mirror of https://github.com/commaai/tinygrad.git
907 lines
30 KiB
C
907 lines
30 KiB
C
/*
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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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#ifndef SHADER_ENUMS_H
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#define SHADER_ENUMS_H
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#include <stdbool.h>
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/* Project-wide (GL and Vulkan) maximum. */
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#define MAX_DRAW_BUFFERS 8
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* Shader stages.
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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_NONE = -1,
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MESA_SHADER_VERTEX = 0,
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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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/* must be last so it doesn't affect the GL pipeline */
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MESA_SHADER_KERNEL = 6,
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} gl_shader_stage;
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static inline bool
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gl_shader_stage_is_compute(gl_shader_stage stage)
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{
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return stage == MESA_SHADER_COMPUTE || stage == MESA_SHADER_KERNEL;
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}
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/**
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* Number of STATE_* values we need to address any GL state.
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* Used to dimension arrays.
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*/
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#define STATE_LENGTH 5
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typedef short gl_state_index16; /* see enum gl_state_index */
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const char *gl_shader_stage_name(gl_shader_stage stage);
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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 *_mesa_shader_stage_to_string(unsigned stage);
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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 *_mesa_shader_stage_to_abbrev(unsigned stage);
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/**
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* GL related stages (not including CL)
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*/
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#define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
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/**
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* All stages
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*/
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#define MESA_ALL_SHADER_STAGES (MESA_SHADER_KERNEL + 1)
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/**
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* Indexes for vertex program attributes.
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* GL_NV_vertex_program aliases generic attributes over the conventional
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* attributes. In GL_ARB_vertex_program shader the aliasing is optional.
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* In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
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* generic attributes are distinct/separate).
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*/
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typedef enum
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{
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VERT_ATTRIB_POS,
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VERT_ATTRIB_NORMAL,
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VERT_ATTRIB_COLOR0,
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VERT_ATTRIB_COLOR1,
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VERT_ATTRIB_FOG,
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VERT_ATTRIB_COLOR_INDEX,
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VERT_ATTRIB_EDGEFLAG,
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VERT_ATTRIB_TEX0,
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VERT_ATTRIB_TEX1,
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VERT_ATTRIB_TEX2,
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VERT_ATTRIB_TEX3,
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VERT_ATTRIB_TEX4,
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VERT_ATTRIB_TEX5,
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VERT_ATTRIB_TEX6,
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VERT_ATTRIB_TEX7,
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VERT_ATTRIB_POINT_SIZE,
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VERT_ATTRIB_GENERIC0,
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VERT_ATTRIB_GENERIC1,
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VERT_ATTRIB_GENERIC2,
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VERT_ATTRIB_GENERIC3,
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VERT_ATTRIB_GENERIC4,
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VERT_ATTRIB_GENERIC5,
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VERT_ATTRIB_GENERIC6,
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VERT_ATTRIB_GENERIC7,
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VERT_ATTRIB_GENERIC8,
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VERT_ATTRIB_GENERIC9,
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VERT_ATTRIB_GENERIC10,
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VERT_ATTRIB_GENERIC11,
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VERT_ATTRIB_GENERIC12,
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VERT_ATTRIB_GENERIC13,
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VERT_ATTRIB_GENERIC14,
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VERT_ATTRIB_GENERIC15,
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VERT_ATTRIB_MAX
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} gl_vert_attrib;
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const char *gl_vert_attrib_name(gl_vert_attrib attrib);
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/**
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* Symbolic constats to help iterating over
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* specific blocks of vertex attributes.
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*
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* VERT_ATTRIB_FF
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* includes all fixed function attributes as well as
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* the aliased GL_NV_vertex_program shader attributes.
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* VERT_ATTRIB_TEX
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* include the classic texture coordinate attributes.
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* Is a subset of VERT_ATTRIB_FF.
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* VERT_ATTRIB_GENERIC
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* include the OpenGL 2.0+ GLSL generic shader attributes.
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* These alias the generic GL_ARB_vertex_shader attributes.
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* VERT_ATTRIB_MAT
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* include the generic shader attributes used to alias
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* varying material values for the TNL shader programs.
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* They are located at the end of the generic attribute
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* block not to overlap with the generic 0 attribute.
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*/
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#define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
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#define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
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#define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
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#define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
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#define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
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#define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
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#define VERT_ATTRIB_MAT0 \
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(VERT_ATTRIB_GENERIC_MAX - VERT_ATTRIB_MAT_MAX)
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#define VERT_ATTRIB_MAT(i) \
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VERT_ATTRIB_GENERIC((i) + VERT_ATTRIB_MAT0)
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#define VERT_ATTRIB_MAT_MAX MAT_ATTRIB_MAX
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/**
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* Bitflags for vertex attributes.
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* These are used in bitfields in many places.
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*/
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/*@{*/
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#define VERT_BIT_POS BITFIELD_BIT(VERT_ATTRIB_POS)
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#define VERT_BIT_NORMAL BITFIELD_BIT(VERT_ATTRIB_NORMAL)
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#define VERT_BIT_COLOR0 BITFIELD_BIT(VERT_ATTRIB_COLOR0)
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#define VERT_BIT_COLOR1 BITFIELD_BIT(VERT_ATTRIB_COLOR1)
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#define VERT_BIT_FOG BITFIELD_BIT(VERT_ATTRIB_FOG)
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#define VERT_BIT_COLOR_INDEX BITFIELD_BIT(VERT_ATTRIB_COLOR_INDEX)
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#define VERT_BIT_EDGEFLAG BITFIELD_BIT(VERT_ATTRIB_EDGEFLAG)
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#define VERT_BIT_TEX0 BITFIELD_BIT(VERT_ATTRIB_TEX0)
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#define VERT_BIT_TEX1 BITFIELD_BIT(VERT_ATTRIB_TEX1)
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#define VERT_BIT_TEX2 BITFIELD_BIT(VERT_ATTRIB_TEX2)
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#define VERT_BIT_TEX3 BITFIELD_BIT(VERT_ATTRIB_TEX3)
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#define VERT_BIT_TEX4 BITFIELD_BIT(VERT_ATTRIB_TEX4)
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#define VERT_BIT_TEX5 BITFIELD_BIT(VERT_ATTRIB_TEX5)
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#define VERT_BIT_TEX6 BITFIELD_BIT(VERT_ATTRIB_TEX6)
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#define VERT_BIT_TEX7 BITFIELD_BIT(VERT_ATTRIB_TEX7)
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#define VERT_BIT_POINT_SIZE BITFIELD_BIT(VERT_ATTRIB_POINT_SIZE)
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#define VERT_BIT_GENERIC0 BITFIELD_BIT(VERT_ATTRIB_GENERIC0)
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#define VERT_BIT(i) BITFIELD_BIT(i)
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#define VERT_BIT_ALL BITFIELD_RANGE(0, VERT_ATTRIB_MAX)
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#define VERT_BIT_FF(i) VERT_BIT(i)
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#define VERT_BIT_FF_ALL BITFIELD_RANGE(0, VERT_ATTRIB_FF_MAX)
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#define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
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#define VERT_BIT_TEX_ALL \
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BITFIELD_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
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#define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
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#define VERT_BIT_GENERIC_ALL \
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BITFIELD_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
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#define VERT_BIT_MAT(i) VERT_BIT(VERT_ATTRIB_MAT(i))
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#define VERT_BIT_MAT_ALL \
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BITFIELD_RANGE(VERT_ATTRIB_MAT(0), VERT_ATTRIB_MAT_MAX)
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/*@}*/
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#define MAX_VARYING 32 /**< number of float[4] vectors */
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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_CULL_DIST0,
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VARYING_SLOT_CULL_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_BOUNDING_BOX0, /* Only appears as TCS output. */
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VARYING_SLOT_BOUNDING_BOX1, /* Only appears as TCS output. */
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VARYING_SLOT_VIEW_INDEX,
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VARYING_SLOT_VIEWPORT_MASK, /* Does not appear in FS */
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VARYING_SLOT_VAR0, /* First generic varying slot */
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/* the remaining are simply for the benefit of gl_varying_slot_name()
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* and not to be construed as an upper bound:
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*/
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VARYING_SLOT_VAR1,
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VARYING_SLOT_VAR2,
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VARYING_SLOT_VAR3,
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VARYING_SLOT_VAR4,
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VARYING_SLOT_VAR5,
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VARYING_SLOT_VAR6,
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VARYING_SLOT_VAR7,
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VARYING_SLOT_VAR8,
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VARYING_SLOT_VAR9,
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VARYING_SLOT_VAR10,
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VARYING_SLOT_VAR11,
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VARYING_SLOT_VAR12,
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VARYING_SLOT_VAR13,
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VARYING_SLOT_VAR14,
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VARYING_SLOT_VAR15,
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VARYING_SLOT_VAR16,
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VARYING_SLOT_VAR17,
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VARYING_SLOT_VAR18,
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VARYING_SLOT_VAR19,
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VARYING_SLOT_VAR20,
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VARYING_SLOT_VAR21,
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VARYING_SLOT_VAR22,
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VARYING_SLOT_VAR23,
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VARYING_SLOT_VAR24,
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VARYING_SLOT_VAR25,
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VARYING_SLOT_VAR26,
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VARYING_SLOT_VAR27,
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VARYING_SLOT_VAR28,
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VARYING_SLOT_VAR29,
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VARYING_SLOT_VAR30,
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VARYING_SLOT_VAR31,
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} gl_varying_slot;
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#define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
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#define VARYING_SLOT_PATCH0 (VARYING_SLOT_MAX)
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#define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)
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#define MAX_VARYINGS_INCL_PATCH (VARYING_SLOT_TESS_MAX - VARYING_SLOT_VAR0)
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const char *gl_varying_slot_name(gl_varying_slot 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_BITS_COLOR (VARYING_BIT_COL0 | \
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VARYING_BIT_COL1 | \
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VARYING_BIT_BFC0 | \
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VARYING_BIT_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_CULL_DIST0 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST0)
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#define VARYING_BIT_CULL_DIST1 BITFIELD64_BIT(VARYING_SLOT_CULL_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_BOUNDING_BOX0 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX0)
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#define VARYING_BIT_BOUNDING_BOX1 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX1)
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#define VARYING_BIT_VIEWPORT_MASK BITFIELD64_BIT(VARYING_SLOT_VIEWPORT_MASK)
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#define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
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/*@}*/
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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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#define SYSTEM_BIT_LOCAL_INVOCATION_ID ((uint64_t)1 << SYSTEM_VALUE_LOCAL_INVOCATION_ID)
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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 System values applicable to all shaders
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*/
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/*@{*/
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/**
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* Builtin variables added by GL_ARB_shader_ballot.
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*/
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/*@{*/
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/**
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* From the GL_ARB_shader-ballot spec:
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*
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* "A sub-group is a collection of invocations which execute in lockstep.
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* The variable <gl_SubGroupSizeARB> is the maximum number of
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* invocations in a sub-group. The maximum <gl_SubGroupSizeARB>
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* supported in this extension is 64."
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*
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* The spec defines this as a uniform. However, it's highly unlikely that
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* implementations actually treat it as a uniform (which is loaded from a
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* constant buffer). Most likely, this is an implementation-wide constant,
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* or perhaps something that depends on the shader stage.
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*/
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SYSTEM_VALUE_SUBGROUP_SIZE,
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/**
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* From the GL_ARB_shader_ballot spec:
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*
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* "The variable <gl_SubGroupInvocationARB> holds the index of the
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* invocation within sub-group. This variable is in the range 0 to
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* <gl_SubGroupSizeARB>-1, where <gl_SubGroupSizeARB> is the total
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* number of invocations in a sub-group."
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*/
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SYSTEM_VALUE_SUBGROUP_INVOCATION,
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/**
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* 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_FRONT_FACE,
|
|
SYSTEM_VALUE_SAMPLE_ID,
|
|
SYSTEM_VALUE_SAMPLE_POS,
|
|
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_GLOBAL_INVOCATION_INDEX,
|
|
SYSTEM_VALUE_WORK_GROUP_ID,
|
|
SYSTEM_VALUE_NUM_WORK_GROUPS,
|
|
SYSTEM_VALUE_LOCAL_GROUP_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_SIZE,
|
|
SYSTEM_VALUE_BARYCENTRIC_LINEAR_PIXEL,
|
|
SYSTEM_VALUE_BARYCENTRIC_LINEAR_CENTROID,
|
|
SYSTEM_VALUE_BARYCENTRIC_LINEAR_SAMPLE,
|
|
SYSTEM_VALUE_BARYCENTRIC_PULL_MODEL,
|
|
|
|
/**
|
|
* 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,
|
|
|
|
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_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),
|
|
ACCESS_NON_READABLE = (1 << 3),
|
|
ACCESS_NON_WRITEABLE = (1 << 4),
|
|
|
|
/** The access may use a non-uniform buffer or image index */
|
|
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 together with ACCESS_RESTRICT, and
|
|
* a lack of ACCESS_COHERENT and ACCESS_VOLATILE.
|
|
*/
|
|
ACCESS_CAN_REORDER = (1 << 6),
|
|
|
|
/** Use as little cache space as possible. */
|
|
ACCESS_STREAM_CACHE_POLICY = (1 << 7),
|
|
};
|
|
|
|
/**
|
|
* \brief Blend support qualifiers
|
|
*/
|
|
enum gl_advanced_blend_mode
|
|
{
|
|
BLEND_NONE = 0x0000,
|
|
|
|
BLEND_MULTIPLY = 0x0001,
|
|
BLEND_SCREEN = 0x0002,
|
|
BLEND_OVERLAY = 0x0004,
|
|
BLEND_DARKEN = 0x0008,
|
|
BLEND_LIGHTEN = 0x0010,
|
|
BLEND_COLORDODGE = 0x0020,
|
|
BLEND_COLORBURN = 0x0040,
|
|
BLEND_HARDLIGHT = 0x0080,
|
|
BLEND_SOFTLIGHT = 0x0100,
|
|
BLEND_DIFFERENCE = 0x0200,
|
|
BLEND_EXCLUSION = 0x0400,
|
|
BLEND_HSL_HUE = 0x0800,
|
|
BLEND_HSL_SATURATION = 0x1000,
|
|
BLEND_HSL_COLOR = 0x2000,
|
|
BLEND_HSL_LUMINOSITY = 0x4000,
|
|
|
|
BLEND_ALL = 0x7fff,
|
|
};
|
|
|
|
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_DST_COLOR,
|
|
BLEND_FACTOR_SRC_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,
|
|
};
|
|
|
|
/**
|
|
* 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,
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FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP64 = 0x4000,
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};
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#ifdef __cplusplus
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} /* extern "C" */
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#endif
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#endif /* SHADER_ENUMS_H */
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