mirror of https://gitlab.freedesktop.org/mesa/mesa
396 lines
13 KiB
C
396 lines
13 KiB
C
/*
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* Mesa 3-D graphics library
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*
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* Copyright © 2015 Red Hat
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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 (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* 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 OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*
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* Authors:
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* Rob Clark <robclark@freedesktop.org>
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*/
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#include "shader_enums.h"
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#include "util/macros.h"
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#include "mesa/main/config.h"
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#define ENUM(x) [x] = #x
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#define NAME(val) ((((val) < ARRAY_SIZE(names)) && names[(val)]) ? names[(val)] : "UNKNOWN")
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const char *
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gl_shader_stage_name(gl_shader_stage stage)
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{
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static const char *names[] = {
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ENUM(MESA_SHADER_VERTEX),
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ENUM(MESA_SHADER_TESS_CTRL),
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ENUM(MESA_SHADER_TESS_EVAL),
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ENUM(MESA_SHADER_GEOMETRY),
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ENUM(MESA_SHADER_FRAGMENT),
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ENUM(MESA_SHADER_COMPUTE),
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ENUM(MESA_SHADER_TASK),
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ENUM(MESA_SHADER_MESH),
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ENUM(MESA_SHADER_RAYGEN),
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ENUM(MESA_SHADER_ANY_HIT),
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ENUM(MESA_SHADER_CLOSEST_HIT),
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ENUM(MESA_SHADER_MISS),
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ENUM(MESA_SHADER_INTERSECTION),
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ENUM(MESA_SHADER_CALLABLE),
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ENUM(MESA_SHADER_KERNEL),
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};
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STATIC_ASSERT(ARRAY_SIZE(names) == MESA_ALL_SHADER_STAGES);
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return NAME(stage);
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}
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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 *
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_mesa_shader_stage_to_string(unsigned stage)
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{
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switch (stage) {
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case MESA_SHADER_VERTEX: return "vertex";
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case MESA_SHADER_FRAGMENT: return "fragment";
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case MESA_SHADER_GEOMETRY: return "geometry";
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case MESA_SHADER_COMPUTE: return "compute";
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case MESA_SHADER_KERNEL: return "kernel";
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case MESA_SHADER_TESS_CTRL: return "tessellation control";
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case MESA_SHADER_TESS_EVAL: return "tessellation evaluation";
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case MESA_SHADER_TASK: return "task";
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case MESA_SHADER_MESH: return "mesh";
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case MESA_SHADER_RAYGEN: return "raygen";
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case MESA_SHADER_ANY_HIT: return "any hit";
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case MESA_SHADER_CLOSEST_HIT: return "closest hit";
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case MESA_SHADER_MISS: return "miss";
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case MESA_SHADER_INTERSECTION: return "intersection";
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case MESA_SHADER_CALLABLE: return "callable";
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}
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unreachable("Unknown shader stage.");
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}
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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 *
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_mesa_shader_stage_to_abbrev(unsigned stage)
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{
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switch (stage) {
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case MESA_SHADER_VERTEX: return "VS";
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case MESA_SHADER_FRAGMENT: return "FS";
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case MESA_SHADER_GEOMETRY: return "GS";
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case MESA_SHADER_COMPUTE: return "CS";
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case MESA_SHADER_KERNEL: return "CL";
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case MESA_SHADER_TESS_CTRL: return "TCS";
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case MESA_SHADER_TESS_EVAL: return "TES";
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case MESA_SHADER_TASK: return "TASK";
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case MESA_SHADER_MESH: return "MESH";
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case MESA_SHADER_RAYGEN: return "RGEN";
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case MESA_SHADER_ANY_HIT: return "RAHIT";
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case MESA_SHADER_CLOSEST_HIT: return "RCHIT";
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case MESA_SHADER_MISS: return "RMISS";
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case MESA_SHADER_INTERSECTION: return "RINT";
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case MESA_SHADER_CALLABLE: return "RCALL";
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}
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unreachable("Unknown shader stage.");
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}
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const char *
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gl_vert_attrib_name(gl_vert_attrib attrib)
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{
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static const char *names[] = {
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ENUM(VERT_ATTRIB_POS),
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ENUM(VERT_ATTRIB_NORMAL),
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ENUM(VERT_ATTRIB_COLOR0),
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ENUM(VERT_ATTRIB_COLOR1),
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ENUM(VERT_ATTRIB_FOG),
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ENUM(VERT_ATTRIB_COLOR_INDEX),
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ENUM(VERT_ATTRIB_TEX0),
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ENUM(VERT_ATTRIB_TEX1),
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ENUM(VERT_ATTRIB_TEX2),
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ENUM(VERT_ATTRIB_TEX3),
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ENUM(VERT_ATTRIB_TEX4),
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ENUM(VERT_ATTRIB_TEX5),
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ENUM(VERT_ATTRIB_TEX6),
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ENUM(VERT_ATTRIB_TEX7),
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ENUM(VERT_ATTRIB_POINT_SIZE),
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ENUM(VERT_ATTRIB_GENERIC0),
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ENUM(VERT_ATTRIB_GENERIC1),
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ENUM(VERT_ATTRIB_GENERIC2),
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ENUM(VERT_ATTRIB_GENERIC3),
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ENUM(VERT_ATTRIB_GENERIC4),
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ENUM(VERT_ATTRIB_GENERIC5),
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ENUM(VERT_ATTRIB_GENERIC6),
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ENUM(VERT_ATTRIB_GENERIC7),
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ENUM(VERT_ATTRIB_GENERIC8),
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ENUM(VERT_ATTRIB_GENERIC9),
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ENUM(VERT_ATTRIB_GENERIC10),
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ENUM(VERT_ATTRIB_GENERIC11),
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ENUM(VERT_ATTRIB_GENERIC12),
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ENUM(VERT_ATTRIB_GENERIC13),
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ENUM(VERT_ATTRIB_GENERIC14),
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ENUM(VERT_ATTRIB_GENERIC15),
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ENUM(VERT_ATTRIB_EDGEFLAG),
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};
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STATIC_ASSERT(ARRAY_SIZE(names) == VERT_ATTRIB_MAX);
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return NAME(attrib);
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}
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const char *
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gl_varying_slot_name_for_stage(gl_varying_slot slot, gl_shader_stage stage)
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{
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if (stage != MESA_SHADER_FRAGMENT && slot == VARYING_SLOT_PRIMITIVE_SHADING_RATE)
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return "VARYING_SLOT_PRIMITIVE_SHADING_RATE";
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switch (stage) {
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case MESA_SHADER_MESH:
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switch (slot) {
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case VARYING_SLOT_PRIMITIVE_COUNT: return "VARYING_SLOT_PRIMITIVE_COUNT";
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case VARYING_SLOT_PRIMITIVE_INDICES: return "VARYING_SLOT_PRIMITIVE_INDICES";
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case VARYING_SLOT_CULL_PRIMITIVE: return "VARYING_SLOT_CULL_PRIMITIVE";
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default:
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/* Not an overlapping value. */
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break;
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}
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break;
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case MESA_SHADER_TASK:
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switch (slot) {
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case VARYING_SLOT_TASK_COUNT: return "VARYING_SLOT_TASK_COUNT";
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default:
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/* Not an overlapping value. */
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break;
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}
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break;
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default:
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break;
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}
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static const char *names[] = {
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ENUM(VARYING_SLOT_POS),
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ENUM(VARYING_SLOT_COL0),
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ENUM(VARYING_SLOT_COL1),
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ENUM(VARYING_SLOT_FOGC),
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ENUM(VARYING_SLOT_TEX0),
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ENUM(VARYING_SLOT_TEX1),
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ENUM(VARYING_SLOT_TEX2),
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ENUM(VARYING_SLOT_TEX3),
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ENUM(VARYING_SLOT_TEX4),
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ENUM(VARYING_SLOT_TEX5),
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ENUM(VARYING_SLOT_TEX6),
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ENUM(VARYING_SLOT_TEX7),
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ENUM(VARYING_SLOT_PSIZ),
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ENUM(VARYING_SLOT_BFC0),
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ENUM(VARYING_SLOT_BFC1),
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ENUM(VARYING_SLOT_EDGE),
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ENUM(VARYING_SLOT_CLIP_VERTEX),
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ENUM(VARYING_SLOT_CLIP_DIST0),
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ENUM(VARYING_SLOT_CLIP_DIST1),
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ENUM(VARYING_SLOT_CULL_DIST0),
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ENUM(VARYING_SLOT_CULL_DIST1),
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ENUM(VARYING_SLOT_PRIMITIVE_ID),
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ENUM(VARYING_SLOT_LAYER),
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ENUM(VARYING_SLOT_VIEWPORT),
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ENUM(VARYING_SLOT_FACE),
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ENUM(VARYING_SLOT_PNTC),
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ENUM(VARYING_SLOT_TESS_LEVEL_OUTER),
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ENUM(VARYING_SLOT_TESS_LEVEL_INNER),
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ENUM(VARYING_SLOT_BOUNDING_BOX0),
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ENUM(VARYING_SLOT_BOUNDING_BOX1),
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ENUM(VARYING_SLOT_VIEW_INDEX),
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ENUM(VARYING_SLOT_VIEWPORT_MASK),
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ENUM(VARYING_SLOT_VAR0),
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ENUM(VARYING_SLOT_VAR1),
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ENUM(VARYING_SLOT_VAR2),
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ENUM(VARYING_SLOT_VAR3),
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ENUM(VARYING_SLOT_VAR4),
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ENUM(VARYING_SLOT_VAR5),
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ENUM(VARYING_SLOT_VAR6),
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ENUM(VARYING_SLOT_VAR7),
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ENUM(VARYING_SLOT_VAR8),
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ENUM(VARYING_SLOT_VAR9),
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ENUM(VARYING_SLOT_VAR10),
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ENUM(VARYING_SLOT_VAR11),
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ENUM(VARYING_SLOT_VAR12),
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ENUM(VARYING_SLOT_VAR13),
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ENUM(VARYING_SLOT_VAR14),
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ENUM(VARYING_SLOT_VAR15),
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ENUM(VARYING_SLOT_VAR16),
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ENUM(VARYING_SLOT_VAR17),
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ENUM(VARYING_SLOT_VAR18),
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ENUM(VARYING_SLOT_VAR19),
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ENUM(VARYING_SLOT_VAR20),
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ENUM(VARYING_SLOT_VAR21),
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ENUM(VARYING_SLOT_VAR22),
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ENUM(VARYING_SLOT_VAR23),
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ENUM(VARYING_SLOT_VAR24),
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ENUM(VARYING_SLOT_VAR25),
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ENUM(VARYING_SLOT_VAR26),
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ENUM(VARYING_SLOT_VAR27),
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ENUM(VARYING_SLOT_VAR28),
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ENUM(VARYING_SLOT_VAR29),
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ENUM(VARYING_SLOT_VAR30),
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ENUM(VARYING_SLOT_VAR31),
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};
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STATIC_ASSERT(ARRAY_SIZE(names) == VARYING_SLOT_MAX);
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return NAME(slot);
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}
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const char *
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gl_system_value_name(gl_system_value sysval)
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{
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static const char *names[] = {
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ENUM(SYSTEM_VALUE_SUBGROUP_SIZE),
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ENUM(SYSTEM_VALUE_SUBGROUP_INVOCATION),
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ENUM(SYSTEM_VALUE_SUBGROUP_EQ_MASK),
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ENUM(SYSTEM_VALUE_SUBGROUP_GE_MASK),
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ENUM(SYSTEM_VALUE_SUBGROUP_GT_MASK),
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ENUM(SYSTEM_VALUE_SUBGROUP_LE_MASK),
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ENUM(SYSTEM_VALUE_SUBGROUP_LT_MASK),
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ENUM(SYSTEM_VALUE_NUM_SUBGROUPS),
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ENUM(SYSTEM_VALUE_SUBGROUP_ID),
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ENUM(SYSTEM_VALUE_VERTEX_ID),
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ENUM(SYSTEM_VALUE_INSTANCE_ID),
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ENUM(SYSTEM_VALUE_INSTANCE_INDEX),
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ENUM(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE),
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ENUM(SYSTEM_VALUE_BASE_VERTEX),
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ENUM(SYSTEM_VALUE_FIRST_VERTEX),
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ENUM(SYSTEM_VALUE_IS_INDEXED_DRAW),
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ENUM(SYSTEM_VALUE_BASE_INSTANCE),
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ENUM(SYSTEM_VALUE_DRAW_ID),
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ENUM(SYSTEM_VALUE_INVOCATION_ID),
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ENUM(SYSTEM_VALUE_FRAG_COORD),
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ENUM(SYSTEM_VALUE_POINT_COORD),
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ENUM(SYSTEM_VALUE_LINE_COORD),
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ENUM(SYSTEM_VALUE_FRONT_FACE),
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ENUM(SYSTEM_VALUE_SAMPLE_ID),
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ENUM(SYSTEM_VALUE_SAMPLE_POS),
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ENUM(SYSTEM_VALUE_SAMPLE_MASK_IN),
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ENUM(SYSTEM_VALUE_HELPER_INVOCATION),
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ENUM(SYSTEM_VALUE_COLOR0),
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ENUM(SYSTEM_VALUE_COLOR1),
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ENUM(SYSTEM_VALUE_TESS_COORD),
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ENUM(SYSTEM_VALUE_VERTICES_IN),
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ENUM(SYSTEM_VALUE_PRIMITIVE_ID),
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ENUM(SYSTEM_VALUE_TESS_LEVEL_OUTER),
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ENUM(SYSTEM_VALUE_TESS_LEVEL_INNER),
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ENUM(SYSTEM_VALUE_TESS_LEVEL_OUTER_DEFAULT),
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ENUM(SYSTEM_VALUE_TESS_LEVEL_INNER_DEFAULT),
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ENUM(SYSTEM_VALUE_LOCAL_INVOCATION_ID),
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ENUM(SYSTEM_VALUE_LOCAL_INVOCATION_INDEX),
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ENUM(SYSTEM_VALUE_GLOBAL_INVOCATION_ID),
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ENUM(SYSTEM_VALUE_BASE_GLOBAL_INVOCATION_ID),
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ENUM(SYSTEM_VALUE_GLOBAL_INVOCATION_INDEX),
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ENUM(SYSTEM_VALUE_WORKGROUP_ID),
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ENUM(SYSTEM_VALUE_NUM_WORKGROUPS),
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ENUM(SYSTEM_VALUE_WORKGROUP_SIZE),
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ENUM(SYSTEM_VALUE_GLOBAL_GROUP_SIZE),
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ENUM(SYSTEM_VALUE_USER_DATA_AMD),
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ENUM(SYSTEM_VALUE_WORK_DIM),
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ENUM(SYSTEM_VALUE_DEVICE_INDEX),
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ENUM(SYSTEM_VALUE_VIEW_INDEX),
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ENUM(SYSTEM_VALUE_VERTEX_CNT),
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ENUM(SYSTEM_VALUE_BARYCENTRIC_PERSP_PIXEL),
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ENUM(SYSTEM_VALUE_BARYCENTRIC_PERSP_SAMPLE),
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ENUM(SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTROID),
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ENUM(SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTER_RHW),
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ENUM(SYSTEM_VALUE_BARYCENTRIC_LINEAR_PIXEL),
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ENUM(SYSTEM_VALUE_BARYCENTRIC_LINEAR_CENTROID),
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ENUM(SYSTEM_VALUE_BARYCENTRIC_LINEAR_SAMPLE),
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ENUM(SYSTEM_VALUE_BARYCENTRIC_PULL_MODEL),
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ENUM(SYSTEM_VALUE_RAY_LAUNCH_ID),
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ENUM(SYSTEM_VALUE_RAY_LAUNCH_SIZE),
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ENUM(SYSTEM_VALUE_RAY_LAUNCH_SIZE_ADDR_AMD),
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ENUM(SYSTEM_VALUE_RAY_WORLD_ORIGIN),
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ENUM(SYSTEM_VALUE_RAY_WORLD_DIRECTION),
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ENUM(SYSTEM_VALUE_RAY_OBJECT_ORIGIN),
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ENUM(SYSTEM_VALUE_RAY_OBJECT_DIRECTION),
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ENUM(SYSTEM_VALUE_RAY_T_MIN),
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ENUM(SYSTEM_VALUE_RAY_T_MAX),
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ENUM(SYSTEM_VALUE_RAY_OBJECT_TO_WORLD),
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ENUM(SYSTEM_VALUE_RAY_WORLD_TO_OBJECT),
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ENUM(SYSTEM_VALUE_RAY_HIT_KIND),
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ENUM(SYSTEM_VALUE_RAY_FLAGS),
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ENUM(SYSTEM_VALUE_RAY_GEOMETRY_INDEX),
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ENUM(SYSTEM_VALUE_CULL_MASK),
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ENUM(SYSTEM_VALUE_MESH_VIEW_COUNT),
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ENUM(SYSTEM_VALUE_MESH_VIEW_INDICES),
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ENUM(SYSTEM_VALUE_GS_HEADER_IR3),
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ENUM(SYSTEM_VALUE_TCS_HEADER_IR3),
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ENUM(SYSTEM_VALUE_REL_PATCH_ID_IR3),
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ENUM(SYSTEM_VALUE_FRAG_SHADING_RATE),
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};
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STATIC_ASSERT(ARRAY_SIZE(names) == SYSTEM_VALUE_MAX);
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return NAME(sysval);
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}
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const char *
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glsl_interp_mode_name(enum glsl_interp_mode qual)
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{
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static const char *names[] = {
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ENUM(INTERP_MODE_NONE),
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ENUM(INTERP_MODE_SMOOTH),
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ENUM(INTERP_MODE_FLAT),
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ENUM(INTERP_MODE_NOPERSPECTIVE),
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ENUM(INTERP_MODE_EXPLICIT),
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ENUM(INTERP_MODE_COLOR),
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};
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STATIC_ASSERT(ARRAY_SIZE(names) == INTERP_MODE_COUNT);
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return NAME(qual);
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}
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const char *
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gl_frag_result_name(gl_frag_result result)
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{
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static const char *names[] = {
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ENUM(FRAG_RESULT_DEPTH),
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ENUM(FRAG_RESULT_STENCIL),
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ENUM(FRAG_RESULT_COLOR),
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ENUM(FRAG_RESULT_SAMPLE_MASK),
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ENUM(FRAG_RESULT_DATA0),
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ENUM(FRAG_RESULT_DATA1),
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ENUM(FRAG_RESULT_DATA2),
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ENUM(FRAG_RESULT_DATA3),
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ENUM(FRAG_RESULT_DATA4),
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ENUM(FRAG_RESULT_DATA5),
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ENUM(FRAG_RESULT_DATA6),
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ENUM(FRAG_RESULT_DATA7),
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};
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STATIC_ASSERT(ARRAY_SIZE(names) == FRAG_RESULT_MAX);
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return NAME(result);
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}
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unsigned
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num_mesh_vertices_per_primitive(unsigned prim)
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{
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switch (prim) {
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case SHADER_PRIM_POINTS:
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return 1;
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case SHADER_PRIM_LINES:
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return 2;
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case SHADER_PRIM_TRIANGLES:
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return 3;
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default:
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unreachable("invalid mesh shader primitive type");
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}
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}
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