mesa/src/compiler/shader_enums.h

1262 lines
41 KiB
C

/*
* 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
#include "util/macros.h"
#include <stdbool.h>
/* Project-wide (GL and Vulkan) maximum. */
#define MAX_DRAW_BUFFERS 8
#ifdef __cplusplus
extern "C" {
#endif
/**
* Shader stages.
*
* 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_NONE = -1,
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,
/* Vulkan-only stages. */
MESA_SHADER_TASK = 6,
MESA_SHADER_MESH = 7,
MESA_SHADER_RAYGEN = 8,
MESA_SHADER_ANY_HIT = 9,
MESA_SHADER_CLOSEST_HIT = 10,
MESA_SHADER_MISS = 11,
MESA_SHADER_INTERSECTION = 12,
MESA_SHADER_CALLABLE = 13,
/* must be last so it doesn't affect the GL pipeline */
MESA_SHADER_KERNEL = 14,
} gl_shader_stage;
static inline bool
gl_shader_stage_is_compute(gl_shader_stage stage)
{
return stage == MESA_SHADER_COMPUTE || stage == MESA_SHADER_KERNEL;
}
static inline bool
gl_shader_stage_is_mesh(gl_shader_stage stage)
{
return stage == MESA_SHADER_TASK ||
stage == MESA_SHADER_MESH;
}
static inline bool
gl_shader_stage_uses_workgroup(gl_shader_stage stage)
{
return stage == MESA_SHADER_COMPUTE ||
stage == MESA_SHADER_KERNEL ||
stage == MESA_SHADER_TASK ||
stage == MESA_SHADER_MESH;
}
static inline bool
gl_shader_stage_is_callable(gl_shader_stage stage)
{
return stage == MESA_SHADER_ANY_HIT ||
stage == MESA_SHADER_CLOSEST_HIT ||
stage == MESA_SHADER_MISS ||
stage == MESA_SHADER_INTERSECTION ||
stage == MESA_SHADER_CALLABLE;
}
static inline bool
gl_shader_stage_can_set_fragment_shading_rate(gl_shader_stage stage)
{
/* According to EXT_fragment_shading_rate :
*
* "This extension adds support for setting the fragment shading rate
* for a primitive in vertex, geometry, and mesh shading stages"
*/
return stage == MESA_SHADER_VERTEX ||
stage == MESA_SHADER_GEOMETRY ||
stage == MESA_SHADER_MESH;
}
/**
* Number of STATE_* values we need to address any GL state.
* Used to dimension arrays.
*/
#define STATE_LENGTH 4
typedef short gl_state_index16; /* see enum gl_state_index */
const char *gl_shader_stage_name(gl_shader_stage stage);
/**
* Translate a gl_shader_stage to a short shader stage name for debug
* printouts and error messages.
*/
const char *_mesa_shader_stage_to_string(unsigned stage);
/**
* Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
* for debug printouts and error messages.
*/
const char *_mesa_shader_stage_to_abbrev(unsigned stage);
/**
* GL related stages (not including CL)
*/
#define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
/**
* Vulkan stages (not including CL)
*/
#define MESA_VULKAN_SHADER_STAGES (MESA_SHADER_CALLABLE + 1)
/**
* All stages
*/
#define MESA_ALL_SHADER_STAGES (MESA_SHADER_KERNEL + 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,
VERT_ATTRIB_NORMAL,
VERT_ATTRIB_COLOR0,
VERT_ATTRIB_COLOR1,
VERT_ATTRIB_FOG,
VERT_ATTRIB_COLOR_INDEX,
VERT_ATTRIB_TEX0,
VERT_ATTRIB_TEX1,
VERT_ATTRIB_TEX2,
VERT_ATTRIB_TEX3,
VERT_ATTRIB_TEX4,
VERT_ATTRIB_TEX5,
VERT_ATTRIB_TEX6,
VERT_ATTRIB_TEX7,
VERT_ATTRIB_POINT_SIZE,
VERT_ATTRIB_GENERIC0,
VERT_ATTRIB_GENERIC1,
VERT_ATTRIB_GENERIC2,
VERT_ATTRIB_GENERIC3,
VERT_ATTRIB_GENERIC4,
VERT_ATTRIB_GENERIC5,
VERT_ATTRIB_GENERIC6,
VERT_ATTRIB_GENERIC7,
VERT_ATTRIB_GENERIC8,
VERT_ATTRIB_GENERIC9,
VERT_ATTRIB_GENERIC10,
VERT_ATTRIB_GENERIC11,
VERT_ATTRIB_GENERIC12,
VERT_ATTRIB_GENERIC13,
VERT_ATTRIB_GENERIC14,
VERT_ATTRIB_GENERIC15,
/* This must be last to keep VS inputs and vertex attributes in the same
* order in st/mesa, and st/mesa always adds edgeflags as the last input.
*/
VERT_ATTRIB_EDGEFLAG,
VERT_ATTRIB_MAX
} gl_vert_attrib;
const char *gl_vert_attrib_name(gl_vert_attrib attrib);
/**
* Max number of texture coordinate units. This mainly just applies to
* the fixed-function vertex code. This will be difficult to raise above
* eight because of various vertex attribute bitvectors.
*/
#define MAX_TEXTURE_COORD_UNITS 8
#define MAX_VERTEX_GENERIC_ATTRIBS 16
/**
* Symbolic constats to help iterating over
* specific blocks of vertex attributes.
*
* VERT_ATTRIB_TEX
* include the classic texture coordinate attributes.
* VERT_ATTRIB_GENERIC
* include the OpenGL 2.0+ GLSL generic shader attributes.
* These alias the generic GL_ARB_vertex_shader attributes.
* VERT_ATTRIB_MAT
* include the generic shader attributes used to alias
* varying material values for the TNL shader programs.
* They are located at the end of the generic attribute
* block not to overlap with the generic 0 attribute.
*/
#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
#define VERT_ATTRIB_MAT0 \
(VERT_ATTRIB_GENERIC_MAX - VERT_ATTRIB_MAT_MAX)
#define VERT_ATTRIB_MAT(i) \
VERT_ATTRIB_GENERIC((i) + VERT_ATTRIB_MAT0)
#define VERT_ATTRIB_MAT_MAX MAT_ATTRIB_MAX
/**
* Bitflags for vertex attributes.
* These are used in bitfields in many places.
*/
/*@{*/
#define VERT_BIT_POS BITFIELD_BIT(VERT_ATTRIB_POS)
#define VERT_BIT_NORMAL BITFIELD_BIT(VERT_ATTRIB_NORMAL)
#define VERT_BIT_COLOR0 BITFIELD_BIT(VERT_ATTRIB_COLOR0)
#define VERT_BIT_COLOR1 BITFIELD_BIT(VERT_ATTRIB_COLOR1)
#define VERT_BIT_FOG BITFIELD_BIT(VERT_ATTRIB_FOG)
#define VERT_BIT_COLOR_INDEX BITFIELD_BIT(VERT_ATTRIB_COLOR_INDEX)
#define VERT_BIT_TEX0 BITFIELD_BIT(VERT_ATTRIB_TEX0)
#define VERT_BIT_TEX1 BITFIELD_BIT(VERT_ATTRIB_TEX1)
#define VERT_BIT_TEX2 BITFIELD_BIT(VERT_ATTRIB_TEX2)
#define VERT_BIT_TEX3 BITFIELD_BIT(VERT_ATTRIB_TEX3)
#define VERT_BIT_TEX4 BITFIELD_BIT(VERT_ATTRIB_TEX4)
#define VERT_BIT_TEX5 BITFIELD_BIT(VERT_ATTRIB_TEX5)
#define VERT_BIT_TEX6 BITFIELD_BIT(VERT_ATTRIB_TEX6)
#define VERT_BIT_TEX7 BITFIELD_BIT(VERT_ATTRIB_TEX7)
#define VERT_BIT_POINT_SIZE BITFIELD_BIT(VERT_ATTRIB_POINT_SIZE)
#define VERT_BIT_GENERIC0 BITFIELD_BIT(VERT_ATTRIB_GENERIC0)
#define VERT_BIT_EDGEFLAG BITFIELD_BIT(VERT_ATTRIB_EDGEFLAG)
#define VERT_BIT(i) BITFIELD_BIT(i)
#define VERT_BIT_ALL BITFIELD_RANGE(0, VERT_ATTRIB_MAX)
#define VERT_BIT_FF_ALL (BITFIELD_RANGE(0, VERT_ATTRIB_GENERIC0) | \
VERT_BIT_EDGEFLAG)
#define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
#define VERT_BIT_TEX_ALL \
BITFIELD_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 \
BITFIELD_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
#define VERT_BIT_MAT(i) VERT_BIT(VERT_ATTRIB_MAT(i))
#define VERT_BIT_MAT_ALL \
BITFIELD_RANGE(VERT_ATTRIB_MAT(0), VERT_ATTRIB_MAT_MAX)
#define VERT_ATTRIB_SELECT_RESULT_OFFSET VERT_ATTRIB_GENERIC(3)
#define VERT_BIT_SELECT_RESULT_OFFSET VERT_BIT_GENERIC(3)
/*@}*/
#define MAX_VARYING 32 /**< number of float[4] vectors */
/**
* 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()
* - _mesa_varying_slot_name_for_stage()
*/
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_CULL_DIST0,
VARYING_SLOT_CULL_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_BOUNDING_BOX0, /* Only appears as TCS output. */
VARYING_SLOT_BOUNDING_BOX1, /* Only appears as TCS output. */
VARYING_SLOT_VIEW_INDEX,
VARYING_SLOT_VIEWPORT_MASK, /* Does not appear in FS */
VARYING_SLOT_PRIMITIVE_SHADING_RATE = VARYING_SLOT_FACE, /* Does not appear in FS. */
VARYING_SLOT_PRIMITIVE_COUNT = VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears in MESH. */
VARYING_SLOT_PRIMITIVE_INDICES = VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears in MESH. */
VARYING_SLOT_TASK_COUNT = VARYING_SLOT_BOUNDING_BOX0, /* Only appears in TASK. */
VARYING_SLOT_CULL_PRIMITIVE = VARYING_SLOT_BOUNDING_BOX0, /* Only appears in MESH. */
VARYING_SLOT_VAR0 = 32, /* 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,
/* Per-patch varyings for tessellation. */
VARYING_SLOT_PATCH0,
VARYING_SLOT_PATCH1,
VARYING_SLOT_PATCH2,
VARYING_SLOT_PATCH3,
VARYING_SLOT_PATCH4,
VARYING_SLOT_PATCH5,
VARYING_SLOT_PATCH6,
VARYING_SLOT_PATCH7,
VARYING_SLOT_PATCH8,
VARYING_SLOT_PATCH9,
VARYING_SLOT_PATCH10,
VARYING_SLOT_PATCH11,
VARYING_SLOT_PATCH12,
VARYING_SLOT_PATCH13,
VARYING_SLOT_PATCH14,
VARYING_SLOT_PATCH15,
VARYING_SLOT_PATCH16,
VARYING_SLOT_PATCH17,
VARYING_SLOT_PATCH18,
VARYING_SLOT_PATCH19,
VARYING_SLOT_PATCH20,
VARYING_SLOT_PATCH21,
VARYING_SLOT_PATCH22,
VARYING_SLOT_PATCH23,
VARYING_SLOT_PATCH24,
VARYING_SLOT_PATCH25,
VARYING_SLOT_PATCH26,
VARYING_SLOT_PATCH27,
VARYING_SLOT_PATCH28,
VARYING_SLOT_PATCH29,
VARYING_SLOT_PATCH30,
VARYING_SLOT_PATCH31,
/* 32 16-bit vec4 slots packed in 16 32-bit vec4 slots for GLES/mediump.
* They are really just additional generic slots used for 16-bit data to
* prevent conflicts between neighboring mediump and non-mediump varyings
* that can't be packed without breaking one or the other, which is
* a limitation of separate shaders. This allows linking shaders in 32 bits
* and then get an optimally packed 16-bit varyings by remapping the IO
* locations to these slots. The remapping can also be undone trivially.
*
* nir_io_semantics::high_16bit determines which half of the slot is
* accessed. The low and high halves share the same IO "base" number.
* Drivers can treat these as 32-bit slots everywhere except for FP16
* interpolation.
*/
VARYING_SLOT_VAR0_16BIT,
VARYING_SLOT_VAR1_16BIT,
VARYING_SLOT_VAR2_16BIT,
VARYING_SLOT_VAR3_16BIT,
VARYING_SLOT_VAR4_16BIT,
VARYING_SLOT_VAR5_16BIT,
VARYING_SLOT_VAR6_16BIT,
VARYING_SLOT_VAR7_16BIT,
VARYING_SLOT_VAR8_16BIT,
VARYING_SLOT_VAR9_16BIT,
VARYING_SLOT_VAR10_16BIT,
VARYING_SLOT_VAR11_16BIT,
VARYING_SLOT_VAR12_16BIT,
VARYING_SLOT_VAR13_16BIT,
VARYING_SLOT_VAR14_16BIT,
VARYING_SLOT_VAR15_16BIT,
NUM_TOTAL_VARYING_SLOTS,
} gl_varying_slot;
#define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
#define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)
#define MAX_VARYINGS_INCL_PATCH (VARYING_SLOT_TESS_MAX - VARYING_SLOT_VAR0)
const char *gl_varying_slot_name_for_stage(gl_varying_slot slot,
gl_shader_stage stage);
/**
* Determine if the given gl_varying_slot appears in the fragment shader.
*/
static inline bool
_mesa_varying_slot_in_fs(gl_varying_slot slot)
{
switch (slot) {
case VARYING_SLOT_PSIZ:
case VARYING_SLOT_BFC0:
case VARYING_SLOT_BFC1:
case VARYING_SLOT_EDGE:
case VARYING_SLOT_CLIP_VERTEX:
case VARYING_SLOT_LAYER:
case VARYING_SLOT_TESS_LEVEL_OUTER:
case VARYING_SLOT_TESS_LEVEL_INNER:
case VARYING_SLOT_BOUNDING_BOX0:
case VARYING_SLOT_BOUNDING_BOX1:
case VARYING_SLOT_VIEWPORT_MASK:
return false;
default:
return true;
}
}
/**
* 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_BITS_COLOR (VARYING_BIT_COL0 | \
VARYING_BIT_COL1 | \
VARYING_BIT_BFC0 | \
VARYING_BIT_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_CULL_DIST0 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST0)
#define VARYING_BIT_CULL_DIST1 BITFIELD64_BIT(VARYING_SLOT_CULL_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_PRIMITIVE_SHADING_RATE BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_SHADING_RATE)
#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_BOUNDING_BOX0 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX0)
#define VARYING_BIT_BOUNDING_BOX1 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX1)
#define VARYING_BIT_VIEWPORT_MASK BITFIELD64_BIT(VARYING_SLOT_VIEWPORT_MASK)
#define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
/*@}*/
/**
* 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 System values applicable to all shaders
*/
/*@{*/
/**
* Builtin variables added by GL_ARB_shader_ballot.
*/
/*@{*/
/**
* From the GL_ARB_shader-ballot spec:
*
* "A sub-group is a collection of invocations which execute in lockstep.
* The variable <gl_SubGroupSizeARB> is the maximum number of
* invocations in a sub-group. The maximum <gl_SubGroupSizeARB>
* supported in this extension is 64."
*
* The spec defines this as a uniform. However, it's highly unlikely that
* implementations actually treat it as a uniform (which is loaded from a
* constant buffer). Most likely, this is an implementation-wide constant,
* or perhaps something that depends on the shader stage.
*/
SYSTEM_VALUE_SUBGROUP_SIZE,
/**
* From the GL_ARB_shader_ballot spec:
*
* "The variable <gl_SubGroupInvocationARB> holds the index of the
* invocation within sub-group. This variable is in the range 0 to
* <gl_SubGroupSizeARB>-1, where <gl_SubGroupSizeARB> is the total
* number of invocations in a sub-group."
*/
SYSTEM_VALUE_SUBGROUP_INVOCATION,
/**
* From the GL_ARB_shader_ballot spec:
*
* "The <gl_SubGroup??MaskARB> variables provide a bitmask for all
* invocations, with one bit per invocation starting with the least
* significant bit, according to the following table,
*
* variable equation for bit values
* -------------------- ------------------------------------
* gl_SubGroupEqMaskARB bit index == gl_SubGroupInvocationARB
* gl_SubGroupGeMaskARB bit index >= gl_SubGroupInvocationARB
* gl_SubGroupGtMaskARB bit index > gl_SubGroupInvocationARB
* gl_SubGroupLeMaskARB bit index <= gl_SubGroupInvocationARB
* gl_SubGroupLtMaskARB bit index < gl_SubGroupInvocationARB
*/
SYSTEM_VALUE_SUBGROUP_EQ_MASK,
SYSTEM_VALUE_SUBGROUP_GE_MASK,
SYSTEM_VALUE_SUBGROUP_GT_MASK,
SYSTEM_VALUE_SUBGROUP_LE_MASK,
SYSTEM_VALUE_SUBGROUP_LT_MASK,
/*@}*/
/**
* Builtin variables added by VK_KHR_subgroups
*/
/*@{*/
SYSTEM_VALUE_NUM_SUBGROUPS,
SYSTEM_VALUE_SUBGROUP_ID,
/*@}*/
/*@}*/
/**
* \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,
/**
* Vulkan InstanceIndex.
*
* InstanceIndex = gl_InstanceID + gl_BaseInstance
*/
SYSTEM_VALUE_INSTANCE_INDEX,
/**
* 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,
/**
* Depending on the type of the draw call (indexed or non-indexed),
* is the value of \c basevertex passed to \c glDrawElementsBaseVertex and
* similar, or is the value of \c first passed to \c glDrawArrays and
* similar.
*
* \note
* It can be used to calculate the \c SYSTEM_VALUE_VERTEX_ID as
* \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus \c SYSTEM_VALUE_FIRST_VERTEX.
*
* \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_VERTEX_ID
*/
SYSTEM_VALUE_FIRST_VERTEX,
/**
* If the Draw command used to start the rendering was an indexed draw
* or not (~0/0). Useful to calculate \c SYSTEM_VALUE_BASE_VERTEX as
* \c SYSTEM_VALUE_IS_INDEXED_DRAW & \c SYSTEM_VALUE_FIRST_VERTEX.
*/
SYSTEM_VALUE_IS_INDEXED_DRAW,
/**
* 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_POINT_COORD,
SYSTEM_VALUE_LINE_COORD, /**< Coord along axis perpendicular to line */
SYSTEM_VALUE_FRONT_FACE,
SYSTEM_VALUE_SAMPLE_ID,
SYSTEM_VALUE_SAMPLE_POS,
SYSTEM_VALUE_SAMPLE_POS_OR_CENTER,
SYSTEM_VALUE_SAMPLE_MASK_IN,
SYSTEM_VALUE_HELPER_INVOCATION,
SYSTEM_VALUE_COLOR0,
SYSTEM_VALUE_COLOR1,
/*@}*/
/**
* \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 */
SYSTEM_VALUE_TESS_LEVEL_OUTER_DEFAULT, /**< TCS input for passthru TCS */
SYSTEM_VALUE_TESS_LEVEL_INNER_DEFAULT, /**< TCS input for passthru TCS */
/*@}*/
/**
* \name Compute shader system values
*/
/*@{*/
SYSTEM_VALUE_LOCAL_INVOCATION_ID,
SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
SYSTEM_VALUE_BASE_GLOBAL_INVOCATION_ID,
SYSTEM_VALUE_GLOBAL_INVOCATION_INDEX,
SYSTEM_VALUE_WORKGROUP_ID,
SYSTEM_VALUE_WORKGROUP_INDEX,
SYSTEM_VALUE_NUM_WORKGROUPS,
SYSTEM_VALUE_WORKGROUP_SIZE,
SYSTEM_VALUE_GLOBAL_GROUP_SIZE,
SYSTEM_VALUE_WORK_DIM,
SYSTEM_VALUE_USER_DATA_AMD,
/*@}*/
/** Required for VK_KHR_device_group */
SYSTEM_VALUE_DEVICE_INDEX,
/** Required for VK_KHX_multiview */
SYSTEM_VALUE_VIEW_INDEX,
/**
* Driver internal vertex-count, used (for example) for drivers to
* calculate stride for stream-out outputs. Not externally visible.
*/
SYSTEM_VALUE_VERTEX_CNT,
/**
* Required for AMD_shader_explicit_vertex_parameter and also used for
* varying-fetch instructions.
*
* The _SIZE value is "primitive size", used to scale i/j in primitive
* space to pixel space.
*/
SYSTEM_VALUE_BARYCENTRIC_PERSP_PIXEL,
SYSTEM_VALUE_BARYCENTRIC_PERSP_SAMPLE,
SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTROID,
SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTER_RHW,
SYSTEM_VALUE_BARYCENTRIC_LINEAR_PIXEL,
SYSTEM_VALUE_BARYCENTRIC_LINEAR_CENTROID,
SYSTEM_VALUE_BARYCENTRIC_LINEAR_SAMPLE,
SYSTEM_VALUE_BARYCENTRIC_PULL_MODEL,
/**
* \name Ray tracing shader system values
*/
/*@{*/
SYSTEM_VALUE_RAY_LAUNCH_ID,
SYSTEM_VALUE_RAY_LAUNCH_SIZE,
SYSTEM_VALUE_RAY_LAUNCH_SIZE_ADDR_AMD,
SYSTEM_VALUE_RAY_WORLD_ORIGIN,
SYSTEM_VALUE_RAY_WORLD_DIRECTION,
SYSTEM_VALUE_RAY_OBJECT_ORIGIN,
SYSTEM_VALUE_RAY_OBJECT_DIRECTION,
SYSTEM_VALUE_RAY_T_MIN,
SYSTEM_VALUE_RAY_T_MAX,
SYSTEM_VALUE_RAY_OBJECT_TO_WORLD,
SYSTEM_VALUE_RAY_WORLD_TO_OBJECT,
SYSTEM_VALUE_RAY_HIT_KIND,
SYSTEM_VALUE_RAY_FLAGS,
SYSTEM_VALUE_RAY_GEOMETRY_INDEX,
SYSTEM_VALUE_RAY_INSTANCE_CUSTOM_INDEX,
SYSTEM_VALUE_CULL_MASK,
/*@}*/
/**
* \name Task/Mesh shader system values
*/
/*@{*/
SYSTEM_VALUE_MESH_VIEW_COUNT,
SYSTEM_VALUE_MESH_VIEW_INDICES,
/*@}*/
/**
* IR3 specific geometry shader and tesselation control shader system
* values that packs invocation id, thread id and vertex id. Having this
* as a nir level system value lets us do the unpacking in nir.
*/
SYSTEM_VALUE_GS_HEADER_IR3,
SYSTEM_VALUE_TCS_HEADER_IR3,
/* IR3 specific system value that contains the patch id for the current
* subdraw.
*/
SYSTEM_VALUE_REL_PATCH_ID_IR3,
/**
* Fragment shading rate used for KHR_fragment_shading_rate (Vulkan).
*/
SYSTEM_VALUE_FRAG_SHADING_RATE,
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_MODE_NONE must be 0 so that memsetting the
* ir_variable data structure to 0 causes the default behavior.
*/
enum glsl_interp_mode
{
INTERP_MODE_NONE = 0,
INTERP_MODE_SMOOTH,
INTERP_MODE_FLAT,
INTERP_MODE_NOPERSPECTIVE,
INTERP_MODE_EXPLICIT,
INTERP_MODE_COLOR, /**< glShadeModel determines the interp mode */
INTERP_MODE_COUNT /**< Number of interpolation qualifiers */
};
enum glsl_interface_packing {
GLSL_INTERFACE_PACKING_STD140,
GLSL_INTERFACE_PACKING_SHARED,
GLSL_INTERFACE_PACKING_PACKED,
GLSL_INTERFACE_PACKING_STD430
};
const char *glsl_interp_mode_name(enum glsl_interp_mode 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
};
/**
* \brief Buffer access qualifiers
*/
enum gl_access_qualifier
{
ACCESS_COHERENT = (1 << 0),
ACCESS_RESTRICT = (1 << 1),
ACCESS_VOLATILE = (1 << 2),
/* The memory used by the access/variable is not read. */
ACCESS_NON_READABLE = (1 << 3),
/* The memory used by the access/variable is not written. */
ACCESS_NON_WRITEABLE = (1 << 4),
/**
* The access may use a non-uniform buffer or image index.
*
* This is not allowed in either OpenGL or OpenGL ES, or Vulkan unless
* VK_EXT_descriptor_indexing is supported and the appropriate capability is
* enabled.
*
* Some GL spec archaeology justifying this:
*
* Up through at least GLSL ES 3.20 and GLSL 4.50, "Opaque Types" says "When
* aggregated into arrays within a shader, opaque types can only be indexed
* with a dynamically uniform integral expression (see section 3.9.3) unless
* otherwise noted; otherwise, results are undefined."
*
* The original GL_AB_shader_image_load_store specification for desktop GL
* didn't have this restriction ("Images may be aggregated into arrays within
* a shader (using square brackets [ ]) and can be indexed with general
* integer expressions.") At the same time,
* GL_ARB_shader_storage_buffer_objects *did* have the uniform restriction
* ("A uniform or shader storage block array can only be indexed with a
* dynamically uniform integral expression, otherwise results are
* undefined"), just like ARB_gpu_shader5 did when it first introduced a
* non-constant indexing of an opaque type with samplers. So, we assume that
* this was an oversight in the original image_load_store spec, and was
* considered a correction in the merge to core.
*/
ACCESS_NON_UNIFORM = (1 << 5),
/* This has the same semantics as NIR_INTRINSIC_CAN_REORDER, only to be
* used with loads. In other words, it means that the load can be
* arbitrarily reordered, or combined with other loads to the same address.
* It is implied by ACCESS_NON_WRITEABLE and a lack of ACCESS_VOLATILE.
*/
ACCESS_CAN_REORDER = (1 << 6),
/** Use as little cache space as possible. */
ACCESS_STREAM_CACHE_POLICY = (1 << 7),
/** Execute instruction also in helpers. */
ACCESS_INCLUDE_HELPERS = (1 << 8),
};
/**
* \brief Blend support qualifiers
*/
enum gl_advanced_blend_mode
{
BLEND_NONE = 0,
BLEND_MULTIPLY,
BLEND_SCREEN,
BLEND_OVERLAY,
BLEND_DARKEN,
BLEND_LIGHTEN,
BLEND_COLORDODGE,
BLEND_COLORBURN,
BLEND_HARDLIGHT,
BLEND_SOFTLIGHT,
BLEND_DIFFERENCE,
BLEND_EXCLUSION,
BLEND_HSL_HUE,
BLEND_HSL_SATURATION,
BLEND_HSL_COLOR,
BLEND_HSL_LUMINOSITY,
};
enum blend_func
{
BLEND_FUNC_ADD,
BLEND_FUNC_SUBTRACT,
BLEND_FUNC_REVERSE_SUBTRACT,
BLEND_FUNC_MIN,
BLEND_FUNC_MAX,
};
enum blend_factor
{
BLEND_FACTOR_ZERO,
BLEND_FACTOR_SRC_COLOR,
BLEND_FACTOR_SRC1_COLOR,
BLEND_FACTOR_DST_COLOR,
BLEND_FACTOR_SRC_ALPHA,
BLEND_FACTOR_SRC1_ALPHA,
BLEND_FACTOR_DST_ALPHA,
BLEND_FACTOR_CONSTANT_COLOR,
BLEND_FACTOR_CONSTANT_ALPHA,
BLEND_FACTOR_SRC_ALPHA_SATURATE,
};
enum gl_tess_spacing
{
TESS_SPACING_UNSPECIFIED,
TESS_SPACING_EQUAL,
TESS_SPACING_FRACTIONAL_ODD,
TESS_SPACING_FRACTIONAL_EVEN,
};
enum tess_primitive_mode
{
TESS_PRIMITIVE_UNSPECIFIED,
TESS_PRIMITIVE_TRIANGLES,
TESS_PRIMITIVE_QUADS,
TESS_PRIMITIVE_ISOLINES,
};
/* these also map directly to GL and gallium prim types. */
enum shader_prim
{
SHADER_PRIM_POINTS,
SHADER_PRIM_LINES,
SHADER_PRIM_LINE_LOOP,
SHADER_PRIM_LINE_STRIP,
SHADER_PRIM_TRIANGLES,
SHADER_PRIM_TRIANGLE_STRIP,
SHADER_PRIM_TRIANGLE_FAN,
SHADER_PRIM_QUADS,
SHADER_PRIM_QUAD_STRIP,
SHADER_PRIM_POLYGON,
SHADER_PRIM_LINES_ADJACENCY,
SHADER_PRIM_LINE_STRIP_ADJACENCY,
SHADER_PRIM_TRIANGLES_ADJACENCY,
SHADER_PRIM_TRIANGLE_STRIP_ADJACENCY,
SHADER_PRIM_PATCHES,
SHADER_PRIM_MAX = SHADER_PRIM_PATCHES,
SHADER_PRIM_UNKNOWN = (SHADER_PRIM_MAX * 2),
};
/**
* Number of vertices per mesh shader primitive.
*/
unsigned num_mesh_vertices_per_primitive(unsigned prim);
/**
* A compare function enum for use in compiler lowering passes. This is in
* the same order as GL's compare functions (shifted down by GL_NEVER), and is
* exactly the same as gallium's PIPE_FUNC_*.
*/
enum compare_func
{
COMPARE_FUNC_NEVER,
COMPARE_FUNC_LESS,
COMPARE_FUNC_EQUAL,
COMPARE_FUNC_LEQUAL,
COMPARE_FUNC_GREATER,
COMPARE_FUNC_NOTEQUAL,
COMPARE_FUNC_GEQUAL,
COMPARE_FUNC_ALWAYS,
};
/**
* Arrangements for grouping invocations from NV_compute_shader_derivatives.
*
* The extension provides new layout qualifiers that support two different
* arrangements of compute shader invocations for the purpose of derivative
* computation. When specifying
*
* layout(derivative_group_quadsNV) in;
*
* compute shader invocations are grouped into 2x2x1 arrays whose four local
* invocation ID values follow the pattern:
*
* +-----------------+------------------+
* | (2x+0, 2y+0, z) | (2x+1, 2y+0, z) |
* +-----------------+------------------+
* | (2x+0, 2y+1, z) | (2x+1, 2y+1, z) |
* +-----------------+------------------+
*
* where Y increases from bottom to top. When specifying
*
* layout(derivative_group_linearNV) in;
*
* compute shader invocations are grouped into 2x2x1 arrays whose four local
* invocation index values follow the pattern:
*
* +------+------+
* | 4n+0 | 4n+1 |
* +------+------+
* | 4n+2 | 4n+3 |
* +------+------+
*
* If neither layout qualifier is specified, derivatives in compute shaders
* return zero, which is consistent with the handling of built-in texture
* functions like texture() in GLSL 4.50 compute shaders.
*/
enum gl_derivative_group {
DERIVATIVE_GROUP_NONE = 0,
DERIVATIVE_GROUP_QUADS,
DERIVATIVE_GROUP_LINEAR,
};
enum float_controls
{
FLOAT_CONTROLS_DEFAULT_FLOAT_CONTROL_MODE = 0x0000,
FLOAT_CONTROLS_DENORM_PRESERVE_FP16 = 0x0001,
FLOAT_CONTROLS_DENORM_PRESERVE_FP32 = 0x0002,
FLOAT_CONTROLS_DENORM_PRESERVE_FP64 = 0x0004,
FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP16 = 0x0008,
FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP32 = 0x0010,
FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP64 = 0x0020,
FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP16 = 0x0040,
FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP32 = 0x0080,
FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP64 = 0x0100,
FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP16 = 0x0200,
FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP32 = 0x0400,
FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP64 = 0x0800,
FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP16 = 0x1000,
FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP32 = 0x2000,
FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP64 = 0x4000,
};
/**
* Enums to describe sampler properties used by OpenCL's inline constant samplers.
* These values match the meanings described in the SPIR-V spec.
*/
enum cl_sampler_addressing_mode {
SAMPLER_ADDRESSING_MODE_NONE = 0,
SAMPLER_ADDRESSING_MODE_CLAMP_TO_EDGE = 1,
SAMPLER_ADDRESSING_MODE_CLAMP = 2,
SAMPLER_ADDRESSING_MODE_REPEAT = 3,
SAMPLER_ADDRESSING_MODE_REPEAT_MIRRORED = 4,
};
enum cl_sampler_filter_mode {
SAMPLER_FILTER_MODE_NEAREST = 0,
SAMPLER_FILTER_MODE_LINEAR = 1,
};
/**
* \name Bit flags used for updating material values.
*/
/*@{*/
#define MAT_ATTRIB_FRONT_AMBIENT 0
#define MAT_ATTRIB_BACK_AMBIENT 1
#define MAT_ATTRIB_FRONT_DIFFUSE 2
#define MAT_ATTRIB_BACK_DIFFUSE 3
#define MAT_ATTRIB_FRONT_SPECULAR 4
#define MAT_ATTRIB_BACK_SPECULAR 5
#define MAT_ATTRIB_FRONT_EMISSION 6
#define MAT_ATTRIB_BACK_EMISSION 7
#define MAT_ATTRIB_FRONT_SHININESS 8
#define MAT_ATTRIB_BACK_SHININESS 9
#define MAT_ATTRIB_FRONT_INDEXES 10
#define MAT_ATTRIB_BACK_INDEXES 11
#define MAT_ATTRIB_MAX 12
#define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
#define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
#define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
#define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
#define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
#define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
#define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
#define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
#define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
#define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
#define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
#define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
#define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
#define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
#define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
#define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
#define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
#define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
/** An enum representing what kind of input gl_SubgroupSize is. */
enum PACKED gl_subgroup_size
{
/** Actual subgroup size, whatever that happens to be */
SUBGROUP_SIZE_VARYING = 0,
/** Subgroup size must appear to be draw or dispatch-uniform
*
* This is the OpenGL behavior
*/
SUBGROUP_SIZE_UNIFORM,
/** Subgroup size must appear to be the API advertised constant
*
* This is the default Vulkan 1.1 behavior
*/
SUBGROUP_SIZE_API_CONSTANT,
/** Subgroup size must actually be the API advertised constant
*
* Not only must the subgroup size match the API advertised constant as
* with SUBGROUP_SIZE_API_CONSTANT but it must also be dispatched such that
* all the subgroups are full if there are enough invocations.
*/
SUBGROUP_SIZE_FULL_SUBGROUPS,
/* These enums are specifically chosen so that the value of the enum is
* also the subgroup size. If any new values are added, they must respect
* this invariant.
*/
SUBGROUP_SIZE_REQUIRE_8 = 8, /**< VK_EXT_subgroup_size_control */
SUBGROUP_SIZE_REQUIRE_16 = 16, /**< VK_EXT_subgroup_size_control */
SUBGROUP_SIZE_REQUIRE_32 = 32, /**< VK_EXT_subgroup_size_control */
SUBGROUP_SIZE_REQUIRE_64 = 64, /**< VK_EXT_subgroup_size_control */
SUBGROUP_SIZE_REQUIRE_128 = 128, /**< VK_EXT_subgroup_size_control */
};
#ifdef __cplusplus
} /* extern "C" */
#endif
#endif /* SHADER_ENUMS_H */