[Mesa-dev] [PATCH 1/3] mesa: Make a shared header for 3D pipeline enum / #defines.

Eric Anholt eric at anholt.net
Fri Mar 27 13:54:30 PDT 2015


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)
+/**
+ * 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



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