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