346 * \c SYSTEM_VALUE_BASE_VERTEX.
347 *
348 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
349 */
350 SYSTEM_VALUE_VERTEX_ID,
351
352 /**
353 * Instanced ID as supplied to gl_InstanceID
354 *
355 * Values assigned to gl_InstanceID always begin with zero, regardless of
356 * the value of baseinstance.
357 *
358 * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
359 * says:
360 *
361 * "gl_InstanceID holds the integer instance number of the current
362 * primitive in an instanced draw call (see section 10.5)."
363 *
364 * Through a big chain of pseudocode, section 10.5 describes that
365 * baseinstance is not counted by gl_InstanceID. In that section, notice
366 *
367 * "If an enabled vertex attribute array is instanced (it has a
368 * non-zero divisor as specified by VertexAttribDivisor), the element
369 * index that is transferred to the GL, for all vertices, is given by
370 *
371 * floor(instance/divisor) + baseinstance
372 *
373 * If an array corresponding to an attribute required by a vertex
374 * shader is not enabled, then the corresponding element is taken from
375 * the current attribute state (see section 10.2)."
376 *
377 * Note that baseinstance is \b not included in the value of instance.
378 */
379 SYSTEM_VALUE_INSTANCE_ID,
380
381 /**
382 * Vulkan InstanceIndex.
383 *
384 * InstanceIndex = gl_InstanceID + gl_BaseInstance
385 */
386 SYSTEM_VALUE_INSTANCE_INDEX,
387
388 /**
389 * DirectX-style vertex ID.
390 *
391 * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
392 * the value of basevertex.
393 *
394 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
395 */
396 SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
397
398 /**
399 * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
400 * functions.
401 *
402 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
403 */
404 SYSTEM_VALUE_BASE_VERTEX,
405
406 /**
407 * Value of \c baseinstance passed to instanced draw entry points
408 *
409 * \sa SYSTEM_VALUE_INSTANCE_ID
410 */
411 SYSTEM_VALUE_BASE_INSTANCE,
412
413 /**
414 * From _ARB_shader_draw_parameters:
415 *
416 * "Additionally, this extension adds a further built-in variable,
417 * gl_DrawID to the shading language. This variable contains the index
418 * of the draw currently being processed by a Multi* variant of a
419 * drawing command (such as MultiDrawElements or
420 * MultiDrawArraysIndirect)."
421 *
422 * If GL_ARB_multi_draw_indirect is not supported, this is always 0.
423 */
424 SYSTEM_VALUE_DRAW_ID,
425 /*@}*/
426
427 /**
428 * \name Geometry shader system values
429 */
430 /*@{*/
431 SYSTEM_VALUE_INVOCATION_ID, /**< (Also in Tessellation Control shader) */
432 /*@}*/
433
434 /**
435 * \name Fragment shader system values
436 */
437 /*@{*/
438 SYSTEM_VALUE_FRAG_COORD,
439 SYSTEM_VALUE_FRONT_FACE,
440 SYSTEM_VALUE_SAMPLE_ID,
441 SYSTEM_VALUE_SAMPLE_POS,
442 SYSTEM_VALUE_SAMPLE_MASK_IN,
443 SYSTEM_VALUE_HELPER_INVOCATION,
444 /*@}*/
445
446 /**
447 * \name Tessellation Evaluation shader system values
448 */
449 /*@{*/
450 SYSTEM_VALUE_TESS_COORD,
451 SYSTEM_VALUE_VERTICES_IN, /**< Tessellation vertices in input patch */
452 SYSTEM_VALUE_PRIMITIVE_ID,
453 SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */
454 SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */
455 /*@}*/
456
457 /**
458 * \name Compute shader system values
459 */
460 /*@{*/
461 SYSTEM_VALUE_LOCAL_INVOCATION_ID,
462 SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
463 SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
464 SYSTEM_VALUE_WORK_GROUP_ID,
465 SYSTEM_VALUE_NUM_WORK_GROUPS,
466 /*@}*/
467
468 /**
469 * Driver internal vertex-count, used (for example) for drivers to
470 * calculate stride for stream-out outputs. Not externally visible.
471 */
472 SYSTEM_VALUE_VERTEX_CNT,
473
474 SYSTEM_VALUE_MAX /**< Number of values */
475 } gl_system_value;
476
477 const char *gl_system_value_name(gl_system_value sysval);
478
479 /**
480 * The possible interpolation qualifiers that can be applied to a fragment
481 * shader input in GLSL.
482 *
483 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
484 * gl_fragment_program data structure to 0 causes the default behavior.
485 */
486 enum glsl_interp_qualifier
487 {
488 INTERP_QUALIFIER_NONE = 0,
489 INTERP_QUALIFIER_SMOOTH,
490 INTERP_QUALIFIER_FLAT,
491 INTERP_QUALIFIER_NOPERSPECTIVE,
492 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
493 };
494
495 const char *glsl_interp_qualifier_name(enum glsl_interp_qualifier qual);
496
497 /**
498 * Fragment program results
499 */
500 typedef enum
501 {
502 FRAG_RESULT_DEPTH = 0,
503 FRAG_RESULT_STENCIL = 1,
504 /* If a single color should be written to all render targets, this
505 * register is written. No FRAG_RESULT_DATAn will be written.
506 */
507 FRAG_RESULT_COLOR = 2,
508 FRAG_RESULT_SAMPLE_MASK = 3,
509
510 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
511 * or ARB_fragment_program fragment.color[n]) color results. If
512 * any are written, FRAG_RESULT_COLOR will not be written.
513 * FRAG_RESULT_DATA1 and up are simply for the benefit of
514 * gl_frag_result_name() and not to be construed as an upper bound
515 */
516 FRAG_RESULT_DATA0 = 4,
517 FRAG_RESULT_DATA1,
518 FRAG_RESULT_DATA2,
519 FRAG_RESULT_DATA3,
520 FRAG_RESULT_DATA4,
521 FRAG_RESULT_DATA5,
522 FRAG_RESULT_DATA6,
523 FRAG_RESULT_DATA7,
524 } gl_frag_result;
525
526 const char *gl_frag_result_name(gl_frag_result result);
527
528 #define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
529
530 /**
531 * \brief Layout qualifiers for gl_FragDepth.
532 *
533 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
534 * a layout qualifier.
535 *
536 * \see enum ir_depth_layout
537 */
538 enum gl_frag_depth_layout
539 {
540 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
541 FRAG_DEPTH_LAYOUT_ANY,
542 FRAG_DEPTH_LAYOUT_GREATER,
543 FRAG_DEPTH_LAYOUT_LESS,
544 FRAG_DEPTH_LAYOUT_UNCHANGED
545 };
546
547 /**
548 * \brief Buffer access qualifiers
549 */
550 enum gl_buffer_access_qualifier
551 {
552 ACCESS_COHERENT = 1,
553 ACCESS_RESTRICT = 2,
554 ACCESS_VOLATILE = 4,
555 };
556
557 #ifdef __cplusplus
558 } /* extern "C" */
559 #endif
560
561 #endif /* SHADER_ENUMS_H */