On Fri, Mar 27, 2015 at 4:54 PM, Eric Anholt <e...@anholt.net> wrote: > 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). > --- > src/mesa/main/mtypes.h | 135 +-------------------------------------- > src/util/pipeline.h | 170 > +++++++++++++++++++++++++++++++++++++++++++++++++ > 2 files changed, 171 insertions(+), 134 deletions(-) > create mode 100644 src/util/pipeline.h > > diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h > index 8e1dba6..e4f8803 100644 > --- a/src/mesa/main/mtypes.h > +++ b/src/mesa/main/mtypes.h > @@ -42,6 +42,7 @@ > #include "main/config.h" > #include "glapi/glapi.h" > #include "math/m_matrix.h" /* GLmatrix */ > +#include "util/pipeline.h" > #include "util/simple_list.h" /* struct simple_node */ > #include "main/formats.h" /* MESA_FORMAT_COUNT */ > > @@ -2082,140 +2083,6 @@ typedef enum > > > /** > - * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be > - * one of these values. > - */ > -typedef enum > -{ > - /** > - * \name Vertex shader system values > - */ > - /*@{*/ > - /** > - * OpenGL-style vertex ID. > - * > - * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the > - * OpenGL 3.3 core profile spec says: > - * > - * "gl_VertexID holds the integer index i implicitly passed by > - * DrawArrays or one of the other drawing commands defined in section > - * 2.8.3." > - * > - * Section 2.8.3 (Drawing Commands) of the same spec says: > - * > - * "The commands....are equivalent to the commands with the same base > - * name (without the BaseVertex suffix), except that the ith element > - * transferred by the corresponding draw call will be taken from > - * element indices[i] + basevertex of each enabled array." > - * > - * Additionally, the overview in the GL_ARB_shader_draw_parameters spec > - * says: > - * > - * "In unextended GL, vertex shaders have inputs named gl_VertexID and > - * gl_InstanceID, which contain, respectively the index of the vertex > - * and instance. The value of gl_VertexID is the implicitly passed > - * index of the vertex being processed, which includes the value of > - * baseVertex, for those commands that accept it." > - * > - * gl_VertexID gets basevertex added in. This differs from DirectX where > - * SV_VertexID does \b not get basevertex added in. > - * > - * \note > - * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be > - * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus > - * \c SYSTEM_VALUE_BASE_VERTEX. > - * > - * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX > - */ > - SYSTEM_VALUE_VERTEX_ID, > - > - /** > - * Instanced ID as supplied to gl_InstanceID > - * > - * Values assigned to gl_InstanceID always begin with zero, regardless of > - * the value of baseinstance. > - * > - * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec > - * says: > - * > - * "gl_InstanceID holds the integer instance number of the current > - * primitive in an instanced draw call (see section 10.5)." > - * > - * Through a big chain of pseudocode, section 10.5 describes that > - * baseinstance is not counted by gl_InstanceID. In that section, notice > - * > - * "If an enabled vertex attribute array is instanced (it has a > - * non-zero divisor as specified by VertexAttribDivisor), the element > - * index that is transferred to the GL, for all vertices, is given by > - * > - * floor(instance/divisor) + baseinstance > - * > - * If an array corresponding to an attribute required by a vertex > - * shader is not enabled, then the corresponding element is taken from > - * the current attribute state (see section 10.2)." > - * > - * Note that baseinstance is \b not included in the value of instance. > - */ > - SYSTEM_VALUE_INSTANCE_ID, > - > - /** > - * DirectX-style vertex ID. > - * > - * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include > - * the value of basevertex. > - * > - * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX > - */ > - SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, > - > - /** > - * Value of \c basevertex passed to \c glDrawElementsBaseVertex and > similar > - * functions. > - * > - * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE > - */ > - SYSTEM_VALUE_BASE_VERTEX, > - /*@}*/ > - > - /** > - * \name Geometry shader system values > - */ > - /*@{*/ > - SYSTEM_VALUE_INVOCATION_ID, > - /*@}*/ > - > - /** > - * \name Fragment shader system values > - */ > - /*@{*/ > - SYSTEM_VALUE_FRONT_FACE, /**< (not done yet) */ > - SYSTEM_VALUE_SAMPLE_ID, > - SYSTEM_VALUE_SAMPLE_POS, > - SYSTEM_VALUE_SAMPLE_MASK_IN, > - /*@}*/ > - > - SYSTEM_VALUE_MAX /**< Number of values */ > -} gl_system_value; > - > - > -/** > - * The possible interpolation qualifiers that can be applied to a fragment > - * shader input in GLSL. > - * > - * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the > - * gl_fragment_program data structure to 0 causes the default behavior. > - */ > -enum glsl_interp_qualifier > -{ > - INTERP_QUALIFIER_NONE = 0, > - INTERP_QUALIFIER_SMOOTH, > - INTERP_QUALIFIER_FLAT, > - INTERP_QUALIFIER_NOPERSPECTIVE, > - INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */ > -}; > - > - > -/** > * \brief Layout qualifiers for gl_FragDepth. > * > * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with > diff --git a/src/util/pipeline.h b/src/util/pipeline.h > new file mode 100644 > index 0000000..b760a3c > --- /dev/null > +++ b/src/util/pipeline.h > @@ -0,0 +1,170 @@ > +/* > + * Mesa 3-D graphics library > + * > + * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. > + * Copyright (C) 2009 VMware, Inc. All Rights Reserved. > + * > + * Permission is hereby granted, free of charge, to any person obtaining a > + * copy of this software and associated documentation files (the "Software"), > + * to deal in the Software without restriction, including without limitation > + * the rights to use, copy, modify, merge, publish, distribute, sublicense, > + * and/or sell copies of the Software, and to permit persons to whom the > + * Software is furnished to do so, subject to the following conditions: > + * > + * The above copyright notice and this permission notice shall be included > + * in all copies or substantial portions of the Software. > + * > + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS > + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF > MERCHANTABILITY, > + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL > + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR > + * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, > + * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR > + * OTHER DEALINGS IN THE SOFTWARE. > + */ > + > +#ifndef PIPELINE_H > +#define PIPELINE_H > + > +/** > + * Bitflags for system values. > + */ > +#define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID) > +#define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS) > +#define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN)
Please include whatever defines BITFIELD64_BIT, otherwise including just this file will cause compilation errors. > +/** > + * If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will > be > + * one of these values. If a NIR variable's mode is nir_var_system_value, it > + * will be one of these values. > + */ > +typedef enum > +{ > + /** > + * \name Vertex shader system values > + */ > + /*@{*/ > + /** > + * OpenGL-style vertex ID. > + * > + * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the > + * OpenGL 3.3 core profile spec says: > + * > + * "gl_VertexID holds the integer index i implicitly passed by > + * DrawArrays or one of the other drawing commands defined in section > + * 2.8.3." > + * > + * Section 2.8.3 (Drawing Commands) of the same spec says: > + * > + * "The commands....are equivalent to the commands with the same base > + * name (without the BaseVertex suffix), except that the ith element > + * transferred by the corresponding draw call will be taken from > + * element indices[i] + basevertex of each enabled array." > + * > + * Additionally, the overview in the GL_ARB_shader_draw_parameters spec > + * says: > + * > + * "In unextended GL, vertex shaders have inputs named gl_VertexID and > + * gl_InstanceID, which contain, respectively the index of the vertex > + * and instance. The value of gl_VertexID is the implicitly passed > + * index of the vertex being processed, which includes the value of > + * baseVertex, for those commands that accept it." > + * > + * gl_VertexID gets basevertex added in. This differs from DirectX where > + * SV_VertexID does \b not get basevertex added in. > + * > + * \note > + * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be > + * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus > + * \c SYSTEM_VALUE_BASE_VERTEX. > + * > + * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX > + */ > + SYSTEM_VALUE_VERTEX_ID, > + > + /** > + * Instanced ID as supplied to gl_InstanceID > + * > + * Values assigned to gl_InstanceID always begin with zero, regardless of > + * the value of baseinstance. > + * > + * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec > + * says: > + * > + * "gl_InstanceID holds the integer instance number of the current > + * primitive in an instanced draw call (see section 10.5)." > + * > + * Through a big chain of pseudocode, section 10.5 describes that > + * baseinstance is not counted by gl_InstanceID. In that section, notice > + * > + * "If an enabled vertex attribute array is instanced (it has a > + * non-zero divisor as specified by VertexAttribDivisor), the element > + * index that is transferred to the GL, for all vertices, is given by > + * > + * floor(instance/divisor) + baseinstance > + * > + * If an array corresponding to an attribute required by a vertex > + * shader is not enabled, then the corresponding element is taken from > + * the current attribute state (see section 10.2)." > + * > + * Note that baseinstance is \b not included in the value of instance. > + */ > + SYSTEM_VALUE_INSTANCE_ID, > + > + /** > + * DirectX-style vertex ID. > + * > + * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include > + * the value of basevertex. > + * > + * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX > + */ > + SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, > + > + /** > + * Value of \c basevertex passed to \c glDrawElementsBaseVertex and > similar > + * functions. > + * > + * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE > + */ > + SYSTEM_VALUE_BASE_VERTEX, > + /*@}*/ > + > + /** > + * \name Geometry shader system values > + */ > + /*@{*/ > + SYSTEM_VALUE_INVOCATION_ID, > + /*@}*/ > + > + /** > + * \name Fragment shader system values > + */ > + /*@{*/ > + SYSTEM_VALUE_FRONT_FACE, /**< (not done yet) */ > + SYSTEM_VALUE_SAMPLE_ID, > + SYSTEM_VALUE_SAMPLE_POS, > + SYSTEM_VALUE_SAMPLE_MASK_IN, > + /*@}*/ > + > + SYSTEM_VALUE_MAX /**< Number of values */ > +} gl_system_value; > + > + > +/** > + * The possible interpolation qualifiers that can be applied to a fragment > + * shader input in GLSL. > + * > + * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the > + * gl_fragment_program data structure to 0 causes the default behavior. > + */ > +enum glsl_interp_qualifier > +{ > + INTERP_QUALIFIER_NONE = 0, > + INTERP_QUALIFIER_SMOOTH, > + INTERP_QUALIFIER_FLAT, > + INTERP_QUALIFIER_NOPERSPECTIVE, > + INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */ > +}; > + > + > +#endif /* PIPELINE_H */ > -- > 2.1.4 > > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > http://lists.freedesktop.org/mailman/listinfo/mesa-dev _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev