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

Ilia Mirkin imirkin at alum.mit.edu
Fri Mar 27 13:57:45 PDT 2015


On Fri, Mar 27, 2015 at 4:54 PM, Eric Anholt <eric at 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
>
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