2015-03-25 12:58:51 -07:00
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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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2015-04-07 15:16:51 -07:00
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#ifndef SHADER_ENUMS_H
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#define SHADER_ENUMS_H
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2015-03-25 12:58:51 -07:00
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2015-04-07 15:18:43 -07:00
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/**
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* Shader stages. Note that these will become 5 with tessellation.
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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_VERTEX = 0,
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2014-03-07 10:19:09 +01:00
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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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} gl_shader_stage;
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#define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
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2015-08-04 10:43:58 -07:00
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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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*/
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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_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_VAR0, /* First generic varying slot */
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} gl_varying_slot;
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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_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_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_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
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/*@}*/
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2015-03-25 12:58:51 -07:00
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/**
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* Bitflags for system values.
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*/
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#define SYSTEM_BIT_SAMPLE_ID ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_ID)
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#define SYSTEM_BIT_SAMPLE_POS ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_POS)
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#define SYSTEM_BIT_SAMPLE_MASK_IN ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_MASK_IN)
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/**
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* If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
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* 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.
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*/
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typedef enum
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{
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/**
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* \name Vertex shader system values
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*/
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/*@{*/
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/**
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* OpenGL-style vertex ID.
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*
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* Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
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* OpenGL 3.3 core profile spec says:
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*
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* "gl_VertexID holds the integer index i implicitly passed by
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* DrawArrays or one of the other drawing commands defined in section
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* 2.8.3."
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*
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* Section 2.8.3 (Drawing Commands) of the same spec says:
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*
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* "The commands....are equivalent to the commands with the same base
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* name (without the BaseVertex suffix), except that the ith element
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* transferred by the corresponding draw call will be taken from
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* element indices[i] + basevertex of each enabled array."
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*
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* Additionally, the overview in the GL_ARB_shader_draw_parameters spec
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* says:
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*
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* "In unextended GL, vertex shaders have inputs named gl_VertexID and
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* gl_InstanceID, which contain, respectively the index of the vertex
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* and instance. The value of gl_VertexID is the implicitly passed
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* index of the vertex being processed, which includes the value of
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* baseVertex, for those commands that accept it."
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*
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* gl_VertexID gets basevertex added in. This differs from DirectX where
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* SV_VertexID does \b not get basevertex added in.
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*
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* \note
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* If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
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* equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
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* \c SYSTEM_VALUE_BASE_VERTEX.
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*
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* \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
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*/
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SYSTEM_VALUE_VERTEX_ID,
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/**
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* Instanced ID as supplied to gl_InstanceID
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*
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* Values assigned to gl_InstanceID always begin with zero, regardless of
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* the value of baseinstance.
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*
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* Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
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* says:
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*
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* "gl_InstanceID holds the integer instance number of the current
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* primitive in an instanced draw call (see section 10.5)."
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*
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* Through a big chain of pseudocode, section 10.5 describes that
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* baseinstance is not counted by gl_InstanceID. In that section, notice
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*
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* "If an enabled vertex attribute array is instanced (it has a
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* non-zero divisor as specified by VertexAttribDivisor), the element
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* index that is transferred to the GL, for all vertices, is given by
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*
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* floor(instance/divisor) + baseinstance
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*
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* If an array corresponding to an attribute required by a vertex
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* shader is not enabled, then the corresponding element is taken from
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* the current attribute state (see section 10.2)."
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*
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* Note that baseinstance is \b not included in the value of instance.
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*/
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SYSTEM_VALUE_INSTANCE_ID,
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/**
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* DirectX-style vertex ID.
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*
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* Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
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* the value of basevertex.
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*
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* \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
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*/
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SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
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/**
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* Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
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* functions.
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*
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* \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
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*/
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SYSTEM_VALUE_BASE_VERTEX,
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/*@}*/
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/**
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* \name Geometry shader system values
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*/
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/*@{*/
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2014-03-20 22:41:40 +01:00
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SYSTEM_VALUE_INVOCATION_ID, /**< (Also in Tessellation Control shader) */
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/*@}*/
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/**
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* \name Fragment shader system values
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*/
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/*@{*/
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SYSTEM_VALUE_FRONT_FACE, /**< (not done yet) */
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SYSTEM_VALUE_SAMPLE_ID,
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SYSTEM_VALUE_SAMPLE_POS,
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SYSTEM_VALUE_SAMPLE_MASK_IN,
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/*@}*/
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2014-03-20 22:41:40 +01:00
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/**
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* \name Tessellation Evaluation shader system values
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*/
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/*@{*/
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SYSTEM_VALUE_TESS_COORD,
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SYSTEM_VALUE_VERTICES_IN, /**< Tessellation vertices in input patch */
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SYSTEM_VALUE_PRIMITIVE_ID, /**< (currently not used by GS) */
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SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */
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SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */
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/*@}*/
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2015-03-25 12:58:51 -07:00
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SYSTEM_VALUE_MAX /**< Number of values */
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} gl_system_value;
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/**
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* The possible interpolation qualifiers that can be applied to a fragment
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* shader input in GLSL.
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*
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* Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
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* gl_fragment_program data structure to 0 causes the default behavior.
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*/
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enum glsl_interp_qualifier
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{
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INTERP_QUALIFIER_NONE = 0,
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INTERP_QUALIFIER_SMOOTH,
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INTERP_QUALIFIER_FLAT,
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INTERP_QUALIFIER_NOPERSPECTIVE,
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INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
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};
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2015-08-04 10:43:58 -07:00
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/**
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* Fragment program results
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*/
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typedef enum
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{
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FRAG_RESULT_DEPTH = 0,
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FRAG_RESULT_STENCIL = 1,
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/* If a single color should be written to all render targets, this
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* register is written. No FRAG_RESULT_DATAn will be written.
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*/
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FRAG_RESULT_COLOR = 2,
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FRAG_RESULT_SAMPLE_MASK = 3,
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/* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
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* or ARB_fragment_program fragment.color[n]) color results. If
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* any are written, FRAG_RESULT_COLOR will not be written.
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*/
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FRAG_RESULT_DATA0 = 4,
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} gl_frag_result;
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2015-03-25 12:58:51 -07:00
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2015-04-07 15:16:51 -07:00
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#endif /* SHADER_ENUMS_H */
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