mesa: Make a shared header for 3D pipeline enum / #defines.
NIR uses these enums/#defines in nir_variables and associated intrinsics,
but I want to be able to use them from TGSI->NIR and NIR->TGSI.
Otherwise, we had to pull in all of mtypes.h.
This doesn't cover all of the enums we might want from a shared compiler
core (like varying slots or vert attribs), but it at least covers what I
need at the moment (system values and interp qualifiers).
v2: Move to src/glsl since util/ is really vague. Include in Makefile.am
list. Use plain bitshifts and stdint types instead of undefined
BITFIELD64_BIT.
v3: Rename to shader_enums.h. Move it into Makefile.sources.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> (v2, with
recommendation to rename)
This commit is contained in:
@@ -185,7 +185,8 @@ LIBGLSL_FILES = \
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opt_vectorize.cpp \
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program.h \
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s_expression.cpp \
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s_expression.h
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s_expression.h \
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shader_enums.h
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# glsl_compiler
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@@ -0,0 +1,170 @@
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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 PIPELINE_H
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#define PIPELINE_H
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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 /* PIPELINE_H */
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+1
-141
@@ -42,6 +42,7 @@
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#include "main/config.h"
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#include "glapi/glapi.h"
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#include "math/m_matrix.h" /* GLmatrix */
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#include "glsl/shader_enums.h"
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#include "util/simple_list.h" /* struct simple_node */
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#include "main/formats.h" /* MESA_FORMAT_COUNT */
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@@ -279,13 +280,6 @@ typedef enum
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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 BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
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#define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
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#define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN)
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/**
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* Determine if the given gl_varying_slot appears in the fragment shader.
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*/
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@@ -2081,140 +2075,6 @@ typedef enum
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} gl_register_file;
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/**
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* If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
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* 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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/**
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* \brief Layout qualifiers for gl_FragDepth.
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*
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