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GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/compiler/shader_enums.h
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/*
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* Mesa 3-D graphics library
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*
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* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
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* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef SHADER_ENUMS_H
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#define SHADER_ENUMS_H
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#include <stdbool.h>
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/* Project-wide (GL and Vulkan) maximum. */
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#define MAX_DRAW_BUFFERS 8
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* Shader stages.
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*
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* The order must match how shaders are ordered in the pipeline.
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* The GLSL linker assumes that if i<j, then the j-th shader is
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* executed later than the i-th shader.
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*/
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typedef enum
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{
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MESA_SHADER_NONE = -1,
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MESA_SHADER_VERTEX = 0,
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MESA_SHADER_TESS_CTRL = 1,
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MESA_SHADER_TESS_EVAL = 2,
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MESA_SHADER_GEOMETRY = 3,
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MESA_SHADER_FRAGMENT = 4,
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MESA_SHADER_COMPUTE = 5,
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/* Vulkan-only stages. */
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MESA_SHADER_TASK = 6,
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MESA_SHADER_MESH = 7,
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MESA_SHADER_RAYGEN = 8,
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MESA_SHADER_ANY_HIT = 9,
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MESA_SHADER_CLOSEST_HIT = 10,
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MESA_SHADER_MISS = 11,
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MESA_SHADER_INTERSECTION = 12,
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MESA_SHADER_CALLABLE = 13,
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/* must be last so it doesn't affect the GL pipeline */
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MESA_SHADER_KERNEL = 14,
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} gl_shader_stage;
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static inline bool
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gl_shader_stage_is_compute(gl_shader_stage stage)
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{
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return stage == MESA_SHADER_COMPUTE || stage == MESA_SHADER_KERNEL;
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}
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static inline bool
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gl_shader_stage_uses_workgroup(gl_shader_stage stage)
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{
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return stage == MESA_SHADER_COMPUTE ||
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stage == MESA_SHADER_KERNEL ||
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stage == MESA_SHADER_TASK ||
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stage == MESA_SHADER_MESH;
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}
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static inline bool
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gl_shader_stage_is_callable(gl_shader_stage stage)
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{
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return stage == MESA_SHADER_ANY_HIT ||
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stage == MESA_SHADER_CLOSEST_HIT ||
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stage == MESA_SHADER_MISS ||
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stage == MESA_SHADER_INTERSECTION ||
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stage == MESA_SHADER_CALLABLE;
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}
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/**
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* Number of STATE_* values we need to address any GL state.
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* Used to dimension arrays.
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*/
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#define STATE_LENGTH 4
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typedef short gl_state_index16; /* see enum gl_state_index */
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const char *gl_shader_stage_name(gl_shader_stage stage);
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/**
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* Translate a gl_shader_stage to a short shader stage name for debug
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* printouts and error messages.
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*/
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const char *_mesa_shader_stage_to_string(unsigned stage);
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/**
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* Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
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* for debug printouts and error messages.
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*/
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const char *_mesa_shader_stage_to_abbrev(unsigned stage);
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/**
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* GL related stages (not including CL)
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*/
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#define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
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/**
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* Vulkan stages (not including CL)
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*/
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#define MESA_VULKAN_SHADER_STAGES (MESA_SHADER_CALLABLE + 1)
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/**
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* All stages
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*/
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#define MESA_ALL_SHADER_STAGES (MESA_SHADER_KERNEL + 1)
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/**
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* Indexes for vertex program attributes.
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* GL_NV_vertex_program aliases generic attributes over the conventional
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* attributes. In GL_ARB_vertex_program shader the aliasing is optional.
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* In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
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* generic attributes are distinct/separate).
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*/
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typedef enum
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{
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VERT_ATTRIB_POS,
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VERT_ATTRIB_NORMAL,
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VERT_ATTRIB_COLOR0,
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VERT_ATTRIB_COLOR1,
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VERT_ATTRIB_FOG,
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VERT_ATTRIB_COLOR_INDEX,
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VERT_ATTRIB_EDGEFLAG,
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VERT_ATTRIB_TEX0,
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VERT_ATTRIB_TEX1,
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VERT_ATTRIB_TEX2,
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VERT_ATTRIB_TEX3,
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VERT_ATTRIB_TEX4,
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VERT_ATTRIB_TEX5,
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VERT_ATTRIB_TEX6,
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VERT_ATTRIB_TEX7,
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VERT_ATTRIB_POINT_SIZE,
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VERT_ATTRIB_GENERIC0,
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VERT_ATTRIB_GENERIC1,
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VERT_ATTRIB_GENERIC2,
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VERT_ATTRIB_GENERIC3,
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VERT_ATTRIB_GENERIC4,
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VERT_ATTRIB_GENERIC5,
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VERT_ATTRIB_GENERIC6,
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VERT_ATTRIB_GENERIC7,
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VERT_ATTRIB_GENERIC8,
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VERT_ATTRIB_GENERIC9,
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VERT_ATTRIB_GENERIC10,
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VERT_ATTRIB_GENERIC11,
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VERT_ATTRIB_GENERIC12,
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VERT_ATTRIB_GENERIC13,
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VERT_ATTRIB_GENERIC14,
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VERT_ATTRIB_GENERIC15,
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VERT_ATTRIB_MAX
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} gl_vert_attrib;
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const char *gl_vert_attrib_name(gl_vert_attrib attrib);
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/**
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* Max number of texture coordinate units. This mainly just applies to
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* the fixed-function vertex code. This will be difficult to raise above
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* eight because of various vertex attribute bitvectors.
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*/
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#define MAX_TEXTURE_COORD_UNITS 8
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#define MAX_VERTEX_GENERIC_ATTRIBS 16
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/**
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* Symbolic constats to help iterating over
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* specific blocks of vertex attributes.
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*
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* VERT_ATTRIB_FF
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* includes all fixed function attributes as well as
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* the aliased GL_NV_vertex_program shader attributes.
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* VERT_ATTRIB_TEX
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* include the classic texture coordinate attributes.
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* Is a subset of VERT_ATTRIB_FF.
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* VERT_ATTRIB_GENERIC
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* include the OpenGL 2.0+ GLSL generic shader attributes.
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* These alias the generic GL_ARB_vertex_shader attributes.
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* VERT_ATTRIB_MAT
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* include the generic shader attributes used to alias
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* varying material values for the TNL shader programs.
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* They are located at the end of the generic attribute
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* block not to overlap with the generic 0 attribute.
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*/
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#define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
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#define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
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#define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
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#define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
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#define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
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#define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
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#define VERT_ATTRIB_MAT0 \
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(VERT_ATTRIB_GENERIC_MAX - VERT_ATTRIB_MAT_MAX)
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#define VERT_ATTRIB_MAT(i) \
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VERT_ATTRIB_GENERIC((i) + VERT_ATTRIB_MAT0)
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#define VERT_ATTRIB_MAT_MAX MAT_ATTRIB_MAX
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/**
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* Bitflags for vertex attributes.
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* These are used in bitfields in many places.
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*/
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/*@{*/
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#define VERT_BIT_POS BITFIELD_BIT(VERT_ATTRIB_POS)
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#define VERT_BIT_NORMAL BITFIELD_BIT(VERT_ATTRIB_NORMAL)
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#define VERT_BIT_COLOR0 BITFIELD_BIT(VERT_ATTRIB_COLOR0)
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#define VERT_BIT_COLOR1 BITFIELD_BIT(VERT_ATTRIB_COLOR1)
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#define VERT_BIT_FOG BITFIELD_BIT(VERT_ATTRIB_FOG)
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#define VERT_BIT_COLOR_INDEX BITFIELD_BIT(VERT_ATTRIB_COLOR_INDEX)
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#define VERT_BIT_EDGEFLAG BITFIELD_BIT(VERT_ATTRIB_EDGEFLAG)
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#define VERT_BIT_TEX0 BITFIELD_BIT(VERT_ATTRIB_TEX0)
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#define VERT_BIT_TEX1 BITFIELD_BIT(VERT_ATTRIB_TEX1)
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#define VERT_BIT_TEX2 BITFIELD_BIT(VERT_ATTRIB_TEX2)
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#define VERT_BIT_TEX3 BITFIELD_BIT(VERT_ATTRIB_TEX3)
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#define VERT_BIT_TEX4 BITFIELD_BIT(VERT_ATTRIB_TEX4)
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#define VERT_BIT_TEX5 BITFIELD_BIT(VERT_ATTRIB_TEX5)
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#define VERT_BIT_TEX6 BITFIELD_BIT(VERT_ATTRIB_TEX6)
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#define VERT_BIT_TEX7 BITFIELD_BIT(VERT_ATTRIB_TEX7)
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#define VERT_BIT_POINT_SIZE BITFIELD_BIT(VERT_ATTRIB_POINT_SIZE)
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#define VERT_BIT_GENERIC0 BITFIELD_BIT(VERT_ATTRIB_GENERIC0)
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#define VERT_BIT(i) BITFIELD_BIT(i)
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#define VERT_BIT_ALL BITFIELD_RANGE(0, VERT_ATTRIB_MAX)
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#define VERT_BIT_FF(i) VERT_BIT(i)
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#define VERT_BIT_FF_ALL BITFIELD_RANGE(0, VERT_ATTRIB_FF_MAX)
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#define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
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#define VERT_BIT_TEX_ALL \
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BITFIELD_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
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#define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
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#define VERT_BIT_GENERIC_ALL \
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BITFIELD_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
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#define VERT_BIT_MAT(i) VERT_BIT(VERT_ATTRIB_MAT(i))
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#define VERT_BIT_MAT_ALL \
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BITFIELD_RANGE(VERT_ATTRIB_MAT(0), VERT_ATTRIB_MAT_MAX)
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/*@}*/
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#define MAX_VARYING 32 /**< number of float[4] vectors */
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/**
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* Indexes for vertex shader outputs, geometry shader inputs/outputs, and
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* fragment shader inputs.
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*
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* Note that some of these values are not available to all pipeline stages.
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*
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* When this enum is updated, the following code must be updated too:
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* - vertResults (in prog_print.c's arb_output_attrib_string())
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* - fragAttribs (in prog_print.c's arb_input_attrib_string())
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* - _mesa_varying_slot_in_fs()
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* - _mesa_varying_slot_name_for_stage()
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*/
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typedef enum
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{
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VARYING_SLOT_POS,
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VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
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VARYING_SLOT_COL1,
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VARYING_SLOT_FOGC,
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VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
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VARYING_SLOT_TEX1,
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VARYING_SLOT_TEX2,
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VARYING_SLOT_TEX3,
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VARYING_SLOT_TEX4,
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VARYING_SLOT_TEX5,
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VARYING_SLOT_TEX6,
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VARYING_SLOT_TEX7,
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VARYING_SLOT_PSIZ, /* Does not appear in FS */
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VARYING_SLOT_BFC0, /* Does not appear in FS */
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VARYING_SLOT_BFC1, /* Does not appear in FS */
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VARYING_SLOT_EDGE, /* Does not appear in FS */
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VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
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VARYING_SLOT_CLIP_DIST0,
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VARYING_SLOT_CLIP_DIST1,
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VARYING_SLOT_CULL_DIST0,
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VARYING_SLOT_CULL_DIST1,
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VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
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VARYING_SLOT_LAYER, /* Appears as VS or GS output */
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VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
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VARYING_SLOT_FACE, /* FS only */
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VARYING_SLOT_PNTC, /* FS only */
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VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
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VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */
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VARYING_SLOT_BOUNDING_BOX0, /* Only appears as TCS output. */
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VARYING_SLOT_BOUNDING_BOX1, /* Only appears as TCS output. */
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VARYING_SLOT_VIEW_INDEX,
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VARYING_SLOT_VIEWPORT_MASK, /* Does not appear in FS */
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VARYING_SLOT_PRIMITIVE_SHADING_RATE = VARYING_SLOT_FACE, /* Does not appear in FS. */
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VARYING_SLOT_VAR0 = 32, /* First generic varying slot */
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/* the remaining are simply for the benefit of gl_varying_slot_name()
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* and not to be construed as an upper bound:
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*/
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VARYING_SLOT_VAR1,
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VARYING_SLOT_VAR2,
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VARYING_SLOT_VAR3,
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VARYING_SLOT_VAR4,
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VARYING_SLOT_VAR5,
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VARYING_SLOT_VAR6,
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VARYING_SLOT_VAR7,
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VARYING_SLOT_VAR8,
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VARYING_SLOT_VAR9,
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VARYING_SLOT_VAR10,
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VARYING_SLOT_VAR11,
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VARYING_SLOT_VAR12,
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VARYING_SLOT_VAR13,
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VARYING_SLOT_VAR14,
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VARYING_SLOT_VAR15,
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VARYING_SLOT_VAR16,
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VARYING_SLOT_VAR17,
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VARYING_SLOT_VAR18,
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VARYING_SLOT_VAR19,
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VARYING_SLOT_VAR20,
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VARYING_SLOT_VAR21,
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VARYING_SLOT_VAR22,
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VARYING_SLOT_VAR23,
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VARYING_SLOT_VAR24,
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VARYING_SLOT_VAR25,
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VARYING_SLOT_VAR26,
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VARYING_SLOT_VAR27,
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VARYING_SLOT_VAR28,
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VARYING_SLOT_VAR29,
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VARYING_SLOT_VAR30,
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VARYING_SLOT_VAR31,
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/* Per-patch varyings for tessellation. */
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VARYING_SLOT_PATCH0,
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VARYING_SLOT_PATCH1,
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VARYING_SLOT_PATCH2,
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VARYING_SLOT_PATCH3,
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VARYING_SLOT_PATCH4,
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VARYING_SLOT_PATCH5,
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VARYING_SLOT_PATCH6,
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VARYING_SLOT_PATCH7,
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VARYING_SLOT_PATCH8,
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VARYING_SLOT_PATCH9,
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VARYING_SLOT_PATCH10,
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VARYING_SLOT_PATCH11,
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VARYING_SLOT_PATCH12,
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VARYING_SLOT_PATCH13,
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VARYING_SLOT_PATCH14,
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VARYING_SLOT_PATCH15,
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VARYING_SLOT_PATCH16,
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VARYING_SLOT_PATCH17,
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VARYING_SLOT_PATCH18,
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VARYING_SLOT_PATCH19,
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VARYING_SLOT_PATCH20,
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VARYING_SLOT_PATCH21,
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VARYING_SLOT_PATCH22,
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VARYING_SLOT_PATCH23,
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VARYING_SLOT_PATCH24,
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VARYING_SLOT_PATCH25,
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VARYING_SLOT_PATCH26,
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VARYING_SLOT_PATCH27,
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VARYING_SLOT_PATCH28,
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VARYING_SLOT_PATCH29,
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VARYING_SLOT_PATCH30,
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VARYING_SLOT_PATCH31,
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/* 32 16-bit vec4 slots packed in 16 32-bit vec4 slots for GLES/mediump.
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* They are really just additional generic slots used for 16-bit data to
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* prevent conflicts between neighboring mediump and non-mediump varyings
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* that can't be packed without breaking one or the other, which is
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* a limitation of separate shaders. This allows linking shaders in 32 bits
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* and then get an optimally packed 16-bit varyings by remapping the IO
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* locations to these slots. The remapping can also be undone trivially.
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*
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* nir_io_semantics::high_16bit determines which half of the slot is
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* accessed. The low and high halves share the same IO "base" number.
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* Drivers can treat these as 32-bit slots everywhere except for FP16
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* interpolation.
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*/
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VARYING_SLOT_VAR0_16BIT,
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VARYING_SLOT_VAR1_16BIT,
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VARYING_SLOT_VAR2_16BIT,
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VARYING_SLOT_VAR3_16BIT,
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VARYING_SLOT_VAR4_16BIT,
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VARYING_SLOT_VAR5_16BIT,
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VARYING_SLOT_VAR6_16BIT,
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VARYING_SLOT_VAR7_16BIT,
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VARYING_SLOT_VAR8_16BIT,
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VARYING_SLOT_VAR9_16BIT,
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VARYING_SLOT_VAR10_16BIT,
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VARYING_SLOT_VAR11_16BIT,
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VARYING_SLOT_VAR12_16BIT,
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VARYING_SLOT_VAR13_16BIT,
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VARYING_SLOT_VAR14_16BIT,
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VARYING_SLOT_VAR15_16BIT,
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NUM_TOTAL_VARYING_SLOTS,
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} gl_varying_slot;
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#define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
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#define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)
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#define MAX_VARYINGS_INCL_PATCH (VARYING_SLOT_TESS_MAX - VARYING_SLOT_VAR0)
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const char *gl_varying_slot_name_for_stage(gl_varying_slot slot,
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gl_shader_stage stage);
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/**
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* Bitflags for varying slots.
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*/
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/*@{*/
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#define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
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#define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
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#define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
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#define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
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#define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
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#define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
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#define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
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#define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
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#define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
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#define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
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#define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
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#define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
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#define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
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#define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
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MAX_TEXTURE_COORD_UNITS)
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#define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
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#define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
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#define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
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#define VARYING_BITS_COLOR (VARYING_BIT_COL0 | \
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VARYING_BIT_COL1 | \
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VARYING_BIT_BFC0 | \
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VARYING_BIT_BFC1)
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#define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
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#define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
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#define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
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#define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
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#define VARYING_BIT_CULL_DIST0 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST0)
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#define VARYING_BIT_CULL_DIST1 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST1)
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#define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
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#define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
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#define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
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#define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
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#define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
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#define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
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#define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
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#define VARYING_BIT_BOUNDING_BOX0 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX0)
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#define VARYING_BIT_BOUNDING_BOX1 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX1)
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#define VARYING_BIT_VIEWPORT_MASK BITFIELD64_BIT(VARYING_SLOT_VIEWPORT_MASK)
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#define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
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/*@}*/
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/**
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* If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
467
* one of these values. If a NIR variable's mode is nir_var_system_value, it
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* will be one of these values.
469
*/
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typedef enum
471
{
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/**
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* \name System values applicable to all shaders
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*/
475
/*@{*/
476
477
/**
478
* Builtin variables added by GL_ARB_shader_ballot.
479
*/
480
/*@{*/
481
482
/**
483
* From the GL_ARB_shader-ballot spec:
484
*
485
* "A sub-group is a collection of invocations which execute in lockstep.
486
* The variable <gl_SubGroupSizeARB> is the maximum number of
487
* invocations in a sub-group. The maximum <gl_SubGroupSizeARB>
488
* supported in this extension is 64."
489
*
490
* The spec defines this as a uniform. However, it's highly unlikely that
491
* implementations actually treat it as a uniform (which is loaded from a
492
* constant buffer). Most likely, this is an implementation-wide constant,
493
* or perhaps something that depends on the shader stage.
494
*/
495
SYSTEM_VALUE_SUBGROUP_SIZE,
496
497
/**
498
* From the GL_ARB_shader_ballot spec:
499
*
500
* "The variable <gl_SubGroupInvocationARB> holds the index of the
501
* invocation within sub-group. This variable is in the range 0 to
502
* <gl_SubGroupSizeARB>-1, where <gl_SubGroupSizeARB> is the total
503
* number of invocations in a sub-group."
504
*/
505
SYSTEM_VALUE_SUBGROUP_INVOCATION,
506
507
/**
508
* From the GL_ARB_shader_ballot spec:
509
*
510
* "The <gl_SubGroup??MaskARB> variables provide a bitmask for all
511
* invocations, with one bit per invocation starting with the least
512
* significant bit, according to the following table,
513
*
514
* variable equation for bit values
515
* -------------------- ------------------------------------
516
* gl_SubGroupEqMaskARB bit index == gl_SubGroupInvocationARB
517
* gl_SubGroupGeMaskARB bit index >= gl_SubGroupInvocationARB
518
* gl_SubGroupGtMaskARB bit index > gl_SubGroupInvocationARB
519
* gl_SubGroupLeMaskARB bit index <= gl_SubGroupInvocationARB
520
* gl_SubGroupLtMaskARB bit index < gl_SubGroupInvocationARB
521
*/
522
SYSTEM_VALUE_SUBGROUP_EQ_MASK,
523
SYSTEM_VALUE_SUBGROUP_GE_MASK,
524
SYSTEM_VALUE_SUBGROUP_GT_MASK,
525
SYSTEM_VALUE_SUBGROUP_LE_MASK,
526
SYSTEM_VALUE_SUBGROUP_LT_MASK,
527
/*@}*/
528
529
/**
530
* Builtin variables added by VK_KHR_subgroups
531
*/
532
/*@{*/
533
SYSTEM_VALUE_NUM_SUBGROUPS,
534
SYSTEM_VALUE_SUBGROUP_ID,
535
/*@}*/
536
537
/*@}*/
538
539
/**
540
* \name Vertex shader system values
541
*/
542
/*@{*/
543
/**
544
* OpenGL-style vertex ID.
545
*
546
* Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
547
* OpenGL 3.3 core profile spec says:
548
*
549
* "gl_VertexID holds the integer index i implicitly passed by
550
* DrawArrays or one of the other drawing commands defined in section
551
* 2.8.3."
552
*
553
* Section 2.8.3 (Drawing Commands) of the same spec says:
554
*
555
* "The commands....are equivalent to the commands with the same base
556
* name (without the BaseVertex suffix), except that the ith element
557
* transferred by the corresponding draw call will be taken from
558
* element indices[i] + basevertex of each enabled array."
559
*
560
* Additionally, the overview in the GL_ARB_shader_draw_parameters spec
561
* says:
562
*
563
* "In unextended GL, vertex shaders have inputs named gl_VertexID and
564
* gl_InstanceID, which contain, respectively the index of the vertex
565
* and instance. The value of gl_VertexID is the implicitly passed
566
* index of the vertex being processed, which includes the value of
567
* baseVertex, for those commands that accept it."
568
*
569
* gl_VertexID gets basevertex added in. This differs from DirectX where
570
* SV_VertexID does \b not get basevertex added in.
571
*
572
* \note
573
* If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
574
* equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
575
* \c SYSTEM_VALUE_BASE_VERTEX.
576
*
577
* \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
578
*/
579
SYSTEM_VALUE_VERTEX_ID,
580
581
/**
582
* Instanced ID as supplied to gl_InstanceID
583
*
584
* Values assigned to gl_InstanceID always begin with zero, regardless of
585
* the value of baseinstance.
586
*
587
* Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
588
* says:
589
*
590
* "gl_InstanceID holds the integer instance number of the current
591
* primitive in an instanced draw call (see section 10.5)."
592
*
593
* Through a big chain of pseudocode, section 10.5 describes that
594
* baseinstance is not counted by gl_InstanceID. In that section, notice
595
*
596
* "If an enabled vertex attribute array is instanced (it has a
597
* non-zero divisor as specified by VertexAttribDivisor), the element
598
* index that is transferred to the GL, for all vertices, is given by
599
*
600
* floor(instance/divisor) + baseinstance
601
*
602
* If an array corresponding to an attribute required by a vertex
603
* shader is not enabled, then the corresponding element is taken from
604
* the current attribute state (see section 10.2)."
605
*
606
* Note that baseinstance is \b not included in the value of instance.
607
*/
608
SYSTEM_VALUE_INSTANCE_ID,
609
610
/**
611
* Vulkan InstanceIndex.
612
*
613
* InstanceIndex = gl_InstanceID + gl_BaseInstance
614
*/
615
SYSTEM_VALUE_INSTANCE_INDEX,
616
617
/**
618
* DirectX-style vertex ID.
619
*
620
* Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
621
* the value of basevertex.
622
*
623
* \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
624
*/
625
SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
626
627
/**
628
* Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
629
* functions.
630
*
631
* \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
632
*/
633
SYSTEM_VALUE_BASE_VERTEX,
634
635
/**
636
* Depending on the type of the draw call (indexed or non-indexed),
637
* is the value of \c basevertex passed to \c glDrawElementsBaseVertex and
638
* similar, or is the value of \c first passed to \c glDrawArrays and
639
* similar.
640
*
641
* \note
642
* It can be used to calculate the \c SYSTEM_VALUE_VERTEX_ID as
643
* \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus \c SYSTEM_VALUE_FIRST_VERTEX.
644
*
645
* \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_VERTEX_ID
646
*/
647
SYSTEM_VALUE_FIRST_VERTEX,
648
649
/**
650
* If the Draw command used to start the rendering was an indexed draw
651
* or not (~0/0). Useful to calculate \c SYSTEM_VALUE_BASE_VERTEX as
652
* \c SYSTEM_VALUE_IS_INDEXED_DRAW & \c SYSTEM_VALUE_FIRST_VERTEX.
653
*/
654
SYSTEM_VALUE_IS_INDEXED_DRAW,
655
656
/**
657
* Value of \c baseinstance passed to instanced draw entry points
658
*
659
* \sa SYSTEM_VALUE_INSTANCE_ID
660
*/
661
SYSTEM_VALUE_BASE_INSTANCE,
662
663
/**
664
* From _ARB_shader_draw_parameters:
665
*
666
* "Additionally, this extension adds a further built-in variable,
667
* gl_DrawID to the shading language. This variable contains the index
668
* of the draw currently being processed by a Multi* variant of a
669
* drawing command (such as MultiDrawElements or
670
* MultiDrawArraysIndirect)."
671
*
672
* If GL_ARB_multi_draw_indirect is not supported, this is always 0.
673
*/
674
SYSTEM_VALUE_DRAW_ID,
675
/*@}*/
676
677
/**
678
* \name Geometry shader system values
679
*/
680
/*@{*/
681
SYSTEM_VALUE_INVOCATION_ID, /**< (Also in Tessellation Control shader) */
682
/*@}*/
683
684
/**
685
* \name Fragment shader system values
686
*/
687
/*@{*/
688
SYSTEM_VALUE_FRAG_COORD,
689
SYSTEM_VALUE_POINT_COORD,
690
SYSTEM_VALUE_LINE_COORD, /**< Coord along axis perpendicular to line */
691
SYSTEM_VALUE_FRONT_FACE,
692
SYSTEM_VALUE_SAMPLE_ID,
693
SYSTEM_VALUE_SAMPLE_POS,
694
SYSTEM_VALUE_SAMPLE_MASK_IN,
695
SYSTEM_VALUE_HELPER_INVOCATION,
696
SYSTEM_VALUE_COLOR0,
697
SYSTEM_VALUE_COLOR1,
698
/*@}*/
699
700
/**
701
* \name Tessellation Evaluation shader system values
702
*/
703
/*@{*/
704
SYSTEM_VALUE_TESS_COORD,
705
SYSTEM_VALUE_VERTICES_IN, /**< Tessellation vertices in input patch */
706
SYSTEM_VALUE_PRIMITIVE_ID,
707
SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */
708
SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */
709
SYSTEM_VALUE_TESS_LEVEL_OUTER_DEFAULT, /**< TCS input for passthru TCS */
710
SYSTEM_VALUE_TESS_LEVEL_INNER_DEFAULT, /**< TCS input for passthru TCS */
711
/*@}*/
712
713
/**
714
* \name Compute shader system values
715
*/
716
/*@{*/
717
SYSTEM_VALUE_LOCAL_INVOCATION_ID,
718
SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
719
SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
720
SYSTEM_VALUE_BASE_GLOBAL_INVOCATION_ID,
721
SYSTEM_VALUE_GLOBAL_INVOCATION_INDEX,
722
SYSTEM_VALUE_WORKGROUP_ID,
723
SYSTEM_VALUE_NUM_WORKGROUPS,
724
SYSTEM_VALUE_WORKGROUP_SIZE,
725
SYSTEM_VALUE_GLOBAL_GROUP_SIZE,
726
SYSTEM_VALUE_WORK_DIM,
727
SYSTEM_VALUE_USER_DATA_AMD,
728
/*@}*/
729
730
/** Required for VK_KHR_device_group */
731
SYSTEM_VALUE_DEVICE_INDEX,
732
733
/** Required for VK_KHX_multiview */
734
SYSTEM_VALUE_VIEW_INDEX,
735
736
/**
737
* Driver internal vertex-count, used (for example) for drivers to
738
* calculate stride for stream-out outputs. Not externally visible.
739
*/
740
SYSTEM_VALUE_VERTEX_CNT,
741
742
/**
743
* Required for AMD_shader_explicit_vertex_parameter and also used for
744
* varying-fetch instructions.
745
*
746
* The _SIZE value is "primitive size", used to scale i/j in primitive
747
* space to pixel space.
748
*/
749
SYSTEM_VALUE_BARYCENTRIC_PERSP_PIXEL,
750
SYSTEM_VALUE_BARYCENTRIC_PERSP_SAMPLE,
751
SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTROID,
752
SYSTEM_VALUE_BARYCENTRIC_PERSP_SIZE,
753
SYSTEM_VALUE_BARYCENTRIC_LINEAR_PIXEL,
754
SYSTEM_VALUE_BARYCENTRIC_LINEAR_CENTROID,
755
SYSTEM_VALUE_BARYCENTRIC_LINEAR_SAMPLE,
756
SYSTEM_VALUE_BARYCENTRIC_PULL_MODEL,
757
758
/**
759
* \name Ray tracing shader system values
760
*/
761
/*@{*/
762
SYSTEM_VALUE_RAY_LAUNCH_ID,
763
SYSTEM_VALUE_RAY_LAUNCH_SIZE,
764
SYSTEM_VALUE_RAY_WORLD_ORIGIN,
765
SYSTEM_VALUE_RAY_WORLD_DIRECTION,
766
SYSTEM_VALUE_RAY_OBJECT_ORIGIN,
767
SYSTEM_VALUE_RAY_OBJECT_DIRECTION,
768
SYSTEM_VALUE_RAY_T_MIN,
769
SYSTEM_VALUE_RAY_T_MAX,
770
SYSTEM_VALUE_RAY_OBJECT_TO_WORLD,
771
SYSTEM_VALUE_RAY_WORLD_TO_OBJECT,
772
SYSTEM_VALUE_RAY_HIT_KIND,
773
SYSTEM_VALUE_RAY_FLAGS,
774
SYSTEM_VALUE_RAY_GEOMETRY_INDEX,
775
SYSTEM_VALUE_RAY_INSTANCE_CUSTOM_INDEX,
776
/*@}*/
777
778
/**
779
* IR3 specific geometry shader and tesselation control shader system
780
* values that packs invocation id, thread id and vertex id. Having this
781
* as a nir level system value lets us do the unpacking in nir.
782
*/
783
SYSTEM_VALUE_GS_HEADER_IR3,
784
SYSTEM_VALUE_TCS_HEADER_IR3,
785
786
/**
787
* Fragment shading rate used for KHR_fragment_shading_rate (Vulkan).
788
*/
789
SYSTEM_VALUE_FRAG_SHADING_RATE,
790
791
SYSTEM_VALUE_MAX /**< Number of values */
792
} gl_system_value;
793
794
const char *gl_system_value_name(gl_system_value sysval);
795
796
/**
797
* The possible interpolation qualifiers that can be applied to a fragment
798
* shader input in GLSL.
799
*
800
* Note: INTERP_MODE_NONE must be 0 so that memsetting the
801
* ir_variable data structure to 0 causes the default behavior.
802
*/
803
enum glsl_interp_mode
804
{
805
INTERP_MODE_NONE = 0,
806
INTERP_MODE_SMOOTH,
807
INTERP_MODE_FLAT,
808
INTERP_MODE_NOPERSPECTIVE,
809
INTERP_MODE_EXPLICIT,
810
INTERP_MODE_COLOR, /**< glShadeModel determines the interp mode */
811
INTERP_MODE_COUNT /**< Number of interpolation qualifiers */
812
};
813
814
enum glsl_interface_packing {
815
GLSL_INTERFACE_PACKING_STD140,
816
GLSL_INTERFACE_PACKING_SHARED,
817
GLSL_INTERFACE_PACKING_PACKED,
818
GLSL_INTERFACE_PACKING_STD430
819
};
820
821
const char *glsl_interp_mode_name(enum glsl_interp_mode qual);
822
823
/**
824
* Fragment program results
825
*/
826
typedef enum
827
{
828
FRAG_RESULT_DEPTH = 0,
829
FRAG_RESULT_STENCIL = 1,
830
/* If a single color should be written to all render targets, this
831
* register is written. No FRAG_RESULT_DATAn will be written.
832
*/
833
FRAG_RESULT_COLOR = 2,
834
FRAG_RESULT_SAMPLE_MASK = 3,
835
836
/* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
837
* or ARB_fragment_program fragment.color[n]) color results. If
838
* any are written, FRAG_RESULT_COLOR will not be written.
839
* FRAG_RESULT_DATA1 and up are simply for the benefit of
840
* gl_frag_result_name() and not to be construed as an upper bound
841
*/
842
FRAG_RESULT_DATA0 = 4,
843
FRAG_RESULT_DATA1,
844
FRAG_RESULT_DATA2,
845
FRAG_RESULT_DATA3,
846
FRAG_RESULT_DATA4,
847
FRAG_RESULT_DATA5,
848
FRAG_RESULT_DATA6,
849
FRAG_RESULT_DATA7,
850
} gl_frag_result;
851
852
const char *gl_frag_result_name(gl_frag_result result);
853
854
#define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
855
856
/**
857
* \brief Layout qualifiers for gl_FragDepth.
858
*
859
* Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
860
* a layout qualifier.
861
*
862
* \see enum ir_depth_layout
863
*/
864
enum gl_frag_depth_layout
865
{
866
FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
867
FRAG_DEPTH_LAYOUT_ANY,
868
FRAG_DEPTH_LAYOUT_GREATER,
869
FRAG_DEPTH_LAYOUT_LESS,
870
FRAG_DEPTH_LAYOUT_UNCHANGED
871
};
872
873
/**
874
* \brief Buffer access qualifiers
875
*/
876
enum gl_access_qualifier
877
{
878
ACCESS_COHERENT = (1 << 0),
879
ACCESS_RESTRICT = (1 << 1),
880
ACCESS_VOLATILE = (1 << 2),
881
882
/* The memory used by the access/variable is not read. */
883
ACCESS_NON_READABLE = (1 << 3),
884
885
/* The memory used by the access/variable is not written. */
886
ACCESS_NON_WRITEABLE = (1 << 4),
887
888
/** The access may use a non-uniform buffer or image index */
889
ACCESS_NON_UNIFORM = (1 << 5),
890
891
/* This has the same semantics as NIR_INTRINSIC_CAN_REORDER, only to be
892
* used with loads. In other words, it means that the load can be
893
* arbitrarily reordered, or combined with other loads to the same address.
894
* It is implied by ACCESS_NON_WRITEABLE and a lack of ACCESS_VOLATILE.
895
*/
896
ACCESS_CAN_REORDER = (1 << 6),
897
898
/** Use as little cache space as possible. */
899
ACCESS_STREAM_CACHE_POLICY = (1 << 7),
900
};
901
902
/**
903
* \brief Blend support qualifiers
904
*/
905
enum gl_advanced_blend_mode
906
{
907
BLEND_NONE = 0,
908
BLEND_MULTIPLY,
909
BLEND_SCREEN,
910
BLEND_OVERLAY,
911
BLEND_DARKEN,
912
BLEND_LIGHTEN,
913
BLEND_COLORDODGE,
914
BLEND_COLORBURN,
915
BLEND_HARDLIGHT,
916
BLEND_SOFTLIGHT,
917
BLEND_DIFFERENCE,
918
BLEND_EXCLUSION,
919
BLEND_HSL_HUE,
920
BLEND_HSL_SATURATION,
921
BLEND_HSL_COLOR,
922
BLEND_HSL_LUMINOSITY,
923
};
924
925
enum blend_func
926
{
927
BLEND_FUNC_ADD,
928
BLEND_FUNC_SUBTRACT,
929
BLEND_FUNC_REVERSE_SUBTRACT,
930
BLEND_FUNC_MIN,
931
BLEND_FUNC_MAX,
932
};
933
934
enum blend_factor
935
{
936
BLEND_FACTOR_ZERO,
937
BLEND_FACTOR_SRC_COLOR,
938
BLEND_FACTOR_SRC1_COLOR,
939
BLEND_FACTOR_DST_COLOR,
940
BLEND_FACTOR_SRC_ALPHA,
941
BLEND_FACTOR_SRC1_ALPHA,
942
BLEND_FACTOR_DST_ALPHA,
943
BLEND_FACTOR_CONSTANT_COLOR,
944
BLEND_FACTOR_CONSTANT_ALPHA,
945
BLEND_FACTOR_SRC_ALPHA_SATURATE,
946
};
947
948
enum gl_tess_spacing
949
{
950
TESS_SPACING_UNSPECIFIED,
951
TESS_SPACING_EQUAL,
952
TESS_SPACING_FRACTIONAL_ODD,
953
TESS_SPACING_FRACTIONAL_EVEN,
954
};
955
956
/**
957
* A compare function enum for use in compiler lowering passes. This is in
958
* the same order as GL's compare functions (shifted down by GL_NEVER), and is
959
* exactly the same as gallium's PIPE_FUNC_*.
960
*/
961
enum compare_func
962
{
963
COMPARE_FUNC_NEVER,
964
COMPARE_FUNC_LESS,
965
COMPARE_FUNC_EQUAL,
966
COMPARE_FUNC_LEQUAL,
967
COMPARE_FUNC_GREATER,
968
COMPARE_FUNC_NOTEQUAL,
969
COMPARE_FUNC_GEQUAL,
970
COMPARE_FUNC_ALWAYS,
971
};
972
973
/**
974
* Arrangements for grouping invocations from NV_compute_shader_derivatives.
975
*
976
* The extension provides new layout qualifiers that support two different
977
* arrangements of compute shader invocations for the purpose of derivative
978
* computation. When specifying
979
*
980
* layout(derivative_group_quadsNV) in;
981
*
982
* compute shader invocations are grouped into 2x2x1 arrays whose four local
983
* invocation ID values follow the pattern:
984
*
985
* +-----------------+------------------+
986
* | (2x+0, 2y+0, z) | (2x+1, 2y+0, z) |
987
* +-----------------+------------------+
988
* | (2x+0, 2y+1, z) | (2x+1, 2y+1, z) |
989
* +-----------------+------------------+
990
*
991
* where Y increases from bottom to top. When specifying
992
*
993
* layout(derivative_group_linearNV) in;
994
*
995
* compute shader invocations are grouped into 2x2x1 arrays whose four local
996
* invocation index values follow the pattern:
997
*
998
* +------+------+
999
* | 4n+0 | 4n+1 |
1000
* +------+------+
1001
* | 4n+2 | 4n+3 |
1002
* +------+------+
1003
*
1004
* If neither layout qualifier is specified, derivatives in compute shaders
1005
* return zero, which is consistent with the handling of built-in texture
1006
* functions like texture() in GLSL 4.50 compute shaders.
1007
*/
1008
enum gl_derivative_group {
1009
DERIVATIVE_GROUP_NONE = 0,
1010
DERIVATIVE_GROUP_QUADS,
1011
DERIVATIVE_GROUP_LINEAR,
1012
};
1013
1014
enum float_controls
1015
{
1016
FLOAT_CONTROLS_DEFAULT_FLOAT_CONTROL_MODE = 0x0000,
1017
FLOAT_CONTROLS_DENORM_PRESERVE_FP16 = 0x0001,
1018
FLOAT_CONTROLS_DENORM_PRESERVE_FP32 = 0x0002,
1019
FLOAT_CONTROLS_DENORM_PRESERVE_FP64 = 0x0004,
1020
FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP16 = 0x0008,
1021
FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP32 = 0x0010,
1022
FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP64 = 0x0020,
1023
FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP16 = 0x0040,
1024
FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP32 = 0x0080,
1025
FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP64 = 0x0100,
1026
FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP16 = 0x0200,
1027
FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP32 = 0x0400,
1028
FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP64 = 0x0800,
1029
FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP16 = 0x1000,
1030
FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP32 = 0x2000,
1031
FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP64 = 0x4000,
1032
};
1033
1034
/**
1035
* Enums to describe sampler properties used by OpenCL's inline constant samplers.
1036
* These values match the meanings described in the SPIR-V spec.
1037
*/
1038
enum cl_sampler_addressing_mode {
1039
SAMPLER_ADDRESSING_MODE_NONE = 0,
1040
SAMPLER_ADDRESSING_MODE_CLAMP_TO_EDGE = 1,
1041
SAMPLER_ADDRESSING_MODE_CLAMP = 2,
1042
SAMPLER_ADDRESSING_MODE_REPEAT = 3,
1043
SAMPLER_ADDRESSING_MODE_REPEAT_MIRRORED = 4,
1044
};
1045
1046
enum cl_sampler_filter_mode {
1047
SAMPLER_FILTER_MODE_NEAREST = 0,
1048
SAMPLER_FILTER_MODE_LINEAR = 1,
1049
};
1050
1051
#ifdef __cplusplus
1052
} /* extern "C" */
1053
#endif
1054
1055
#endif /* SHADER_ENUMS_H */
1056
1057