| /* |
| * 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; |
| |
| #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1) |
| |
| /** |
| * 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) |
| /** |
| * 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, |
| /*@}*/ |
| |
| /** |
| * \name Geometry shader system values |
| */ |
| /*@{*/ |
| SYSTEM_VALUE_INVOCATION_ID, /**< (Also in Tessellation Control shader) */ |
| /*@}*/ |
| |
| /** |
| * \name Fragment shader system values |
| */ |
| /*@{*/ |
| SYSTEM_VALUE_FRONT_FACE, /**< (not done yet) */ |
| SYSTEM_VALUE_SAMPLE_ID, |
| SYSTEM_VALUE_SAMPLE_POS, |
| SYSTEM_VALUE_SAMPLE_MASK_IN, |
| /*@}*/ |
| |
| /** |
| * \name Tessellation Evaluation shader system values |
| */ |
| /*@{*/ |
| SYSTEM_VALUE_TESS_COORD, |
| SYSTEM_VALUE_VERTICES_IN, /**< Tessellation vertices in input patch */ |
| SYSTEM_VALUE_PRIMITIVE_ID, /**< (currently not used by GS) */ |
| SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */ |
| SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */ |
| /*@}*/ |
| |
| SYSTEM_VALUE_MAX /**< Number of values */ |
| } gl_system_value; |
| |
| |
| /** |
| * 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 */ |
| }; |
| |
| |
| #endif /* SHADER_ENUMS_H */ |