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