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/* |
* Mesa 3-D graphics library |
* |
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved. |
* Copyright (C) 2009 VMware, Inc. All Rights Reserved. |
* |
* Permission is hereby granted, free of charge, to any person obtaining a |
* copy of this software and associated documentation files (the "Software"), |
* to deal in the Software without restriction, including without limitation |
* the rights to use, copy, modify, merge, publish, distribute, sublicense, |
* and/or sell copies of the Software, and to permit persons to whom the |
* Software is furnished to do so, subject to the following conditions: |
* |
* The above copyright notice and this permission notice shall be included |
* in all copies or substantial portions of the Software. |
* |
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR |
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, |
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR |
* OTHER DEALINGS IN THE SOFTWARE. |
*/ |
|
#ifndef SHADER_ENUMS_H |
#define SHADER_ENUMS_H |
|
/** |
* Shader stages. Note that these will become 5 with tessellation. |
* |
* The order must match how shaders are ordered in the pipeline. |
* The GLSL linker assumes that if i<j, then the j-th shader is |
* executed later than the i-th shader. |
*/ |
typedef enum |
{ |
MESA_SHADER_VERTEX = 0, |
MESA_SHADER_GEOMETRY = 1, |
MESA_SHADER_FRAGMENT = 2, |
MESA_SHADER_COMPUTE = 3, |
} gl_shader_stage; |
|
#define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1) |
|
/** |
* Bitflags for system values. |
*/ |
#define SYSTEM_BIT_SAMPLE_ID ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_ID) |
#define SYSTEM_BIT_SAMPLE_POS ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_POS) |
#define SYSTEM_BIT_SAMPLE_MASK_IN ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_MASK_IN) |
/** |
* If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be |
* one of these values. If a NIR variable's mode is nir_var_system_value, it |
* will be one of these values. |
*/ |
typedef enum |
{ |
/** |
* \name Vertex shader system values |
*/ |
/*@{*/ |
/** |
* OpenGL-style vertex ID. |
* |
* Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the |
* OpenGL 3.3 core profile spec says: |
* |
* "gl_VertexID holds the integer index i implicitly passed by |
* DrawArrays or one of the other drawing commands defined in section |
* 2.8.3." |
* |
* Section 2.8.3 (Drawing Commands) of the same spec says: |
* |
* "The commands....are equivalent to the commands with the same base |
* name (without the BaseVertex suffix), except that the ith element |
* transferred by the corresponding draw call will be taken from |
* element indices[i] + basevertex of each enabled array." |
* |
* Additionally, the overview in the GL_ARB_shader_draw_parameters spec |
* says: |
* |
* "In unextended GL, vertex shaders have inputs named gl_VertexID and |
* gl_InstanceID, which contain, respectively the index of the vertex |
* and instance. The value of gl_VertexID is the implicitly passed |
* index of the vertex being processed, which includes the value of |
* baseVertex, for those commands that accept it." |
* |
* gl_VertexID gets basevertex added in. This differs from DirectX where |
* SV_VertexID does \b not get basevertex added in. |
* |
* \note |
* If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be |
* equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus |
* \c SYSTEM_VALUE_BASE_VERTEX. |
* |
* \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX |
*/ |
SYSTEM_VALUE_VERTEX_ID, |
|
/** |
* Instanced ID as supplied to gl_InstanceID |
* |
* Values assigned to gl_InstanceID always begin with zero, regardless of |
* the value of baseinstance. |
* |
* Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec |
* says: |
* |
* "gl_InstanceID holds the integer instance number of the current |
* primitive in an instanced draw call (see section 10.5)." |
* |
* Through a big chain of pseudocode, section 10.5 describes that |
* baseinstance is not counted by gl_InstanceID. In that section, notice |
* |
* "If an enabled vertex attribute array is instanced (it has a |
* non-zero divisor as specified by VertexAttribDivisor), the element |
* index that is transferred to the GL, for all vertices, is given by |
* |
* floor(instance/divisor) + baseinstance |
* |
* If an array corresponding to an attribute required by a vertex |
* shader is not enabled, then the corresponding element is taken from |
* the current attribute state (see section 10.2)." |
* |
* Note that baseinstance is \b not included in the value of instance. |
*/ |
SYSTEM_VALUE_INSTANCE_ID, |
|
/** |
* DirectX-style vertex ID. |
* |
* Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include |
* the value of basevertex. |
* |
* \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX |
*/ |
SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, |
|
/** |
* Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar |
* functions. |
* |
* \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE |
*/ |
SYSTEM_VALUE_BASE_VERTEX, |
/*@}*/ |
|
/** |
* \name Geometry shader system values |
*/ |
/*@{*/ |
SYSTEM_VALUE_INVOCATION_ID, |
/*@}*/ |
|
/** |
* \name Fragment shader system values |
*/ |
/*@{*/ |
SYSTEM_VALUE_FRONT_FACE, /**< (not done yet) */ |
SYSTEM_VALUE_SAMPLE_ID, |
SYSTEM_VALUE_SAMPLE_POS, |
SYSTEM_VALUE_SAMPLE_MASK_IN, |
/*@}*/ |
|
SYSTEM_VALUE_MAX /**< Number of values */ |
} gl_system_value; |
|
|
/** |
* The possible interpolation qualifiers that can be applied to a fragment |
* shader input in GLSL. |
* |
* Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the |
* gl_fragment_program data structure to 0 causes the default behavior. |
*/ |
enum glsl_interp_qualifier |
{ |
INTERP_QUALIFIER_NONE = 0, |
INTERP_QUALIFIER_SMOOTH, |
INTERP_QUALIFIER_FLAT, |
INTERP_QUALIFIER_NOPERSPECTIVE, |
INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */ |
}; |
|
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#endif /* SHADER_ENUMS_H */ |