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* Mesa 3-D graphics library
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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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* 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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* 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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* 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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#ifndef SHADER_ENUMS_H
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#define SHADER_ENUMS_H
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/* Project-wide (GL and Vulkan) maximum. */
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#define MAX_DRAW_BUFFERS 8
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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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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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/* Vulkan-only stages. */
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MESA_SHADER_RAYGEN = 8,
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MESA_SHADER_ANY_HIT = 9,
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MESA_SHADER_CLOSEST_HIT = 10,
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MESA_SHADER_MISS = 11,
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MESA_SHADER_INTERSECTION = 12,
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MESA_SHADER_CALLABLE = 13,
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/* must be last so it doesn't affect the GL pipeline */
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MESA_SHADER_KERNEL = 14,
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gl_shader_stage_is_compute(gl_shader_stage stage)
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return stage == MESA_SHADER_COMPUTE || stage == MESA_SHADER_KERNEL;
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gl_shader_stage_is_mesh(gl_shader_stage stage)
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return stage == MESA_SHADER_TASK ||
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stage == MESA_SHADER_MESH;
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gl_shader_stage_uses_workgroup(gl_shader_stage stage)
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return stage == MESA_SHADER_COMPUTE ||
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stage == MESA_SHADER_KERNEL ||
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stage == MESA_SHADER_TASK ||
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stage == MESA_SHADER_MESH;
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gl_shader_stage_is_callable(gl_shader_stage stage)
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return stage == MESA_SHADER_ANY_HIT ||
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stage == MESA_SHADER_CLOSEST_HIT ||
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stage == MESA_SHADER_MISS ||
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stage == MESA_SHADER_INTERSECTION ||
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stage == MESA_SHADER_CALLABLE;
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gl_shader_stage_can_set_fragment_shading_rate(gl_shader_stage stage)
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/* According to EXT_fragment_shading_rate :
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* "This extension adds support for setting the fragment shading rate
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* for a primitive in vertex, geometry, and mesh shading stages"
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return stage == MESA_SHADER_VERTEX ||
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stage == MESA_SHADER_GEOMETRY ||
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stage == MESA_SHADER_MESH;
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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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#define STATE_LENGTH 4
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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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* 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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const char *_mesa_shader_stage_to_string(unsigned stage);
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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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const char *_mesa_shader_stage_to_abbrev(unsigned stage);
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* GL related stages (not including CL)
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#define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
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* Vulkan stages (not including CL)
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#define MESA_VULKAN_SHADER_STAGES (MESA_SHADER_CALLABLE + 1)
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#define MESA_ALL_SHADER_STAGES (MESA_SHADER_KERNEL + 1)
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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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VERT_ATTRIB_COLOR_INDEX,
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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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/* This must be last to keep VS inputs and vertex attributes in the same
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* order in st/mesa, and st/mesa always adds edgeflags as the last input.
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VERT_ATTRIB_EDGEFLAG,
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const char *gl_vert_attrib_name(gl_vert_attrib attrib);
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* Max number of texture coordinate units. This mainly just applies to
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* the fixed-function vertex code. This will be difficult to raise above
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* eight because of various vertex attribute bitvectors.
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#define MAX_TEXTURE_COORD_UNITS 8
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#define MAX_VERTEX_GENERIC_ATTRIBS 16
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* Symbolic constats to help iterating over
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* specific blocks of vertex attributes.
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* include the classic texture coordinate attributes.
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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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* 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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#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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* Bitflags for vertex attributes.
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* These are used in bitfields in many places.
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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_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_EDGEFLAG BITFIELD_BIT(VERT_ATTRIB_EDGEFLAG)
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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_ALL (BITFIELD_RANGE(0, VERT_ATTRIB_GENERIC0) | \
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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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#define MAX_VARYING 32 /**< number of float[4] vectors */
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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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* Note that some of these values are not available to all pipeline stages.
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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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* - _mesa_varying_slot_name_for_stage()
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VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
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VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
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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_PRIMITIVE_SHADING_RATE = VARYING_SLOT_FACE, /* Does not appear in FS. */
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VARYING_SLOT_PRIMITIVE_COUNT = VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears in MESH. */
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VARYING_SLOT_PRIMITIVE_INDICES = VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears in MESH. */
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VARYING_SLOT_TASK_COUNT = VARYING_SLOT_BOUNDING_BOX0, /* Only appears in TASK. */
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VARYING_SLOT_VAR0 = 32, /* 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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/* Per-patch varyings for tessellation. */
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VARYING_SLOT_PATCH10,
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VARYING_SLOT_PATCH11,
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VARYING_SLOT_PATCH12,
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VARYING_SLOT_PATCH13,
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VARYING_SLOT_PATCH14,
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VARYING_SLOT_PATCH15,
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VARYING_SLOT_PATCH16,
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VARYING_SLOT_PATCH17,
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VARYING_SLOT_PATCH18,
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VARYING_SLOT_PATCH19,
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VARYING_SLOT_PATCH20,
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VARYING_SLOT_PATCH21,
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VARYING_SLOT_PATCH22,
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VARYING_SLOT_PATCH23,
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VARYING_SLOT_PATCH24,
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VARYING_SLOT_PATCH25,
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VARYING_SLOT_PATCH26,
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VARYING_SLOT_PATCH27,
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VARYING_SLOT_PATCH28,
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VARYING_SLOT_PATCH29,
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VARYING_SLOT_PATCH30,
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VARYING_SLOT_PATCH31,
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/* 32 16-bit vec4 slots packed in 16 32-bit vec4 slots for GLES/mediump.
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* They are really just additional generic slots used for 16-bit data to
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* prevent conflicts between neighboring mediump and non-mediump varyings
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* that can't be packed without breaking one or the other, which is
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* a limitation of separate shaders. This allows linking shaders in 32 bits
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* and then get an optimally packed 16-bit varyings by remapping the IO
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* locations to these slots. The remapping can also be undone trivially.
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* nir_io_semantics::high_16bit determines which half of the slot is
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* accessed. The low and high halves share the same IO "base" number.
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* Drivers can treat these as 32-bit slots everywhere except for FP16
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VARYING_SLOT_VAR0_16BIT,
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VARYING_SLOT_VAR1_16BIT,
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VARYING_SLOT_VAR2_16BIT,
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VARYING_SLOT_VAR3_16BIT,
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VARYING_SLOT_VAR4_16BIT,
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VARYING_SLOT_VAR5_16BIT,
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VARYING_SLOT_VAR6_16BIT,
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VARYING_SLOT_VAR7_16BIT,
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VARYING_SLOT_VAR8_16BIT,
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VARYING_SLOT_VAR9_16BIT,
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VARYING_SLOT_VAR10_16BIT,
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VARYING_SLOT_VAR11_16BIT,
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VARYING_SLOT_VAR12_16BIT,
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VARYING_SLOT_VAR13_16BIT,
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VARYING_SLOT_VAR14_16BIT,
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VARYING_SLOT_VAR15_16BIT,
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NUM_TOTAL_VARYING_SLOTS,
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#define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
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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_for_stage(gl_varying_slot slot,
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gl_shader_stage stage);
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* Determine if the given gl_varying_slot appears in the fragment shader.
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_mesa_varying_slot_in_fs(gl_varying_slot slot)
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case VARYING_SLOT_PSIZ:
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case VARYING_SLOT_BFC0:
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case VARYING_SLOT_BFC1:
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case VARYING_SLOT_EDGE:
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case VARYING_SLOT_CLIP_VERTEX:
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case VARYING_SLOT_LAYER:
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case VARYING_SLOT_TESS_LEVEL_OUTER:
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case VARYING_SLOT_TESS_LEVEL_INNER:
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case VARYING_SLOT_BOUNDING_BOX0:
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case VARYING_SLOT_BOUNDING_BOX1:
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case VARYING_SLOT_VIEWPORT_MASK:
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* Bitflags for varying slots.
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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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#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_PRIMITIVE_SHADING_RATE BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_SHADING_RATE)
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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))
511
* If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
512
* 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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* \name System values applicable to all shaders
523
* Builtin variables added by GL_ARB_shader_ballot.
528
* From the GL_ARB_shader-ballot spec:
530
* "A sub-group is a collection of invocations which execute in lockstep.
531
* The variable <gl_SubGroupSizeARB> is the maximum number of
532
* invocations in a sub-group. The maximum <gl_SubGroupSizeARB>
533
* supported in this extension is 64."
535
* The spec defines this as a uniform. However, it's highly unlikely that
536
* implementations actually treat it as a uniform (which is loaded from a
537
* constant buffer). Most likely, this is an implementation-wide constant,
538
* or perhaps something that depends on the shader stage.
540
SYSTEM_VALUE_SUBGROUP_SIZE,
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* From the GL_ARB_shader_ballot spec:
545
* "The variable <gl_SubGroupInvocationARB> holds the index of the
546
* invocation within sub-group. This variable is in the range 0 to
547
* <gl_SubGroupSizeARB>-1, where <gl_SubGroupSizeARB> is the total
548
* number of invocations in a sub-group."
550
SYSTEM_VALUE_SUBGROUP_INVOCATION,
553
* From the GL_ARB_shader_ballot spec:
555
* "The <gl_SubGroup??MaskARB> variables provide a bitmask for all
556
* invocations, with one bit per invocation starting with the least
557
* significant bit, according to the following table,
559
* variable equation for bit values
560
* -------------------- ------------------------------------
561
* gl_SubGroupEqMaskARB bit index == gl_SubGroupInvocationARB
562
* gl_SubGroupGeMaskARB bit index >= gl_SubGroupInvocationARB
563
* gl_SubGroupGtMaskARB bit index > gl_SubGroupInvocationARB
564
* gl_SubGroupLeMaskARB bit index <= gl_SubGroupInvocationARB
565
* gl_SubGroupLtMaskARB bit index < gl_SubGroupInvocationARB
567
SYSTEM_VALUE_SUBGROUP_EQ_MASK,
568
SYSTEM_VALUE_SUBGROUP_GE_MASK,
569
SYSTEM_VALUE_SUBGROUP_GT_MASK,
570
SYSTEM_VALUE_SUBGROUP_LE_MASK,
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SYSTEM_VALUE_SUBGROUP_LT_MASK,
575
* Builtin variables added by VK_KHR_subgroups
578
SYSTEM_VALUE_NUM_SUBGROUPS,
579
SYSTEM_VALUE_SUBGROUP_ID,
585
* \name Vertex shader system values
589
* OpenGL-style vertex ID.
591
* Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
592
* OpenGL 3.3 core profile spec says:
594
* "gl_VertexID holds the integer index i implicitly passed by
595
* DrawArrays or one of the other drawing commands defined in section
598
* Section 2.8.3 (Drawing Commands) of the same spec says:
600
* "The commands....are equivalent to the commands with the same base
601
* name (without the BaseVertex suffix), except that the ith element
602
* transferred by the corresponding draw call will be taken from
603
* element indices[i] + basevertex of each enabled array."
605
* Additionally, the overview in the GL_ARB_shader_draw_parameters spec
608
* "In unextended GL, vertex shaders have inputs named gl_VertexID and
609
* gl_InstanceID, which contain, respectively the index of the vertex
610
* and instance. The value of gl_VertexID is the implicitly passed
611
* index of the vertex being processed, which includes the value of
612
* baseVertex, for those commands that accept it."
614
* gl_VertexID gets basevertex added in. This differs from DirectX where
615
* SV_VertexID does \b not get basevertex added in.
618
* If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
619
* equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
620
* \c SYSTEM_VALUE_BASE_VERTEX.
622
* \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
624
SYSTEM_VALUE_VERTEX_ID,
627
* Instanced ID as supplied to gl_InstanceID
629
* Values assigned to gl_InstanceID always begin with zero, regardless of
630
* the value of baseinstance.
632
* Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
635
* "gl_InstanceID holds the integer instance number of the current
636
* primitive in an instanced draw call (see section 10.5)."
638
* Through a big chain of pseudocode, section 10.5 describes that
639
* baseinstance is not counted by gl_InstanceID. In that section, notice
641
* "If an enabled vertex attribute array is instanced (it has a
642
* non-zero divisor as specified by VertexAttribDivisor), the element
643
* index that is transferred to the GL, for all vertices, is given by
645
* floor(instance/divisor) + baseinstance
647
* If an array corresponding to an attribute required by a vertex
648
* shader is not enabled, then the corresponding element is taken from
649
* the current attribute state (see section 10.2)."
651
* Note that baseinstance is \b not included in the value of instance.
653
SYSTEM_VALUE_INSTANCE_ID,
656
* Vulkan InstanceIndex.
658
* InstanceIndex = gl_InstanceID + gl_BaseInstance
660
SYSTEM_VALUE_INSTANCE_INDEX,
663
* DirectX-style vertex ID.
665
* Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
666
* the value of basevertex.
668
* \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
670
SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
673
* Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
676
* \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
678
SYSTEM_VALUE_BASE_VERTEX,
681
* Depending on the type of the draw call (indexed or non-indexed),
682
* is the value of \c basevertex passed to \c glDrawElementsBaseVertex and
683
* similar, or is the value of \c first passed to \c glDrawArrays and
687
* It can be used to calculate the \c SYSTEM_VALUE_VERTEX_ID as
688
* \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus \c SYSTEM_VALUE_FIRST_VERTEX.
690
* \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_VERTEX_ID
692
SYSTEM_VALUE_FIRST_VERTEX,
695
* If the Draw command used to start the rendering was an indexed draw
696
* or not (~0/0). Useful to calculate \c SYSTEM_VALUE_BASE_VERTEX as
697
* \c SYSTEM_VALUE_IS_INDEXED_DRAW & \c SYSTEM_VALUE_FIRST_VERTEX.
699
SYSTEM_VALUE_IS_INDEXED_DRAW,
702
* Value of \c baseinstance passed to instanced draw entry points
704
* \sa SYSTEM_VALUE_INSTANCE_ID
706
SYSTEM_VALUE_BASE_INSTANCE,
709
* From _ARB_shader_draw_parameters:
711
* "Additionally, this extension adds a further built-in variable,
712
* gl_DrawID to the shading language. This variable contains the index
713
* of the draw currently being processed by a Multi* variant of a
714
* drawing command (such as MultiDrawElements or
715
* MultiDrawArraysIndirect)."
717
* If GL_ARB_multi_draw_indirect is not supported, this is always 0.
719
SYSTEM_VALUE_DRAW_ID,
723
* \name Geometry shader system values
726
SYSTEM_VALUE_INVOCATION_ID, /**< (Also in Tessellation Control shader) */
730
* \name Fragment shader system values
733
SYSTEM_VALUE_FRAG_COORD,
734
SYSTEM_VALUE_POINT_COORD,
735
SYSTEM_VALUE_LINE_COORD, /**< Coord along axis perpendicular to line */
736
SYSTEM_VALUE_FRONT_FACE,
737
SYSTEM_VALUE_SAMPLE_ID,
738
SYSTEM_VALUE_SAMPLE_POS,
739
SYSTEM_VALUE_SAMPLE_POS_OR_CENTER,
740
SYSTEM_VALUE_SAMPLE_MASK_IN,
741
SYSTEM_VALUE_HELPER_INVOCATION,
747
* \name Tessellation Evaluation shader system values
750
SYSTEM_VALUE_TESS_COORD,
751
SYSTEM_VALUE_VERTICES_IN, /**< Tessellation vertices in input patch */
752
SYSTEM_VALUE_PRIMITIVE_ID,
753
SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */
754
SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */
755
SYSTEM_VALUE_TESS_LEVEL_OUTER_DEFAULT, /**< TCS input for passthru TCS */
756
SYSTEM_VALUE_TESS_LEVEL_INNER_DEFAULT, /**< TCS input for passthru TCS */
760
* \name Compute shader system values
763
SYSTEM_VALUE_LOCAL_INVOCATION_ID,
764
SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
765
SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
766
SYSTEM_VALUE_BASE_GLOBAL_INVOCATION_ID,
767
SYSTEM_VALUE_GLOBAL_INVOCATION_INDEX,
768
SYSTEM_VALUE_WORKGROUP_ID,
769
SYSTEM_VALUE_WORKGROUP_INDEX,
770
SYSTEM_VALUE_NUM_WORKGROUPS,
771
SYSTEM_VALUE_WORKGROUP_SIZE,
772
SYSTEM_VALUE_GLOBAL_GROUP_SIZE,
773
SYSTEM_VALUE_WORK_DIM,
774
SYSTEM_VALUE_USER_DATA_AMD,
777
/** Required for VK_KHR_device_group */
778
SYSTEM_VALUE_DEVICE_INDEX,
780
/** Required for VK_KHX_multiview */
781
SYSTEM_VALUE_VIEW_INDEX,
784
* Driver internal vertex-count, used (for example) for drivers to
785
* calculate stride for stream-out outputs. Not externally visible.
787
SYSTEM_VALUE_VERTEX_CNT,
790
* Required for AMD_shader_explicit_vertex_parameter and also used for
791
* varying-fetch instructions.
793
* The _SIZE value is "primitive size", used to scale i/j in primitive
794
* space to pixel space.
796
SYSTEM_VALUE_BARYCENTRIC_PERSP_PIXEL,
797
SYSTEM_VALUE_BARYCENTRIC_PERSP_SAMPLE,
798
SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTROID,
799
SYSTEM_VALUE_BARYCENTRIC_PERSP_SIZE,
800
SYSTEM_VALUE_BARYCENTRIC_LINEAR_PIXEL,
801
SYSTEM_VALUE_BARYCENTRIC_LINEAR_CENTROID,
802
SYSTEM_VALUE_BARYCENTRIC_LINEAR_SAMPLE,
803
SYSTEM_VALUE_BARYCENTRIC_PULL_MODEL,
806
* \name Ray tracing shader system values
809
SYSTEM_VALUE_RAY_LAUNCH_ID,
810
SYSTEM_VALUE_RAY_LAUNCH_SIZE,
811
SYSTEM_VALUE_RAY_WORLD_ORIGIN,
812
SYSTEM_VALUE_RAY_WORLD_DIRECTION,
813
SYSTEM_VALUE_RAY_OBJECT_ORIGIN,
814
SYSTEM_VALUE_RAY_OBJECT_DIRECTION,
815
SYSTEM_VALUE_RAY_T_MIN,
816
SYSTEM_VALUE_RAY_T_MAX,
817
SYSTEM_VALUE_RAY_OBJECT_TO_WORLD,
818
SYSTEM_VALUE_RAY_WORLD_TO_OBJECT,
819
SYSTEM_VALUE_RAY_HIT_KIND,
820
SYSTEM_VALUE_RAY_FLAGS,
821
SYSTEM_VALUE_RAY_GEOMETRY_INDEX,
822
SYSTEM_VALUE_RAY_INSTANCE_CUSTOM_INDEX,
826
* \name Task/Mesh shader system values
829
SYSTEM_VALUE_MESH_VIEW_COUNT,
830
SYSTEM_VALUE_MESH_VIEW_INDICES,
834
* IR3 specific geometry shader and tesselation control shader system
835
* values that packs invocation id, thread id and vertex id. Having this
836
* as a nir level system value lets us do the unpacking in nir.
838
SYSTEM_VALUE_GS_HEADER_IR3,
839
SYSTEM_VALUE_TCS_HEADER_IR3,
841
/* IR3 specific system value that contains the patch id for the current
844
SYSTEM_VALUE_REL_PATCH_ID_IR3,
847
* Fragment shading rate used for KHR_fragment_shading_rate (Vulkan).
849
SYSTEM_VALUE_FRAG_SHADING_RATE,
851
SYSTEM_VALUE_MAX /**< Number of values */
854
const char *gl_system_value_name(gl_system_value sysval);
857
* The possible interpolation qualifiers that can be applied to a fragment
858
* shader input in GLSL.
860
* Note: INTERP_MODE_NONE must be 0 so that memsetting the
861
* ir_variable data structure to 0 causes the default behavior.
863
enum glsl_interp_mode
865
INTERP_MODE_NONE = 0,
868
INTERP_MODE_NOPERSPECTIVE,
869
INTERP_MODE_EXPLICIT,
870
INTERP_MODE_COLOR, /**< glShadeModel determines the interp mode */
871
INTERP_MODE_COUNT /**< Number of interpolation qualifiers */
874
enum glsl_interface_packing {
875
GLSL_INTERFACE_PACKING_STD140,
876
GLSL_INTERFACE_PACKING_SHARED,
877
GLSL_INTERFACE_PACKING_PACKED,
878
GLSL_INTERFACE_PACKING_STD430
881
const char *glsl_interp_mode_name(enum glsl_interp_mode qual);
884
* Fragment program results
888
FRAG_RESULT_DEPTH = 0,
889
FRAG_RESULT_STENCIL = 1,
890
/* If a single color should be written to all render targets, this
891
* register is written. No FRAG_RESULT_DATAn will be written.
893
FRAG_RESULT_COLOR = 2,
894
FRAG_RESULT_SAMPLE_MASK = 3,
896
/* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
897
* or ARB_fragment_program fragment.color[n]) color results. If
898
* any are written, FRAG_RESULT_COLOR will not be written.
899
* FRAG_RESULT_DATA1 and up are simply for the benefit of
900
* gl_frag_result_name() and not to be construed as an upper bound
902
FRAG_RESULT_DATA0 = 4,
912
const char *gl_frag_result_name(gl_frag_result result);
914
#define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
917
* \brief Layout qualifiers for gl_FragDepth.
919
* Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
920
* a layout qualifier.
922
* \see enum ir_depth_layout
924
enum gl_frag_depth_layout
926
FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
927
FRAG_DEPTH_LAYOUT_ANY,
928
FRAG_DEPTH_LAYOUT_GREATER,
929
FRAG_DEPTH_LAYOUT_LESS,
930
FRAG_DEPTH_LAYOUT_UNCHANGED
934
* \brief Buffer access qualifiers
936
enum gl_access_qualifier
938
ACCESS_COHERENT = (1 << 0),
939
ACCESS_RESTRICT = (1 << 1),
940
ACCESS_VOLATILE = (1 << 2),
942
/* The memory used by the access/variable is not read. */
943
ACCESS_NON_READABLE = (1 << 3),
945
/* The memory used by the access/variable is not written. */
946
ACCESS_NON_WRITEABLE = (1 << 4),
949
* The access may use a non-uniform buffer or image index.
951
* This is not allowed in either OpenGL or OpenGL ES, or Vulkan unless
952
* VK_EXT_descriptor_indexing is supported and the appropriate capability is
955
* Some GL spec archaeology justifying this:
957
* Up through at least GLSL ES 3.20 and GLSL 4.50, "Opaque Types" says "When
958
* aggregated into arrays within a shader, opaque types can only be indexed
959
* with a dynamically uniform integral expression (see section 3.9.3) unless
960
* otherwise noted; otherwise, results are undefined."
962
* The original GL_AB_shader_image_load_store specification for desktop GL
963
* didn't have this restriction ("Images may be aggregated into arrays within
964
* a shader (using square brackets [ ]) and can be indexed with general
965
* integer expressions.") At the same time,
966
* GL_ARB_shader_storage_buffer_objects *did* have the uniform restriction
967
* ("A uniform or shader storage block array can only be indexed with a
968
* dynamically uniform integral expression, otherwise results are
969
* undefined"), just like ARB_gpu_shader5 did when it first introduced a
970
* non-constant indexing of an opaque type with samplers. So, we assume that
971
* this was an oversight in the original image_load_store spec, and was
972
* considered a correction in the merge to core.
974
ACCESS_NON_UNIFORM = (1 << 5),
976
/* This has the same semantics as NIR_INTRINSIC_CAN_REORDER, only to be
977
* used with loads. In other words, it means that the load can be
978
* arbitrarily reordered, or combined with other loads to the same address.
979
* It is implied by ACCESS_NON_WRITEABLE and a lack of ACCESS_VOLATILE.
981
ACCESS_CAN_REORDER = (1 << 6),
983
/** Use as little cache space as possible. */
984
ACCESS_STREAM_CACHE_POLICY = (1 << 7),
986
/** Execute instruction also in helpers. */
987
ACCESS_INCLUDE_HELPERS = (1 << 8),
991
* \brief Blend support qualifiers
993
enum gl_advanced_blend_mode
1008
BLEND_HSL_SATURATION,
1010
BLEND_HSL_LUMINOSITY,
1016
BLEND_FUNC_SUBTRACT,
1017
BLEND_FUNC_REVERSE_SUBTRACT,
1025
BLEND_FACTOR_SRC_COLOR,
1026
BLEND_FACTOR_SRC1_COLOR,
1027
BLEND_FACTOR_DST_COLOR,
1028
BLEND_FACTOR_SRC_ALPHA,
1029
BLEND_FACTOR_SRC1_ALPHA,
1030
BLEND_FACTOR_DST_ALPHA,
1031
BLEND_FACTOR_CONSTANT_COLOR,
1032
BLEND_FACTOR_CONSTANT_ALPHA,
1033
BLEND_FACTOR_SRC_ALPHA_SATURATE,
1036
enum gl_tess_spacing
1038
TESS_SPACING_UNSPECIFIED,
1040
TESS_SPACING_FRACTIONAL_ODD,
1041
TESS_SPACING_FRACTIONAL_EVEN,
1044
enum tess_primitive_mode
1046
TESS_PRIMITIVE_UNSPECIFIED,
1047
TESS_PRIMITIVE_TRIANGLES,
1048
TESS_PRIMITIVE_QUADS,
1049
TESS_PRIMITIVE_ISOLINES,
1052
/* these also map directly to GL and gallium prim types. */
1057
SHADER_PRIM_LINE_LOOP,
1058
SHADER_PRIM_LINE_STRIP,
1059
SHADER_PRIM_TRIANGLES,
1060
SHADER_PRIM_TRIANGLE_STRIP,
1061
SHADER_PRIM_TRIANGLE_FAN,
1063
SHADER_PRIM_QUAD_STRIP,
1064
SHADER_PRIM_POLYGON,
1065
SHADER_PRIM_LINES_ADJACENCY,
1066
SHADER_PRIM_LINE_STRIP_ADJACENCY,
1067
SHADER_PRIM_TRIANGLES_ADJACENCY,
1068
SHADER_PRIM_TRIANGLE_STRIP_ADJACENCY,
1069
SHADER_PRIM_PATCHES,
1070
SHADER_PRIM_MAX = SHADER_PRIM_PATCHES,
1071
SHADER_PRIM_UNKNOWN = (SHADER_PRIM_MAX * 2),
1075
* Number of vertices per mesh shader primitive.
1077
unsigned num_mesh_vertices_per_primitive(unsigned prim);
1080
* A compare function enum for use in compiler lowering passes. This is in
1081
* the same order as GL's compare functions (shifted down by GL_NEVER), and is
1082
* exactly the same as gallium's PIPE_FUNC_*.
1089
COMPARE_FUNC_LEQUAL,
1090
COMPARE_FUNC_GREATER,
1091
COMPARE_FUNC_NOTEQUAL,
1092
COMPARE_FUNC_GEQUAL,
1093
COMPARE_FUNC_ALWAYS,
1097
* Arrangements for grouping invocations from NV_compute_shader_derivatives.
1099
* The extension provides new layout qualifiers that support two different
1100
* arrangements of compute shader invocations for the purpose of derivative
1101
* computation. When specifying
1103
* layout(derivative_group_quadsNV) in;
1105
* compute shader invocations are grouped into 2x2x1 arrays whose four local
1106
* invocation ID values follow the pattern:
1108
* +-----------------+------------------+
1109
* | (2x+0, 2y+0, z) | (2x+1, 2y+0, z) |
1110
* +-----------------+------------------+
1111
* | (2x+0, 2y+1, z) | (2x+1, 2y+1, z) |
1112
* +-----------------+------------------+
1114
* where Y increases from bottom to top. When specifying
1116
* layout(derivative_group_linearNV) in;
1118
* compute shader invocations are grouped into 2x2x1 arrays whose four local
1119
* invocation index values follow the pattern:
1127
* If neither layout qualifier is specified, derivatives in compute shaders
1128
* return zero, which is consistent with the handling of built-in texture
1129
* functions like texture() in GLSL 4.50 compute shaders.
1131
enum gl_derivative_group {
1132
DERIVATIVE_GROUP_NONE = 0,
1133
DERIVATIVE_GROUP_QUADS,
1134
DERIVATIVE_GROUP_LINEAR,
1139
FLOAT_CONTROLS_DEFAULT_FLOAT_CONTROL_MODE = 0x0000,
1140
FLOAT_CONTROLS_DENORM_PRESERVE_FP16 = 0x0001,
1141
FLOAT_CONTROLS_DENORM_PRESERVE_FP32 = 0x0002,
1142
FLOAT_CONTROLS_DENORM_PRESERVE_FP64 = 0x0004,
1143
FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP16 = 0x0008,
1144
FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP32 = 0x0010,
1145
FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP64 = 0x0020,
1146
FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP16 = 0x0040,
1147
FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP32 = 0x0080,
1148
FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP64 = 0x0100,
1149
FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP16 = 0x0200,
1150
FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP32 = 0x0400,
1151
FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP64 = 0x0800,
1152
FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP16 = 0x1000,
1153
FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP32 = 0x2000,
1154
FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP64 = 0x4000,
1158
* Enums to describe sampler properties used by OpenCL's inline constant samplers.
1159
* These values match the meanings described in the SPIR-V spec.
1161
enum cl_sampler_addressing_mode {
1162
SAMPLER_ADDRESSING_MODE_NONE = 0,
1163
SAMPLER_ADDRESSING_MODE_CLAMP_TO_EDGE = 1,
1164
SAMPLER_ADDRESSING_MODE_CLAMP = 2,
1165
SAMPLER_ADDRESSING_MODE_REPEAT = 3,
1166
SAMPLER_ADDRESSING_MODE_REPEAT_MIRRORED = 4,
1169
enum cl_sampler_filter_mode {
1170
SAMPLER_FILTER_MODE_NEAREST = 0,
1171
SAMPLER_FILTER_MODE_LINEAR = 1,
1175
* \name Bit flags used for updating material values.
1178
#define MAT_ATTRIB_FRONT_AMBIENT 0
1179
#define MAT_ATTRIB_BACK_AMBIENT 1
1180
#define MAT_ATTRIB_FRONT_DIFFUSE 2
1181
#define MAT_ATTRIB_BACK_DIFFUSE 3
1182
#define MAT_ATTRIB_FRONT_SPECULAR 4
1183
#define MAT_ATTRIB_BACK_SPECULAR 5
1184
#define MAT_ATTRIB_FRONT_EMISSION 6
1185
#define MAT_ATTRIB_BACK_EMISSION 7
1186
#define MAT_ATTRIB_FRONT_SHININESS 8
1187
#define MAT_ATTRIB_BACK_SHININESS 9
1188
#define MAT_ATTRIB_FRONT_INDEXES 10
1189
#define MAT_ATTRIB_BACK_INDEXES 11
1190
#define MAT_ATTRIB_MAX 12
1192
#define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
1193
#define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
1194
#define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
1195
#define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
1196
#define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
1197
#define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
1199
#define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
1200
#define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
1201
#define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
1202
#define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
1203
#define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
1204
#define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
1205
#define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
1206
#define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
1207
#define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
1208
#define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
1209
#define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
1210
#define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
1216
#endif /* SHADER_ENUMS_H */