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/*
* Mesa 3-D graphics library
*
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef SHADER_ENUMS_H
#define SHADER_ENUMS_H
/**
* Shader stages. Note that these will become 5 with tessellation.
*
* The order must match how shaders are ordered in the pipeline.
* The GLSL linker assumes that if i<j, then the j-th shader is
* executed later than the i-th shader.
*/
typedef enum
{
MESA_SHADER_VERTEX = 0,
MESA_SHADER_TESS_CTRL = 1,
MESA_SHADER_TESS_EVAL = 2,
MESA_SHADER_GEOMETRY = 3,
MESA_SHADER_FRAGMENT = 4,
MESA_SHADER_COMPUTE = 5,
} gl_shader_stage;
const char * gl_shader_stage_name(gl_shader_stage stage);
#define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
/**
* Indexes for vertex program attributes.
* GL_NV_vertex_program aliases generic attributes over the conventional
* attributes. In GL_ARB_vertex_program shader the aliasing is optional.
* In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
* generic attributes are distinct/separate).
*/
typedef enum
{
VERT_ATTRIB_POS = 0,
VERT_ATTRIB_WEIGHT = 1,
VERT_ATTRIB_NORMAL = 2,
VERT_ATTRIB_COLOR0 = 3,
VERT_ATTRIB_COLOR1 = 4,
VERT_ATTRIB_FOG = 5,
VERT_ATTRIB_COLOR_INDEX = 6,
VERT_ATTRIB_EDGEFLAG = 7,
VERT_ATTRIB_TEX0 = 8,
VERT_ATTRIB_TEX1 = 9,
VERT_ATTRIB_TEX2 = 10,
VERT_ATTRIB_TEX3 = 11,
VERT_ATTRIB_TEX4 = 12,
VERT_ATTRIB_TEX5 = 13,
VERT_ATTRIB_TEX6 = 14,
VERT_ATTRIB_TEX7 = 15,
VERT_ATTRIB_POINT_SIZE = 16,
VERT_ATTRIB_GENERIC0 = 17,
VERT_ATTRIB_GENERIC1 = 18,
VERT_ATTRIB_GENERIC2 = 19,
VERT_ATTRIB_GENERIC3 = 20,
VERT_ATTRIB_GENERIC4 = 21,
VERT_ATTRIB_GENERIC5 = 22,
VERT_ATTRIB_GENERIC6 = 23,
VERT_ATTRIB_GENERIC7 = 24,
VERT_ATTRIB_GENERIC8 = 25,
VERT_ATTRIB_GENERIC9 = 26,
VERT_ATTRIB_GENERIC10 = 27,
VERT_ATTRIB_GENERIC11 = 28,
VERT_ATTRIB_GENERIC12 = 29,
VERT_ATTRIB_GENERIC13 = 30,
VERT_ATTRIB_GENERIC14 = 31,
VERT_ATTRIB_GENERIC15 = 32,
VERT_ATTRIB_MAX = 33
} gl_vert_attrib;
const char * gl_vert_attrib_name(gl_vert_attrib attrib);
/**
* Symbolic constats to help iterating over
* specific blocks of vertex attributes.
*
* VERT_ATTRIB_FF
* includes all fixed function attributes as well as
* the aliased GL_NV_vertex_program shader attributes.
* VERT_ATTRIB_TEX
* include the classic texture coordinate attributes.
* Is a subset of VERT_ATTRIB_FF.
* VERT_ATTRIB_GENERIC
* include the OpenGL 2.0+ GLSL generic shader attributes.
* These alias the generic GL_ARB_vertex_shader attributes.
*/
#define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
#define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
#define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
#define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
#define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
#define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
/**
* Bitflags for vertex attributes.
* These are used in bitfields in many places.
*/
/*@{*/
#define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
#define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
#define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
#define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
#define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
#define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
#define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
#define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
#define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
#define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
#define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
#define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
#define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
#define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
#define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
#define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
#define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
#define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
#define VERT_BIT(i) BITFIELD64_BIT(i)
#define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
#define VERT_BIT_FF(i) VERT_BIT(i)
#define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
#define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
#define VERT_BIT_TEX_ALL \
BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
#define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
#define VERT_BIT_GENERIC_ALL \
BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
/*@}*/
/**
* Indexes for vertex shader outputs, geometry shader inputs/outputs, and
* fragment shader inputs.
*
* Note that some of these values are not available to all pipeline stages.
*
* When this enum is updated, the following code must be updated too:
* - vertResults (in prog_print.c's arb_output_attrib_string())
* - fragAttribs (in prog_print.c's arb_input_attrib_string())
* - _mesa_varying_slot_in_fs()
*/
typedef enum
{
VARYING_SLOT_POS,
VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
VARYING_SLOT_COL1,
VARYING_SLOT_FOGC,
VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
VARYING_SLOT_TEX1,
VARYING_SLOT_TEX2,
VARYING_SLOT_TEX3,
VARYING_SLOT_TEX4,
VARYING_SLOT_TEX5,
VARYING_SLOT_TEX6,
VARYING_SLOT_TEX7,
VARYING_SLOT_PSIZ, /* Does not appear in FS */
VARYING_SLOT_BFC0, /* Does not appear in FS */
VARYING_SLOT_BFC1, /* Does not appear in FS */
VARYING_SLOT_EDGE, /* Does not appear in FS */
VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
VARYING_SLOT_CLIP_DIST0,
VARYING_SLOT_CLIP_DIST1,
VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
VARYING_SLOT_LAYER, /* Appears as VS or GS output */
VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
VARYING_SLOT_FACE, /* FS only */
VARYING_SLOT_PNTC, /* FS only */
VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */
VARYING_SLOT_VAR0, /* First generic varying slot */
/* the remaining are simply for the benefit of gl_varying_slot_name()
* and not to be construed as an upper bound:
*/
VARYING_SLOT_VAR1,
VARYING_SLOT_VAR2,
VARYING_SLOT_VAR3,
VARYING_SLOT_VAR4,
VARYING_SLOT_VAR5,
VARYING_SLOT_VAR6,
VARYING_SLOT_VAR7,
VARYING_SLOT_VAR8,
VARYING_SLOT_VAR9,
VARYING_SLOT_VAR10,
VARYING_SLOT_VAR11,
VARYING_SLOT_VAR12,
VARYING_SLOT_VAR13,
VARYING_SLOT_VAR14,
VARYING_SLOT_VAR15,
VARYING_SLOT_VAR16,
VARYING_SLOT_VAR17,
VARYING_SLOT_VAR18,
VARYING_SLOT_VAR19,
VARYING_SLOT_VAR20,
VARYING_SLOT_VAR21,
VARYING_SLOT_VAR22,
VARYING_SLOT_VAR23,
VARYING_SLOT_VAR24,
VARYING_SLOT_VAR25,
VARYING_SLOT_VAR26,
VARYING_SLOT_VAR27,
VARYING_SLOT_VAR28,
VARYING_SLOT_VAR29,
VARYING_SLOT_VAR30,
VARYING_SLOT_VAR31,
} gl_varying_slot;
#define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
#define VARYING_SLOT_PATCH0 (VARYING_SLOT_MAX)
#define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)
const char * gl_varying_slot_name(gl_varying_slot slot);
/**
* Bitflags for varying slots.
*/
/*@{*/
#define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
#define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
#define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
#define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
#define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
#define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
#define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
#define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
#define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
#define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
#define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
#define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
#define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
#define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
MAX_TEXTURE_COORD_UNITS)
#define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
#define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
#define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
#define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
#define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
#define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
#define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
#define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
#define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
#define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
#define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
#define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
#define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
#define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
#define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
/*@}*/
/**
* Bitflags for system values.
*/
#define SYSTEM_BIT_SAMPLE_ID ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_ID)
#define SYSTEM_BIT_SAMPLE_POS ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_POS)
#define SYSTEM_BIT_SAMPLE_MASK_IN ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_MASK_IN)
#define SYSTEM_BIT_LOCAL_INVOCATION_ID ((uint64_t)1 << SYSTEM_VALUE_LOCAL_INVOCATION_ID)
/**
* If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
* one of these values. If a NIR variable's mode is nir_var_system_value, it
* will be one of these values.
*/
typedef enum
{
/**
* \name Vertex shader system values
*/
/*@{*/
/**
* OpenGL-style vertex ID.
*
* Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
* OpenGL 3.3 core profile spec says:
*
* "gl_VertexID holds the integer index i implicitly passed by
* DrawArrays or one of the other drawing commands defined in section
* 2.8.3."
*
* Section 2.8.3 (Drawing Commands) of the same spec says:
*
* "The commands....are equivalent to the commands with the same base
* name (without the BaseVertex suffix), except that the ith element
* transferred by the corresponding draw call will be taken from
* element indices[i] + basevertex of each enabled array."
*
* Additionally, the overview in the GL_ARB_shader_draw_parameters spec
* says:
*
* "In unextended GL, vertex shaders have inputs named gl_VertexID and
* gl_InstanceID, which contain, respectively the index of the vertex
* and instance. The value of gl_VertexID is the implicitly passed
* index of the vertex being processed, which includes the value of
* baseVertex, for those commands that accept it."
*
* gl_VertexID gets basevertex added in. This differs from DirectX where
* SV_VertexID does \b not get basevertex added in.
*
* \note
* If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
* equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
* \c SYSTEM_VALUE_BASE_VERTEX.
*
* \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
*/
SYSTEM_VALUE_VERTEX_ID,
/**
* Instanced ID as supplied to gl_InstanceID
*
* Values assigned to gl_InstanceID always begin with zero, regardless of
* the value of baseinstance.
*
* Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
* says:
*
* "gl_InstanceID holds the integer instance number of the current
* primitive in an instanced draw call (see section 10.5)."
*
* Through a big chain of pseudocode, section 10.5 describes that
* baseinstance is not counted by gl_InstanceID. In that section, notice
*
* "If an enabled vertex attribute array is instanced (it has a
* non-zero divisor as specified by VertexAttribDivisor), the element
* index that is transferred to the GL, for all vertices, is given by
*
* floor(instance/divisor) + baseinstance
*
* If an array corresponding to an attribute required by a vertex
* shader is not enabled, then the corresponding element is taken from
* the current attribute state (see section 10.2)."
*
* Note that baseinstance is \b not included in the value of instance.
*/
SYSTEM_VALUE_INSTANCE_ID,
/**
* DirectX-style vertex ID.
*
* Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
* the value of basevertex.
*
* \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
*/
SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
/**
* Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
* functions.
*
* \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
*/
SYSTEM_VALUE_BASE_VERTEX,
/**
* Value of \c baseinstance passed to instanced draw entry points
*
* \sa SYSTEM_VALUE_INSTANCE_ID
*/
SYSTEM_VALUE_BASE_INSTANCE,
/**
* From _ARB_shader_draw_parameters:
*
* "Additionally, this extension adds a further built-in variable,
* gl_DrawID to the shading language. This variable contains the index
* of the draw currently being processed by a Multi* variant of a
* drawing command (such as MultiDrawElements or
* MultiDrawArraysIndirect)."
*
* If GL_ARB_multi_draw_indirect is not supported, this is always 0.
*/
SYSTEM_VALUE_DRAW_ID,
/*@}*/
/**
* \name Geometry shader system values
*/
/*@{*/
SYSTEM_VALUE_INVOCATION_ID, /**< (Also in Tessellation Control shader) */
/*@}*/
/**
* \name Fragment shader system values
*/
/*@{*/
SYSTEM_VALUE_FRAG_COORD,
SYSTEM_VALUE_FRONT_FACE,
SYSTEM_VALUE_SAMPLE_ID,
SYSTEM_VALUE_SAMPLE_POS,
SYSTEM_VALUE_SAMPLE_MASK_IN,
SYSTEM_VALUE_HELPER_INVOCATION,
/*@}*/
/**
* \name Tessellation Evaluation shader system values
*/
/*@{*/
SYSTEM_VALUE_TESS_COORD,
SYSTEM_VALUE_VERTICES_IN, /**< Tessellation vertices in input patch */
SYSTEM_VALUE_PRIMITIVE_ID,
SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */
SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */
/*@}*/
/**
* \name Compute shader system values
*/
/*@{*/
SYSTEM_VALUE_LOCAL_INVOCATION_ID,
SYSTEM_VALUE_WORK_GROUP_ID,
SYSTEM_VALUE_NUM_WORK_GROUPS,
/*@}*/
/**
* Driver internal vertex-count, used (for example) for drivers to
* calculate stride for stream-out outputs. Not externally visible.
*/
SYSTEM_VALUE_VERTEX_CNT,
SYSTEM_VALUE_MAX /**< Number of values */
} gl_system_value;
const char * gl_system_value_name(gl_system_value sysval);
/**
* The possible interpolation qualifiers that can be applied to a fragment
* shader input in GLSL.
*
* Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
* gl_fragment_program data structure to 0 causes the default behavior.
*/
enum glsl_interp_qualifier
{
INTERP_QUALIFIER_NONE = 0,
INTERP_QUALIFIER_SMOOTH,
INTERP_QUALIFIER_FLAT,
INTERP_QUALIFIER_NOPERSPECTIVE,
INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
};
const char * glsl_interp_qualifier_name(enum glsl_interp_qualifier qual);
/**
* Fragment program results
*/
typedef enum
{
FRAG_RESULT_DEPTH = 0,
FRAG_RESULT_STENCIL = 1,
/* If a single color should be written to all render targets, this
* register is written. No FRAG_RESULT_DATAn will be written.
*/
FRAG_RESULT_COLOR = 2,
FRAG_RESULT_SAMPLE_MASK = 3,
/* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
* or ARB_fragment_program fragment.color[n]) color results. If
* any are written, FRAG_RESULT_COLOR will not be written.
* FRAG_RESULT_DATA1 and up are simply for the benefit of
* gl_frag_result_name() and not to be construed as an upper bound
*/
FRAG_RESULT_DATA0 = 4,
FRAG_RESULT_DATA1,
FRAG_RESULT_DATA2,
FRAG_RESULT_DATA3,
FRAG_RESULT_DATA4,
FRAG_RESULT_DATA5,
FRAG_RESULT_DATA6,
FRAG_RESULT_DATA7,
} gl_frag_result;
const char * gl_frag_result_name(gl_frag_result result);
#define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
/**
* \brief Layout qualifiers for gl_FragDepth.
*
* Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
* a layout qualifier.
*
* \see enum ir_depth_layout
*/
enum gl_frag_depth_layout
{
FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
FRAG_DEPTH_LAYOUT_ANY,
FRAG_DEPTH_LAYOUT_GREATER,
FRAG_DEPTH_LAYOUT_LESS,
FRAG_DEPTH_LAYOUT_UNCHANGED
};
#endif /* SHADER_ENUMS_H */