Path: blob/21.2-virgl/src/compiler/shader_enums.h
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/*1* Mesa 3-D graphics library2*3* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.4* Copyright (C) 2009 VMware, Inc. All Rights Reserved.5*6* Permission is hereby granted, free of charge, to any person obtaining a7* copy of this software and associated documentation files (the "Software"),8* to deal in the Software without restriction, including without limitation9* the rights to use, copy, modify, merge, publish, distribute, sublicense,10* and/or sell copies of the Software, and to permit persons to whom the11* Software is furnished to do so, subject to the following conditions:12*13* The above copyright notice and this permission notice shall be included14* in all copies or substantial portions of the Software.15*16* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS17* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,18* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL19* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR20* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,21* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR22* OTHER DEALINGS IN THE SOFTWARE.23*/2425#ifndef SHADER_ENUMS_H26#define SHADER_ENUMS_H2728#include <stdbool.h>2930/* Project-wide (GL and Vulkan) maximum. */31#define MAX_DRAW_BUFFERS 83233#ifdef __cplusplus34extern "C" {35#endif3637/**38* Shader stages.39*40* The order must match how shaders are ordered in the pipeline.41* The GLSL linker assumes that if i<j, then the j-th shader is42* executed later than the i-th shader.43*/44typedef enum45{46MESA_SHADER_NONE = -1,47MESA_SHADER_VERTEX = 0,48MESA_SHADER_TESS_CTRL = 1,49MESA_SHADER_TESS_EVAL = 2,50MESA_SHADER_GEOMETRY = 3,51MESA_SHADER_FRAGMENT = 4,52MESA_SHADER_COMPUTE = 5,5354/* Vulkan-only stages. */55MESA_SHADER_TASK = 6,56MESA_SHADER_MESH = 7,57MESA_SHADER_RAYGEN = 8,58MESA_SHADER_ANY_HIT = 9,59MESA_SHADER_CLOSEST_HIT = 10,60MESA_SHADER_MISS = 11,61MESA_SHADER_INTERSECTION = 12,62MESA_SHADER_CALLABLE = 13,6364/* must be last so it doesn't affect the GL pipeline */65MESA_SHADER_KERNEL = 14,66} gl_shader_stage;6768static inline bool69gl_shader_stage_is_compute(gl_shader_stage stage)70{71return stage == MESA_SHADER_COMPUTE || stage == MESA_SHADER_KERNEL;72}7374static inline bool75gl_shader_stage_uses_workgroup(gl_shader_stage stage)76{77return stage == MESA_SHADER_COMPUTE ||78stage == MESA_SHADER_KERNEL ||79stage == MESA_SHADER_TASK ||80stage == MESA_SHADER_MESH;81}8283static inline bool84gl_shader_stage_is_callable(gl_shader_stage stage)85{86return stage == MESA_SHADER_ANY_HIT ||87stage == MESA_SHADER_CLOSEST_HIT ||88stage == MESA_SHADER_MISS ||89stage == MESA_SHADER_INTERSECTION ||90stage == MESA_SHADER_CALLABLE;91}9293/**94* Number of STATE_* values we need to address any GL state.95* Used to dimension arrays.96*/97#define STATE_LENGTH 49899typedef short gl_state_index16; /* see enum gl_state_index */100101const char *gl_shader_stage_name(gl_shader_stage stage);102103/**104* Translate a gl_shader_stage to a short shader stage name for debug105* printouts and error messages.106*/107const char *_mesa_shader_stage_to_string(unsigned stage);108109/**110* Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)111* for debug printouts and error messages.112*/113const char *_mesa_shader_stage_to_abbrev(unsigned stage);114115/**116* GL related stages (not including CL)117*/118#define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)119120/**121* Vulkan stages (not including CL)122*/123#define MESA_VULKAN_SHADER_STAGES (MESA_SHADER_CALLABLE + 1)124125/**126* All stages127*/128#define MESA_ALL_SHADER_STAGES (MESA_SHADER_KERNEL + 1)129130131/**132* Indexes for vertex program attributes.133* GL_NV_vertex_program aliases generic attributes over the conventional134* attributes. In GL_ARB_vertex_program shader the aliasing is optional.135* In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the136* generic attributes are distinct/separate).137*/138typedef enum139{140VERT_ATTRIB_POS,141VERT_ATTRIB_NORMAL,142VERT_ATTRIB_COLOR0,143VERT_ATTRIB_COLOR1,144VERT_ATTRIB_FOG,145VERT_ATTRIB_COLOR_INDEX,146VERT_ATTRIB_EDGEFLAG,147VERT_ATTRIB_TEX0,148VERT_ATTRIB_TEX1,149VERT_ATTRIB_TEX2,150VERT_ATTRIB_TEX3,151VERT_ATTRIB_TEX4,152VERT_ATTRIB_TEX5,153VERT_ATTRIB_TEX6,154VERT_ATTRIB_TEX7,155VERT_ATTRIB_POINT_SIZE,156VERT_ATTRIB_GENERIC0,157VERT_ATTRIB_GENERIC1,158VERT_ATTRIB_GENERIC2,159VERT_ATTRIB_GENERIC3,160VERT_ATTRIB_GENERIC4,161VERT_ATTRIB_GENERIC5,162VERT_ATTRIB_GENERIC6,163VERT_ATTRIB_GENERIC7,164VERT_ATTRIB_GENERIC8,165VERT_ATTRIB_GENERIC9,166VERT_ATTRIB_GENERIC10,167VERT_ATTRIB_GENERIC11,168VERT_ATTRIB_GENERIC12,169VERT_ATTRIB_GENERIC13,170VERT_ATTRIB_GENERIC14,171VERT_ATTRIB_GENERIC15,172VERT_ATTRIB_MAX173} gl_vert_attrib;174175const char *gl_vert_attrib_name(gl_vert_attrib attrib);176177/**178* Max number of texture coordinate units. This mainly just applies to179* the fixed-function vertex code. This will be difficult to raise above180* eight because of various vertex attribute bitvectors.181*/182#define MAX_TEXTURE_COORD_UNITS 8183#define MAX_VERTEX_GENERIC_ATTRIBS 16184185/**186* Symbolic constats to help iterating over187* specific blocks of vertex attributes.188*189* VERT_ATTRIB_FF190* includes all fixed function attributes as well as191* the aliased GL_NV_vertex_program shader attributes.192* VERT_ATTRIB_TEX193* include the classic texture coordinate attributes.194* Is a subset of VERT_ATTRIB_FF.195* VERT_ATTRIB_GENERIC196* include the OpenGL 2.0+ GLSL generic shader attributes.197* These alias the generic GL_ARB_vertex_shader attributes.198* VERT_ATTRIB_MAT199* include the generic shader attributes used to alias200* varying material values for the TNL shader programs.201* They are located at the end of the generic attribute202* block not to overlap with the generic 0 attribute.203*/204#define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))205#define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0206207#define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))208#define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS209210#define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))211#define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS212213#define VERT_ATTRIB_MAT0 \214(VERT_ATTRIB_GENERIC_MAX - VERT_ATTRIB_MAT_MAX)215#define VERT_ATTRIB_MAT(i) \216VERT_ATTRIB_GENERIC((i) + VERT_ATTRIB_MAT0)217#define VERT_ATTRIB_MAT_MAX MAT_ATTRIB_MAX218219/**220* Bitflags for vertex attributes.221* These are used in bitfields in many places.222*/223/*@{*/224#define VERT_BIT_POS BITFIELD_BIT(VERT_ATTRIB_POS)225#define VERT_BIT_NORMAL BITFIELD_BIT(VERT_ATTRIB_NORMAL)226#define VERT_BIT_COLOR0 BITFIELD_BIT(VERT_ATTRIB_COLOR0)227#define VERT_BIT_COLOR1 BITFIELD_BIT(VERT_ATTRIB_COLOR1)228#define VERT_BIT_FOG BITFIELD_BIT(VERT_ATTRIB_FOG)229#define VERT_BIT_COLOR_INDEX BITFIELD_BIT(VERT_ATTRIB_COLOR_INDEX)230#define VERT_BIT_EDGEFLAG BITFIELD_BIT(VERT_ATTRIB_EDGEFLAG)231#define VERT_BIT_TEX0 BITFIELD_BIT(VERT_ATTRIB_TEX0)232#define VERT_BIT_TEX1 BITFIELD_BIT(VERT_ATTRIB_TEX1)233#define VERT_BIT_TEX2 BITFIELD_BIT(VERT_ATTRIB_TEX2)234#define VERT_BIT_TEX3 BITFIELD_BIT(VERT_ATTRIB_TEX3)235#define VERT_BIT_TEX4 BITFIELD_BIT(VERT_ATTRIB_TEX4)236#define VERT_BIT_TEX5 BITFIELD_BIT(VERT_ATTRIB_TEX5)237#define VERT_BIT_TEX6 BITFIELD_BIT(VERT_ATTRIB_TEX6)238#define VERT_BIT_TEX7 BITFIELD_BIT(VERT_ATTRIB_TEX7)239#define VERT_BIT_POINT_SIZE BITFIELD_BIT(VERT_ATTRIB_POINT_SIZE)240#define VERT_BIT_GENERIC0 BITFIELD_BIT(VERT_ATTRIB_GENERIC0)241242#define VERT_BIT(i) BITFIELD_BIT(i)243#define VERT_BIT_ALL BITFIELD_RANGE(0, VERT_ATTRIB_MAX)244245#define VERT_BIT_FF(i) VERT_BIT(i)246#define VERT_BIT_FF_ALL BITFIELD_RANGE(0, VERT_ATTRIB_FF_MAX)247#define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))248#define VERT_BIT_TEX_ALL \249BITFIELD_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)250251#define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))252#define VERT_BIT_GENERIC_ALL \253BITFIELD_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)254255#define VERT_BIT_MAT(i) VERT_BIT(VERT_ATTRIB_MAT(i))256#define VERT_BIT_MAT_ALL \257BITFIELD_RANGE(VERT_ATTRIB_MAT(0), VERT_ATTRIB_MAT_MAX)258/*@}*/259260#define MAX_VARYING 32 /**< number of float[4] vectors */261262/**263* Indexes for vertex shader outputs, geometry shader inputs/outputs, and264* fragment shader inputs.265*266* Note that some of these values are not available to all pipeline stages.267*268* When this enum is updated, the following code must be updated too:269* - vertResults (in prog_print.c's arb_output_attrib_string())270* - fragAttribs (in prog_print.c's arb_input_attrib_string())271* - _mesa_varying_slot_in_fs()272* - _mesa_varying_slot_name_for_stage()273*/274typedef enum275{276VARYING_SLOT_POS,277VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */278VARYING_SLOT_COL1,279VARYING_SLOT_FOGC,280VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */281VARYING_SLOT_TEX1,282VARYING_SLOT_TEX2,283VARYING_SLOT_TEX3,284VARYING_SLOT_TEX4,285VARYING_SLOT_TEX5,286VARYING_SLOT_TEX6,287VARYING_SLOT_TEX7,288VARYING_SLOT_PSIZ, /* Does not appear in FS */289VARYING_SLOT_BFC0, /* Does not appear in FS */290VARYING_SLOT_BFC1, /* Does not appear in FS */291VARYING_SLOT_EDGE, /* Does not appear in FS */292VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */293VARYING_SLOT_CLIP_DIST0,294VARYING_SLOT_CLIP_DIST1,295VARYING_SLOT_CULL_DIST0,296VARYING_SLOT_CULL_DIST1,297VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */298VARYING_SLOT_LAYER, /* Appears as VS or GS output */299VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */300VARYING_SLOT_FACE, /* FS only */301VARYING_SLOT_PNTC, /* FS only */302VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */303VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */304VARYING_SLOT_BOUNDING_BOX0, /* Only appears as TCS output. */305VARYING_SLOT_BOUNDING_BOX1, /* Only appears as TCS output. */306VARYING_SLOT_VIEW_INDEX,307VARYING_SLOT_VIEWPORT_MASK, /* Does not appear in FS */308VARYING_SLOT_PRIMITIVE_SHADING_RATE = VARYING_SLOT_FACE, /* Does not appear in FS. */309VARYING_SLOT_VAR0 = 32, /* First generic varying slot */310/* the remaining are simply for the benefit of gl_varying_slot_name()311* and not to be construed as an upper bound:312*/313VARYING_SLOT_VAR1,314VARYING_SLOT_VAR2,315VARYING_SLOT_VAR3,316VARYING_SLOT_VAR4,317VARYING_SLOT_VAR5,318VARYING_SLOT_VAR6,319VARYING_SLOT_VAR7,320VARYING_SLOT_VAR8,321VARYING_SLOT_VAR9,322VARYING_SLOT_VAR10,323VARYING_SLOT_VAR11,324VARYING_SLOT_VAR12,325VARYING_SLOT_VAR13,326VARYING_SLOT_VAR14,327VARYING_SLOT_VAR15,328VARYING_SLOT_VAR16,329VARYING_SLOT_VAR17,330VARYING_SLOT_VAR18,331VARYING_SLOT_VAR19,332VARYING_SLOT_VAR20,333VARYING_SLOT_VAR21,334VARYING_SLOT_VAR22,335VARYING_SLOT_VAR23,336VARYING_SLOT_VAR24,337VARYING_SLOT_VAR25,338VARYING_SLOT_VAR26,339VARYING_SLOT_VAR27,340VARYING_SLOT_VAR28,341VARYING_SLOT_VAR29,342VARYING_SLOT_VAR30,343VARYING_SLOT_VAR31,344/* Per-patch varyings for tessellation. */345VARYING_SLOT_PATCH0,346VARYING_SLOT_PATCH1,347VARYING_SLOT_PATCH2,348VARYING_SLOT_PATCH3,349VARYING_SLOT_PATCH4,350VARYING_SLOT_PATCH5,351VARYING_SLOT_PATCH6,352VARYING_SLOT_PATCH7,353VARYING_SLOT_PATCH8,354VARYING_SLOT_PATCH9,355VARYING_SLOT_PATCH10,356VARYING_SLOT_PATCH11,357VARYING_SLOT_PATCH12,358VARYING_SLOT_PATCH13,359VARYING_SLOT_PATCH14,360VARYING_SLOT_PATCH15,361VARYING_SLOT_PATCH16,362VARYING_SLOT_PATCH17,363VARYING_SLOT_PATCH18,364VARYING_SLOT_PATCH19,365VARYING_SLOT_PATCH20,366VARYING_SLOT_PATCH21,367VARYING_SLOT_PATCH22,368VARYING_SLOT_PATCH23,369VARYING_SLOT_PATCH24,370VARYING_SLOT_PATCH25,371VARYING_SLOT_PATCH26,372VARYING_SLOT_PATCH27,373VARYING_SLOT_PATCH28,374VARYING_SLOT_PATCH29,375VARYING_SLOT_PATCH30,376VARYING_SLOT_PATCH31,377/* 32 16-bit vec4 slots packed in 16 32-bit vec4 slots for GLES/mediump.378* They are really just additional generic slots used for 16-bit data to379* prevent conflicts between neighboring mediump and non-mediump varyings380* that can't be packed without breaking one or the other, which is381* a limitation of separate shaders. This allows linking shaders in 32 bits382* and then get an optimally packed 16-bit varyings by remapping the IO383* locations to these slots. The remapping can also be undone trivially.384*385* nir_io_semantics::high_16bit determines which half of the slot is386* accessed. The low and high halves share the same IO "base" number.387* Drivers can treat these as 32-bit slots everywhere except for FP16388* interpolation.389*/390VARYING_SLOT_VAR0_16BIT,391VARYING_SLOT_VAR1_16BIT,392VARYING_SLOT_VAR2_16BIT,393VARYING_SLOT_VAR3_16BIT,394VARYING_SLOT_VAR4_16BIT,395VARYING_SLOT_VAR5_16BIT,396VARYING_SLOT_VAR6_16BIT,397VARYING_SLOT_VAR7_16BIT,398VARYING_SLOT_VAR8_16BIT,399VARYING_SLOT_VAR9_16BIT,400VARYING_SLOT_VAR10_16BIT,401VARYING_SLOT_VAR11_16BIT,402VARYING_SLOT_VAR12_16BIT,403VARYING_SLOT_VAR13_16BIT,404VARYING_SLOT_VAR14_16BIT,405VARYING_SLOT_VAR15_16BIT,406407NUM_TOTAL_VARYING_SLOTS,408} gl_varying_slot;409410411#define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)412#define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)413#define MAX_VARYINGS_INCL_PATCH (VARYING_SLOT_TESS_MAX - VARYING_SLOT_VAR0)414415const char *gl_varying_slot_name_for_stage(gl_varying_slot slot,416gl_shader_stage stage);417418419/**420* Bitflags for varying slots.421*/422/*@{*/423#define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)424#define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)425#define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)426#define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)427#define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)428#define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)429#define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)430#define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)431#define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)432#define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)433#define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)434#define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)435#define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))436#define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \437MAX_TEXTURE_COORD_UNITS)438#define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)439#define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)440#define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)441#define VARYING_BITS_COLOR (VARYING_BIT_COL0 | \442VARYING_BIT_COL1 | \443VARYING_BIT_BFC0 | \444VARYING_BIT_BFC1)445#define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)446#define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)447#define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)448#define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)449#define VARYING_BIT_CULL_DIST0 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST0)450#define VARYING_BIT_CULL_DIST1 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST1)451#define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)452#define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)453#define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)454#define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)455#define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)456#define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)457#define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)458#define VARYING_BIT_BOUNDING_BOX0 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX0)459#define VARYING_BIT_BOUNDING_BOX1 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX1)460#define VARYING_BIT_VIEWPORT_MASK BITFIELD64_BIT(VARYING_SLOT_VIEWPORT_MASK)461#define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))462/*@}*/463464/**465* If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be466* one of these values. If a NIR variable's mode is nir_var_system_value, it467* will be one of these values.468*/469typedef enum470{471/**472* \name System values applicable to all shaders473*/474/*@{*/475476/**477* Builtin variables added by GL_ARB_shader_ballot.478*/479/*@{*/480481/**482* From the GL_ARB_shader-ballot spec:483*484* "A sub-group is a collection of invocations which execute in lockstep.485* The variable <gl_SubGroupSizeARB> is the maximum number of486* invocations in a sub-group. The maximum <gl_SubGroupSizeARB>487* supported in this extension is 64."488*489* The spec defines this as a uniform. However, it's highly unlikely that490* implementations actually treat it as a uniform (which is loaded from a491* constant buffer). Most likely, this is an implementation-wide constant,492* or perhaps something that depends on the shader stage.493*/494SYSTEM_VALUE_SUBGROUP_SIZE,495496/**497* From the GL_ARB_shader_ballot spec:498*499* "The variable <gl_SubGroupInvocationARB> holds the index of the500* invocation within sub-group. This variable is in the range 0 to501* <gl_SubGroupSizeARB>-1, where <gl_SubGroupSizeARB> is the total502* number of invocations in a sub-group."503*/504SYSTEM_VALUE_SUBGROUP_INVOCATION,505506/**507* From the GL_ARB_shader_ballot spec:508*509* "The <gl_SubGroup??MaskARB> variables provide a bitmask for all510* invocations, with one bit per invocation starting with the least511* significant bit, according to the following table,512*513* variable equation for bit values514* -------------------- ------------------------------------515* gl_SubGroupEqMaskARB bit index == gl_SubGroupInvocationARB516* gl_SubGroupGeMaskARB bit index >= gl_SubGroupInvocationARB517* gl_SubGroupGtMaskARB bit index > gl_SubGroupInvocationARB518* gl_SubGroupLeMaskARB bit index <= gl_SubGroupInvocationARB519* gl_SubGroupLtMaskARB bit index < gl_SubGroupInvocationARB520*/521SYSTEM_VALUE_SUBGROUP_EQ_MASK,522SYSTEM_VALUE_SUBGROUP_GE_MASK,523SYSTEM_VALUE_SUBGROUP_GT_MASK,524SYSTEM_VALUE_SUBGROUP_LE_MASK,525SYSTEM_VALUE_SUBGROUP_LT_MASK,526/*@}*/527528/**529* Builtin variables added by VK_KHR_subgroups530*/531/*@{*/532SYSTEM_VALUE_NUM_SUBGROUPS,533SYSTEM_VALUE_SUBGROUP_ID,534/*@}*/535536/*@}*/537538/**539* \name Vertex shader system values540*/541/*@{*/542/**543* OpenGL-style vertex ID.544*545* Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the546* OpenGL 3.3 core profile spec says:547*548* "gl_VertexID holds the integer index i implicitly passed by549* DrawArrays or one of the other drawing commands defined in section550* 2.8.3."551*552* Section 2.8.3 (Drawing Commands) of the same spec says:553*554* "The commands....are equivalent to the commands with the same base555* name (without the BaseVertex suffix), except that the ith element556* transferred by the corresponding draw call will be taken from557* element indices[i] + basevertex of each enabled array."558*559* Additionally, the overview in the GL_ARB_shader_draw_parameters spec560* says:561*562* "In unextended GL, vertex shaders have inputs named gl_VertexID and563* gl_InstanceID, which contain, respectively the index of the vertex564* and instance. The value of gl_VertexID is the implicitly passed565* index of the vertex being processed, which includes the value of566* baseVertex, for those commands that accept it."567*568* gl_VertexID gets basevertex added in. This differs from DirectX where569* SV_VertexID does \b not get basevertex added in.570*571* \note572* If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be573* equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus574* \c SYSTEM_VALUE_BASE_VERTEX.575*576* \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX577*/578SYSTEM_VALUE_VERTEX_ID,579580/**581* Instanced ID as supplied to gl_InstanceID582*583* Values assigned to gl_InstanceID always begin with zero, regardless of584* the value of baseinstance.585*586* Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec587* says:588*589* "gl_InstanceID holds the integer instance number of the current590* primitive in an instanced draw call (see section 10.5)."591*592* Through a big chain of pseudocode, section 10.5 describes that593* baseinstance is not counted by gl_InstanceID. In that section, notice594*595* "If an enabled vertex attribute array is instanced (it has a596* non-zero divisor as specified by VertexAttribDivisor), the element597* index that is transferred to the GL, for all vertices, is given by598*599* floor(instance/divisor) + baseinstance600*601* If an array corresponding to an attribute required by a vertex602* shader is not enabled, then the corresponding element is taken from603* the current attribute state (see section 10.2)."604*605* Note that baseinstance is \b not included in the value of instance.606*/607SYSTEM_VALUE_INSTANCE_ID,608609/**610* Vulkan InstanceIndex.611*612* InstanceIndex = gl_InstanceID + gl_BaseInstance613*/614SYSTEM_VALUE_INSTANCE_INDEX,615616/**617* DirectX-style vertex ID.618*619* Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include620* the value of basevertex.621*622* \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX623*/624SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,625626/**627* Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar628* functions.629*630* \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE631*/632SYSTEM_VALUE_BASE_VERTEX,633634/**635* Depending on the type of the draw call (indexed or non-indexed),636* is the value of \c basevertex passed to \c glDrawElementsBaseVertex and637* similar, or is the value of \c first passed to \c glDrawArrays and638* similar.639*640* \note641* It can be used to calculate the \c SYSTEM_VALUE_VERTEX_ID as642* \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus \c SYSTEM_VALUE_FIRST_VERTEX.643*644* \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_VERTEX_ID645*/646SYSTEM_VALUE_FIRST_VERTEX,647648/**649* If the Draw command used to start the rendering was an indexed draw650* or not (~0/0). Useful to calculate \c SYSTEM_VALUE_BASE_VERTEX as651* \c SYSTEM_VALUE_IS_INDEXED_DRAW & \c SYSTEM_VALUE_FIRST_VERTEX.652*/653SYSTEM_VALUE_IS_INDEXED_DRAW,654655/**656* Value of \c baseinstance passed to instanced draw entry points657*658* \sa SYSTEM_VALUE_INSTANCE_ID659*/660SYSTEM_VALUE_BASE_INSTANCE,661662/**663* From _ARB_shader_draw_parameters:664*665* "Additionally, this extension adds a further built-in variable,666* gl_DrawID to the shading language. This variable contains the index667* of the draw currently being processed by a Multi* variant of a668* drawing command (such as MultiDrawElements or669* MultiDrawArraysIndirect)."670*671* If GL_ARB_multi_draw_indirect is not supported, this is always 0.672*/673SYSTEM_VALUE_DRAW_ID,674/*@}*/675676/**677* \name Geometry shader system values678*/679/*@{*/680SYSTEM_VALUE_INVOCATION_ID, /**< (Also in Tessellation Control shader) */681/*@}*/682683/**684* \name Fragment shader system values685*/686/*@{*/687SYSTEM_VALUE_FRAG_COORD,688SYSTEM_VALUE_POINT_COORD,689SYSTEM_VALUE_LINE_COORD, /**< Coord along axis perpendicular to line */690SYSTEM_VALUE_FRONT_FACE,691SYSTEM_VALUE_SAMPLE_ID,692SYSTEM_VALUE_SAMPLE_POS,693SYSTEM_VALUE_SAMPLE_MASK_IN,694SYSTEM_VALUE_HELPER_INVOCATION,695SYSTEM_VALUE_COLOR0,696SYSTEM_VALUE_COLOR1,697/*@}*/698699/**700* \name Tessellation Evaluation shader system values701*/702/*@{*/703SYSTEM_VALUE_TESS_COORD,704SYSTEM_VALUE_VERTICES_IN, /**< Tessellation vertices in input patch */705SYSTEM_VALUE_PRIMITIVE_ID,706SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */707SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */708SYSTEM_VALUE_TESS_LEVEL_OUTER_DEFAULT, /**< TCS input for passthru TCS */709SYSTEM_VALUE_TESS_LEVEL_INNER_DEFAULT, /**< TCS input for passthru TCS */710/*@}*/711712/**713* \name Compute shader system values714*/715/*@{*/716SYSTEM_VALUE_LOCAL_INVOCATION_ID,717SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,718SYSTEM_VALUE_GLOBAL_INVOCATION_ID,719SYSTEM_VALUE_BASE_GLOBAL_INVOCATION_ID,720SYSTEM_VALUE_GLOBAL_INVOCATION_INDEX,721SYSTEM_VALUE_WORKGROUP_ID,722SYSTEM_VALUE_NUM_WORKGROUPS,723SYSTEM_VALUE_WORKGROUP_SIZE,724SYSTEM_VALUE_GLOBAL_GROUP_SIZE,725SYSTEM_VALUE_WORK_DIM,726SYSTEM_VALUE_USER_DATA_AMD,727/*@}*/728729/** Required for VK_KHR_device_group */730SYSTEM_VALUE_DEVICE_INDEX,731732/** Required for VK_KHX_multiview */733SYSTEM_VALUE_VIEW_INDEX,734735/**736* Driver internal vertex-count, used (for example) for drivers to737* calculate stride for stream-out outputs. Not externally visible.738*/739SYSTEM_VALUE_VERTEX_CNT,740741/**742* Required for AMD_shader_explicit_vertex_parameter and also used for743* varying-fetch instructions.744*745* The _SIZE value is "primitive size", used to scale i/j in primitive746* space to pixel space.747*/748SYSTEM_VALUE_BARYCENTRIC_PERSP_PIXEL,749SYSTEM_VALUE_BARYCENTRIC_PERSP_SAMPLE,750SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTROID,751SYSTEM_VALUE_BARYCENTRIC_PERSP_SIZE,752SYSTEM_VALUE_BARYCENTRIC_LINEAR_PIXEL,753SYSTEM_VALUE_BARYCENTRIC_LINEAR_CENTROID,754SYSTEM_VALUE_BARYCENTRIC_LINEAR_SAMPLE,755SYSTEM_VALUE_BARYCENTRIC_PULL_MODEL,756757/**758* \name Ray tracing shader system values759*/760/*@{*/761SYSTEM_VALUE_RAY_LAUNCH_ID,762SYSTEM_VALUE_RAY_LAUNCH_SIZE,763SYSTEM_VALUE_RAY_WORLD_ORIGIN,764SYSTEM_VALUE_RAY_WORLD_DIRECTION,765SYSTEM_VALUE_RAY_OBJECT_ORIGIN,766SYSTEM_VALUE_RAY_OBJECT_DIRECTION,767SYSTEM_VALUE_RAY_T_MIN,768SYSTEM_VALUE_RAY_T_MAX,769SYSTEM_VALUE_RAY_OBJECT_TO_WORLD,770SYSTEM_VALUE_RAY_WORLD_TO_OBJECT,771SYSTEM_VALUE_RAY_HIT_KIND,772SYSTEM_VALUE_RAY_FLAGS,773SYSTEM_VALUE_RAY_GEOMETRY_INDEX,774SYSTEM_VALUE_RAY_INSTANCE_CUSTOM_INDEX,775/*@}*/776777/**778* IR3 specific geometry shader and tesselation control shader system779* values that packs invocation id, thread id and vertex id. Having this780* as a nir level system value lets us do the unpacking in nir.781*/782SYSTEM_VALUE_GS_HEADER_IR3,783SYSTEM_VALUE_TCS_HEADER_IR3,784785/**786* Fragment shading rate used for KHR_fragment_shading_rate (Vulkan).787*/788SYSTEM_VALUE_FRAG_SHADING_RATE,789790SYSTEM_VALUE_MAX /**< Number of values */791} gl_system_value;792793const char *gl_system_value_name(gl_system_value sysval);794795/**796* The possible interpolation qualifiers that can be applied to a fragment797* shader input in GLSL.798*799* Note: INTERP_MODE_NONE must be 0 so that memsetting the800* ir_variable data structure to 0 causes the default behavior.801*/802enum glsl_interp_mode803{804INTERP_MODE_NONE = 0,805INTERP_MODE_SMOOTH,806INTERP_MODE_FLAT,807INTERP_MODE_NOPERSPECTIVE,808INTERP_MODE_EXPLICIT,809INTERP_MODE_COLOR, /**< glShadeModel determines the interp mode */810INTERP_MODE_COUNT /**< Number of interpolation qualifiers */811};812813enum glsl_interface_packing {814GLSL_INTERFACE_PACKING_STD140,815GLSL_INTERFACE_PACKING_SHARED,816GLSL_INTERFACE_PACKING_PACKED,817GLSL_INTERFACE_PACKING_STD430818};819820const char *glsl_interp_mode_name(enum glsl_interp_mode qual);821822/**823* Fragment program results824*/825typedef enum826{827FRAG_RESULT_DEPTH = 0,828FRAG_RESULT_STENCIL = 1,829/* If a single color should be written to all render targets, this830* register is written. No FRAG_RESULT_DATAn will be written.831*/832FRAG_RESULT_COLOR = 2,833FRAG_RESULT_SAMPLE_MASK = 3,834835/* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]836* or ARB_fragment_program fragment.color[n]) color results. If837* any are written, FRAG_RESULT_COLOR will not be written.838* FRAG_RESULT_DATA1 and up are simply for the benefit of839* gl_frag_result_name() and not to be construed as an upper bound840*/841FRAG_RESULT_DATA0 = 4,842FRAG_RESULT_DATA1,843FRAG_RESULT_DATA2,844FRAG_RESULT_DATA3,845FRAG_RESULT_DATA4,846FRAG_RESULT_DATA5,847FRAG_RESULT_DATA6,848FRAG_RESULT_DATA7,849} gl_frag_result;850851const char *gl_frag_result_name(gl_frag_result result);852853#define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)854855/**856* \brief Layout qualifiers for gl_FragDepth.857*858* Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with859* a layout qualifier.860*861* \see enum ir_depth_layout862*/863enum gl_frag_depth_layout864{865FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */866FRAG_DEPTH_LAYOUT_ANY,867FRAG_DEPTH_LAYOUT_GREATER,868FRAG_DEPTH_LAYOUT_LESS,869FRAG_DEPTH_LAYOUT_UNCHANGED870};871872/**873* \brief Buffer access qualifiers874*/875enum gl_access_qualifier876{877ACCESS_COHERENT = (1 << 0),878ACCESS_RESTRICT = (1 << 1),879ACCESS_VOLATILE = (1 << 2),880881/* The memory used by the access/variable is not read. */882ACCESS_NON_READABLE = (1 << 3),883884/* The memory used by the access/variable is not written. */885ACCESS_NON_WRITEABLE = (1 << 4),886887/** The access may use a non-uniform buffer or image index */888ACCESS_NON_UNIFORM = (1 << 5),889890/* This has the same semantics as NIR_INTRINSIC_CAN_REORDER, only to be891* used with loads. In other words, it means that the load can be892* arbitrarily reordered, or combined with other loads to the same address.893* It is implied by ACCESS_NON_WRITEABLE and a lack of ACCESS_VOLATILE.894*/895ACCESS_CAN_REORDER = (1 << 6),896897/** Use as little cache space as possible. */898ACCESS_STREAM_CACHE_POLICY = (1 << 7),899};900901/**902* \brief Blend support qualifiers903*/904enum gl_advanced_blend_mode905{906BLEND_NONE = 0,907BLEND_MULTIPLY,908BLEND_SCREEN,909BLEND_OVERLAY,910BLEND_DARKEN,911BLEND_LIGHTEN,912BLEND_COLORDODGE,913BLEND_COLORBURN,914BLEND_HARDLIGHT,915BLEND_SOFTLIGHT,916BLEND_DIFFERENCE,917BLEND_EXCLUSION,918BLEND_HSL_HUE,919BLEND_HSL_SATURATION,920BLEND_HSL_COLOR,921BLEND_HSL_LUMINOSITY,922};923924enum blend_func925{926BLEND_FUNC_ADD,927BLEND_FUNC_SUBTRACT,928BLEND_FUNC_REVERSE_SUBTRACT,929BLEND_FUNC_MIN,930BLEND_FUNC_MAX,931};932933enum blend_factor934{935BLEND_FACTOR_ZERO,936BLEND_FACTOR_SRC_COLOR,937BLEND_FACTOR_SRC1_COLOR,938BLEND_FACTOR_DST_COLOR,939BLEND_FACTOR_SRC_ALPHA,940BLEND_FACTOR_SRC1_ALPHA,941BLEND_FACTOR_DST_ALPHA,942BLEND_FACTOR_CONSTANT_COLOR,943BLEND_FACTOR_CONSTANT_ALPHA,944BLEND_FACTOR_SRC_ALPHA_SATURATE,945};946947enum gl_tess_spacing948{949TESS_SPACING_UNSPECIFIED,950TESS_SPACING_EQUAL,951TESS_SPACING_FRACTIONAL_ODD,952TESS_SPACING_FRACTIONAL_EVEN,953};954955/**956* A compare function enum for use in compiler lowering passes. This is in957* the same order as GL's compare functions (shifted down by GL_NEVER), and is958* exactly the same as gallium's PIPE_FUNC_*.959*/960enum compare_func961{962COMPARE_FUNC_NEVER,963COMPARE_FUNC_LESS,964COMPARE_FUNC_EQUAL,965COMPARE_FUNC_LEQUAL,966COMPARE_FUNC_GREATER,967COMPARE_FUNC_NOTEQUAL,968COMPARE_FUNC_GEQUAL,969COMPARE_FUNC_ALWAYS,970};971972/**973* Arrangements for grouping invocations from NV_compute_shader_derivatives.974*975* The extension provides new layout qualifiers that support two different976* arrangements of compute shader invocations for the purpose of derivative977* computation. When specifying978*979* layout(derivative_group_quadsNV) in;980*981* compute shader invocations are grouped into 2x2x1 arrays whose four local982* invocation ID values follow the pattern:983*984* +-----------------+------------------+985* | (2x+0, 2y+0, z) | (2x+1, 2y+0, z) |986* +-----------------+------------------+987* | (2x+0, 2y+1, z) | (2x+1, 2y+1, z) |988* +-----------------+------------------+989*990* where Y increases from bottom to top. When specifying991*992* layout(derivative_group_linearNV) in;993*994* compute shader invocations are grouped into 2x2x1 arrays whose four local995* invocation index values follow the pattern:996*997* +------+------+998* | 4n+0 | 4n+1 |999* +------+------+1000* | 4n+2 | 4n+3 |1001* +------+------+1002*1003* If neither layout qualifier is specified, derivatives in compute shaders1004* return zero, which is consistent with the handling of built-in texture1005* functions like texture() in GLSL 4.50 compute shaders.1006*/1007enum gl_derivative_group {1008DERIVATIVE_GROUP_NONE = 0,1009DERIVATIVE_GROUP_QUADS,1010DERIVATIVE_GROUP_LINEAR,1011};10121013enum float_controls1014{1015FLOAT_CONTROLS_DEFAULT_FLOAT_CONTROL_MODE = 0x0000,1016FLOAT_CONTROLS_DENORM_PRESERVE_FP16 = 0x0001,1017FLOAT_CONTROLS_DENORM_PRESERVE_FP32 = 0x0002,1018FLOAT_CONTROLS_DENORM_PRESERVE_FP64 = 0x0004,1019FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP16 = 0x0008,1020FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP32 = 0x0010,1021FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP64 = 0x0020,1022FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP16 = 0x0040,1023FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP32 = 0x0080,1024FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP64 = 0x0100,1025FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP16 = 0x0200,1026FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP32 = 0x0400,1027FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP64 = 0x0800,1028FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP16 = 0x1000,1029FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP32 = 0x2000,1030FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP64 = 0x4000,1031};10321033/**1034* Enums to describe sampler properties used by OpenCL's inline constant samplers.1035* These values match the meanings described in the SPIR-V spec.1036*/1037enum cl_sampler_addressing_mode {1038SAMPLER_ADDRESSING_MODE_NONE = 0,1039SAMPLER_ADDRESSING_MODE_CLAMP_TO_EDGE = 1,1040SAMPLER_ADDRESSING_MODE_CLAMP = 2,1041SAMPLER_ADDRESSING_MODE_REPEAT = 3,1042SAMPLER_ADDRESSING_MODE_REPEAT_MIRRORED = 4,1043};10441045enum cl_sampler_filter_mode {1046SAMPLER_FILTER_MODE_NEAREST = 0,1047SAMPLER_FILTER_MODE_LINEAR = 1,1048};10491050#ifdef __cplusplus1051} /* extern "C" */1052#endif10531054#endif /* SHADER_ENUMS_H */105510561057