2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
26 #ifndef SHADER_ENUMS_H
27 #define SHADER_ENUMS_H
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.
42 MESA_SHADER_NONE
= -1,
43 MESA_SHADER_VERTEX
= 0,
44 MESA_SHADER_TESS_CTRL
= 1,
45 MESA_SHADER_TESS_EVAL
= 2,
46 MESA_SHADER_GEOMETRY
= 3,
47 MESA_SHADER_FRAGMENT
= 4,
48 MESA_SHADER_COMPUTE
= 5,
51 typedef short gl_state_index16
; /* see enum gl_state_index */
53 const char *gl_shader_stage_name(gl_shader_stage stage
);
56 * Translate a gl_shader_stage to a short shader stage name for debug
57 * printouts and error messages.
59 const char *_mesa_shader_stage_to_string(unsigned stage
);
62 * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
63 * for debug printouts and error messages.
65 const char *_mesa_shader_stage_to_abbrev(unsigned stage
);
67 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
71 * Indexes for vertex program attributes.
72 * GL_NV_vertex_program aliases generic attributes over the conventional
73 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
74 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
75 * generic attributes are distinct/separate).
84 VERT_ATTRIB_COLOR_INDEX
,
94 VERT_ATTRIB_POINT_SIZE
,
100 VERT_ATTRIB_GENERIC5
,
101 VERT_ATTRIB_GENERIC6
,
102 VERT_ATTRIB_GENERIC7
,
103 VERT_ATTRIB_GENERIC8
,
104 VERT_ATTRIB_GENERIC9
,
105 VERT_ATTRIB_GENERIC10
,
106 VERT_ATTRIB_GENERIC11
,
107 VERT_ATTRIB_GENERIC12
,
108 VERT_ATTRIB_GENERIC13
,
109 VERT_ATTRIB_GENERIC14
,
110 VERT_ATTRIB_GENERIC15
,
114 const char *gl_vert_attrib_name(gl_vert_attrib attrib
);
117 * Symbolic constats to help iterating over
118 * specific blocks of vertex attributes.
121 * includes all fixed function attributes as well as
122 * the aliased GL_NV_vertex_program shader attributes.
124 * include the classic texture coordinate attributes.
125 * Is a subset of VERT_ATTRIB_FF.
126 * VERT_ATTRIB_GENERIC
127 * include the OpenGL 2.0+ GLSL generic shader attributes.
128 * These alias the generic GL_ARB_vertex_shader attributes.
130 * include the generic shader attributes used to alias
131 * varying material values for the TNL shader programs.
132 * They are located at the end of the generic attribute
133 * block not to overlap with the generic 0 attribute.
135 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
136 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
138 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
139 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
141 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
142 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
144 #define VERT_ATTRIB_MAT0 \
145 (VERT_ATTRIB_GENERIC_MAX - VERT_ATTRIB_MAT_MAX)
146 #define VERT_ATTRIB_MAT(i) \
147 VERT_ATTRIB_GENERIC((i) + VERT_ATTRIB_MAT0)
148 #define VERT_ATTRIB_MAT_MAX MAT_ATTRIB_MAX
151 * Bitflags for vertex attributes.
152 * These are used in bitfields in many places.
155 #define VERT_BIT_POS BITFIELD_BIT(VERT_ATTRIB_POS)
156 #define VERT_BIT_NORMAL BITFIELD_BIT(VERT_ATTRIB_NORMAL)
157 #define VERT_BIT_COLOR0 BITFIELD_BIT(VERT_ATTRIB_COLOR0)
158 #define VERT_BIT_COLOR1 BITFIELD_BIT(VERT_ATTRIB_COLOR1)
159 #define VERT_BIT_FOG BITFIELD_BIT(VERT_ATTRIB_FOG)
160 #define VERT_BIT_COLOR_INDEX BITFIELD_BIT(VERT_ATTRIB_COLOR_INDEX)
161 #define VERT_BIT_EDGEFLAG BITFIELD_BIT(VERT_ATTRIB_EDGEFLAG)
162 #define VERT_BIT_TEX0 BITFIELD_BIT(VERT_ATTRIB_TEX0)
163 #define VERT_BIT_TEX1 BITFIELD_BIT(VERT_ATTRIB_TEX1)
164 #define VERT_BIT_TEX2 BITFIELD_BIT(VERT_ATTRIB_TEX2)
165 #define VERT_BIT_TEX3 BITFIELD_BIT(VERT_ATTRIB_TEX3)
166 #define VERT_BIT_TEX4 BITFIELD_BIT(VERT_ATTRIB_TEX4)
167 #define VERT_BIT_TEX5 BITFIELD_BIT(VERT_ATTRIB_TEX5)
168 #define VERT_BIT_TEX6 BITFIELD_BIT(VERT_ATTRIB_TEX6)
169 #define VERT_BIT_TEX7 BITFIELD_BIT(VERT_ATTRIB_TEX7)
170 #define VERT_BIT_POINT_SIZE BITFIELD_BIT(VERT_ATTRIB_POINT_SIZE)
171 #define VERT_BIT_GENERIC0 BITFIELD_BIT(VERT_ATTRIB_GENERIC0)
173 #define VERT_BIT(i) BITFIELD_BIT(i)
174 #define VERT_BIT_ALL BITFIELD_RANGE(0, VERT_ATTRIB_MAX)
176 #define VERT_BIT_FF(i) VERT_BIT(i)
177 #define VERT_BIT_FF_ALL BITFIELD_RANGE(0, VERT_ATTRIB_FF_MAX)
178 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
179 #define VERT_BIT_TEX_ALL \
180 BITFIELD_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
182 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
183 #define VERT_BIT_GENERIC_ALL \
184 BITFIELD_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
186 #define VERT_BIT_MAT(i) VERT_BIT(VERT_ATTRIB_MAT(i))
187 #define VERT_BIT_MAT_ALL \
188 BITFIELD_RANGE(VERT_ATTRIB_MAT(0), VERT_ATTRIB_MAT_MAX)
191 #define MAX_VARYING 32 /**< number of float[4] vectors */
194 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
195 * fragment shader inputs.
197 * Note that some of these values are not available to all pipeline stages.
199 * When this enum is updated, the following code must be updated too:
200 * - vertResults (in prog_print.c's arb_output_attrib_string())
201 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
202 * - _mesa_varying_slot_in_fs()
207 VARYING_SLOT_COL0
, /* COL0 and COL1 must be contiguous */
210 VARYING_SLOT_TEX0
, /* TEX0-TEX7 must be contiguous */
218 VARYING_SLOT_PSIZ
, /* Does not appear in FS */
219 VARYING_SLOT_BFC0
, /* Does not appear in FS */
220 VARYING_SLOT_BFC1
, /* Does not appear in FS */
221 VARYING_SLOT_EDGE
, /* Does not appear in FS */
222 VARYING_SLOT_CLIP_VERTEX
, /* Does not appear in FS */
223 VARYING_SLOT_CLIP_DIST0
,
224 VARYING_SLOT_CLIP_DIST1
,
225 VARYING_SLOT_CULL_DIST0
,
226 VARYING_SLOT_CULL_DIST1
,
227 VARYING_SLOT_PRIMITIVE_ID
, /* Does not appear in VS */
228 VARYING_SLOT_LAYER
, /* Appears as VS or GS output */
229 VARYING_SLOT_VIEWPORT
, /* Appears as VS or GS output */
230 VARYING_SLOT_FACE
, /* FS only */
231 VARYING_SLOT_PNTC
, /* FS only */
232 VARYING_SLOT_TESS_LEVEL_OUTER
, /* Only appears as TCS output. */
233 VARYING_SLOT_TESS_LEVEL_INNER
, /* Only appears as TCS output. */
234 VARYING_SLOT_BOUNDING_BOX0
, /* Only appears as TCS output. */
235 VARYING_SLOT_BOUNDING_BOX1
, /* Only appears as TCS output. */
236 VARYING_SLOT_VIEW_INDEX
,
237 VARYING_SLOT_VAR0
, /* First generic varying slot */
238 /* the remaining are simply for the benefit of gl_varying_slot_name()
239 * and not to be construed as an upper bound:
275 #define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
276 #define VARYING_SLOT_PATCH0 (VARYING_SLOT_MAX)
277 #define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)
278 #define MAX_VARYINGS_INCL_PATCH (VARYING_SLOT_TESS_MAX - VARYING_SLOT_VAR0)
280 const char *gl_varying_slot_name(gl_varying_slot slot
);
283 * Bitflags for varying slots.
286 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
287 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
288 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
289 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
290 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
291 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
292 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
293 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
294 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
295 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
296 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
297 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
298 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
299 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
300 MAX_TEXTURE_COORD_UNITS)
301 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
302 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
303 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
304 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
305 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
306 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
307 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
308 #define VARYING_BIT_CULL_DIST0 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST0)
309 #define VARYING_BIT_CULL_DIST1 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST1)
310 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
311 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
312 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
313 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
314 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
315 #define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
316 #define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
317 #define VARYING_BIT_BOUNDING_BOX0 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX0)
318 #define VARYING_BIT_BOUNDING_BOX1 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX1)
319 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
323 * Bitflags for system values.
325 #define SYSTEM_BIT_SAMPLE_ID ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_ID)
326 #define SYSTEM_BIT_SAMPLE_POS ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_POS)
327 #define SYSTEM_BIT_SAMPLE_MASK_IN ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_MASK_IN)
328 #define SYSTEM_BIT_LOCAL_INVOCATION_ID ((uint64_t)1 << SYSTEM_VALUE_LOCAL_INVOCATION_ID)
331 * If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
332 * one of these values. If a NIR variable's mode is nir_var_system_value, it
333 * will be one of these values.
338 * \name System values applicable to all shaders
343 * Builtin variables added by GL_ARB_shader_ballot.
348 * From the GL_ARB_shader-ballot spec:
350 * "A sub-group is a collection of invocations which execute in lockstep.
351 * The variable <gl_SubGroupSizeARB> is the maximum number of
352 * invocations in a sub-group. The maximum <gl_SubGroupSizeARB>
353 * supported in this extension is 64."
355 * The spec defines this as a uniform. However, it's highly unlikely that
356 * implementations actually treat it as a uniform (which is loaded from a
357 * constant buffer). Most likely, this is an implementation-wide constant,
358 * or perhaps something that depends on the shader stage.
360 SYSTEM_VALUE_SUBGROUP_SIZE
,
363 * From the GL_ARB_shader_ballot spec:
365 * "The variable <gl_SubGroupInvocationARB> holds the index of the
366 * invocation within sub-group. This variable is in the range 0 to
367 * <gl_SubGroupSizeARB>-1, where <gl_SubGroupSizeARB> is the total
368 * number of invocations in a sub-group."
370 SYSTEM_VALUE_SUBGROUP_INVOCATION
,
373 * From the GL_ARB_shader_ballot spec:
375 * "The <gl_SubGroup??MaskARB> variables provide a bitmask for all
376 * invocations, with one bit per invocation starting with the least
377 * significant bit, according to the following table,
379 * variable equation for bit values
380 * -------------------- ------------------------------------
381 * gl_SubGroupEqMaskARB bit index == gl_SubGroupInvocationARB
382 * gl_SubGroupGeMaskARB bit index >= gl_SubGroupInvocationARB
383 * gl_SubGroupGtMaskARB bit index > gl_SubGroupInvocationARB
384 * gl_SubGroupLeMaskARB bit index <= gl_SubGroupInvocationARB
385 * gl_SubGroupLtMaskARB bit index < gl_SubGroupInvocationARB
387 SYSTEM_VALUE_SUBGROUP_EQ_MASK
,
388 SYSTEM_VALUE_SUBGROUP_GE_MASK
,
389 SYSTEM_VALUE_SUBGROUP_GT_MASK
,
390 SYSTEM_VALUE_SUBGROUP_LE_MASK
,
391 SYSTEM_VALUE_SUBGROUP_LT_MASK
,
397 * \name Vertex shader system values
401 * OpenGL-style vertex ID.
403 * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
404 * OpenGL 3.3 core profile spec says:
406 * "gl_VertexID holds the integer index i implicitly passed by
407 * DrawArrays or one of the other drawing commands defined in section
410 * Section 2.8.3 (Drawing Commands) of the same spec says:
412 * "The commands....are equivalent to the commands with the same base
413 * name (without the BaseVertex suffix), except that the ith element
414 * transferred by the corresponding draw call will be taken from
415 * element indices[i] + basevertex of each enabled array."
417 * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
420 * "In unextended GL, vertex shaders have inputs named gl_VertexID and
421 * gl_InstanceID, which contain, respectively the index of the vertex
422 * and instance. The value of gl_VertexID is the implicitly passed
423 * index of the vertex being processed, which includes the value of
424 * baseVertex, for those commands that accept it."
426 * gl_VertexID gets basevertex added in. This differs from DirectX where
427 * SV_VertexID does \b not get basevertex added in.
430 * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
431 * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
432 * \c SYSTEM_VALUE_BASE_VERTEX.
434 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
436 SYSTEM_VALUE_VERTEX_ID
,
439 * Instanced ID as supplied to gl_InstanceID
441 * Values assigned to gl_InstanceID always begin with zero, regardless of
442 * the value of baseinstance.
444 * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
447 * "gl_InstanceID holds the integer instance number of the current
448 * primitive in an instanced draw call (see section 10.5)."
450 * Through a big chain of pseudocode, section 10.5 describes that
451 * baseinstance is not counted by gl_InstanceID. In that section, notice
453 * "If an enabled vertex attribute array is instanced (it has a
454 * non-zero divisor as specified by VertexAttribDivisor), the element
455 * index that is transferred to the GL, for all vertices, is given by
457 * floor(instance/divisor) + baseinstance
459 * If an array corresponding to an attribute required by a vertex
460 * shader is not enabled, then the corresponding element is taken from
461 * the current attribute state (see section 10.2)."
463 * Note that baseinstance is \b not included in the value of instance.
465 SYSTEM_VALUE_INSTANCE_ID
,
468 * Vulkan InstanceIndex.
470 * InstanceIndex = gl_InstanceID + gl_BaseInstance
472 SYSTEM_VALUE_INSTANCE_INDEX
,
475 * DirectX-style vertex ID.
477 * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
478 * the value of basevertex.
480 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
482 SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
,
485 * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
488 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
490 SYSTEM_VALUE_BASE_VERTEX
,
493 * Value of \c baseinstance passed to instanced draw entry points
495 * \sa SYSTEM_VALUE_INSTANCE_ID
497 SYSTEM_VALUE_BASE_INSTANCE
,
500 * From _ARB_shader_draw_parameters:
502 * "Additionally, this extension adds a further built-in variable,
503 * gl_DrawID to the shading language. This variable contains the index
504 * of the draw currently being processed by a Multi* variant of a
505 * drawing command (such as MultiDrawElements or
506 * MultiDrawArraysIndirect)."
508 * If GL_ARB_multi_draw_indirect is not supported, this is always 0.
510 SYSTEM_VALUE_DRAW_ID
,
514 * \name Geometry shader system values
517 SYSTEM_VALUE_INVOCATION_ID
, /**< (Also in Tessellation Control shader) */
521 * \name Fragment shader system values
524 SYSTEM_VALUE_FRAG_COORD
,
525 SYSTEM_VALUE_FRONT_FACE
,
526 SYSTEM_VALUE_SAMPLE_ID
,
527 SYSTEM_VALUE_SAMPLE_POS
,
528 SYSTEM_VALUE_SAMPLE_MASK_IN
,
529 SYSTEM_VALUE_HELPER_INVOCATION
,
533 * \name Tessellation Evaluation shader system values
536 SYSTEM_VALUE_TESS_COORD
,
537 SYSTEM_VALUE_VERTICES_IN
, /**< Tessellation vertices in input patch */
538 SYSTEM_VALUE_PRIMITIVE_ID
,
539 SYSTEM_VALUE_TESS_LEVEL_OUTER
, /**< TES input */
540 SYSTEM_VALUE_TESS_LEVEL_INNER
, /**< TES input */
544 * \name Compute shader system values
547 SYSTEM_VALUE_LOCAL_INVOCATION_ID
,
548 SYSTEM_VALUE_LOCAL_INVOCATION_INDEX
,
549 SYSTEM_VALUE_GLOBAL_INVOCATION_ID
,
550 SYSTEM_VALUE_WORK_GROUP_ID
,
551 SYSTEM_VALUE_NUM_WORK_GROUPS
,
552 SYSTEM_VALUE_LOCAL_GROUP_SIZE
,
555 /** Required for VK_KHX_multiview */
556 SYSTEM_VALUE_VIEW_INDEX
,
559 * Driver internal vertex-count, used (for example) for drivers to
560 * calculate stride for stream-out outputs. Not externally visible.
562 SYSTEM_VALUE_VERTEX_CNT
,
564 SYSTEM_VALUE_MAX
/**< Number of values */
567 const char *gl_system_value_name(gl_system_value sysval
);
570 * The possible interpolation qualifiers that can be applied to a fragment
571 * shader input in GLSL.
573 * Note: INTERP_MODE_NONE must be 0 so that memsetting the
574 * ir_variable data structure to 0 causes the default behavior.
576 enum glsl_interp_mode
578 INTERP_MODE_NONE
= 0,
581 INTERP_MODE_NOPERSPECTIVE
,
582 INTERP_MODE_COUNT
/**< Number of interpolation qualifiers */
585 enum glsl_interface_packing
{
586 GLSL_INTERFACE_PACKING_STD140
,
587 GLSL_INTERFACE_PACKING_SHARED
,
588 GLSL_INTERFACE_PACKING_PACKED
,
589 GLSL_INTERFACE_PACKING_STD430
592 const char *glsl_interp_mode_name(enum glsl_interp_mode qual
);
595 * Fragment program results
599 FRAG_RESULT_DEPTH
= 0,
600 FRAG_RESULT_STENCIL
= 1,
601 /* If a single color should be written to all render targets, this
602 * register is written. No FRAG_RESULT_DATAn will be written.
604 FRAG_RESULT_COLOR
= 2,
605 FRAG_RESULT_SAMPLE_MASK
= 3,
607 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
608 * or ARB_fragment_program fragment.color[n]) color results. If
609 * any are written, FRAG_RESULT_COLOR will not be written.
610 * FRAG_RESULT_DATA1 and up are simply for the benefit of
611 * gl_frag_result_name() and not to be construed as an upper bound
613 FRAG_RESULT_DATA0
= 4,
623 const char *gl_frag_result_name(gl_frag_result result
);
625 #define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
628 * \brief Layout qualifiers for gl_FragDepth.
630 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
631 * a layout qualifier.
633 * \see enum ir_depth_layout
635 enum gl_frag_depth_layout
637 FRAG_DEPTH_LAYOUT_NONE
, /**< No layout is specified. */
638 FRAG_DEPTH_LAYOUT_ANY
,
639 FRAG_DEPTH_LAYOUT_GREATER
,
640 FRAG_DEPTH_LAYOUT_LESS
,
641 FRAG_DEPTH_LAYOUT_UNCHANGED
645 * \brief Buffer access qualifiers
647 enum gl_buffer_access_qualifier
655 * \brief Blend support qualifiers
657 enum gl_advanced_blend_mode
661 BLEND_MULTIPLY
= 0x0001,
662 BLEND_SCREEN
= 0x0002,
663 BLEND_OVERLAY
= 0x0004,
664 BLEND_DARKEN
= 0x0008,
665 BLEND_LIGHTEN
= 0x0010,
666 BLEND_COLORDODGE
= 0x0020,
667 BLEND_COLORBURN
= 0x0040,
668 BLEND_HARDLIGHT
= 0x0080,
669 BLEND_SOFTLIGHT
= 0x0100,
670 BLEND_DIFFERENCE
= 0x0200,
671 BLEND_EXCLUSION
= 0x0400,
672 BLEND_HSL_HUE
= 0x0800,
673 BLEND_HSL_SATURATION
= 0x1000,
674 BLEND_HSL_COLOR
= 0x2000,
675 BLEND_HSL_LUMINOSITY
= 0x4000,
682 TESS_SPACING_UNSPECIFIED
,
684 TESS_SPACING_FRACTIONAL_ODD
,
685 TESS_SPACING_FRACTIONAL_EVEN
,
689 * A compare function enum for use in compiler lowering passes. This is in
690 * the same order as GL's compare functions (shifted down by GL_NEVER), and is
691 * exactly the same as gallium's PIPE_FUNC_*.
699 COMPARE_FUNC_GREATER
,
700 COMPARE_FUNC_NOTEQUAL
,
709 #endif /* SHADER_ENUMS_H */