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/*
* Copyright © 2016 Intel Corporation
*
* 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 (including the next
* paragraph) 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 SHADER_INFO_H
#define SHADER_INFO_H
#include "shader_enums.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct shader_info {
/** The shader stage, such as MESA_SHADER_VERTEX. */
gl_shader_stage stage;
const char *name;
/* Descriptive name provided by the client; may be NULL */
const char *label;
/* Number of textures used by this shader */
unsigned num_textures;
/* Number of uniform buffers used by this shader */
unsigned num_ubos;
/* Number of atomic buffers used by this shader */
unsigned num_abos;
/* Number of shader storage buffers used by this shader */
unsigned num_ssbos;
/* Number of images used by this shader */
unsigned num_images;
/* Which inputs are actually read */
uint64_t inputs_read;
/* Which inputs are actually read and are double */
uint64_t double_inputs_read;
/* Which outputs are actually written */
uint64_t outputs_written;
/* Which outputs are actually read */
uint64_t outputs_read;
/* Which system values are actually read */
uint64_t system_values_read;
/* Which patch inputs are actually read */
uint32_t patch_inputs_read;
/* Which patch outputs are actually written */
uint32_t patch_outputs_written;
/* Whether or not this shader ever uses textureGather() */
bool uses_texture_gather;
/* The size of the gl_ClipDistance[] array, if declared. */
unsigned clip_distance_array_size;
/* The size of the gl_CullDistance[] array, if declared. */
unsigned cull_distance_array_size;
/* Whether or not separate shader objects were used */
bool separate_shader;
/** Was this shader linked with any transform feedback varyings? */
bool has_transform_feedback_varyings;
union {
struct {
/** The number of vertices recieves per input primitive */
unsigned vertices_in;
/** The output primitive type (GL enum value) */
unsigned output_primitive;
/** The input primitive type (GL enum value) */
unsigned input_primitive;
/** The maximum number of vertices the geometry shader might write. */
unsigned vertices_out;
/** 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS */
unsigned invocations;
/** Whether or not this shader uses EndPrimitive */
bool uses_end_primitive;
/** Whether or not this shader uses non-zero streams */
bool uses_streams;
} gs;
struct {
bool uses_discard;
/**
* Whether any inputs are declared with the "sample" qualifier.
*/
bool uses_sample_qualifier;
/**
* Whether early fragment tests are enabled as defined by
* ARB_shader_image_load_store.
*/
bool early_fragment_tests;
/**
* Defined by INTEL_conservative_rasterization.
*/
bool inner_coverage;
bool post_depth_coverage;
/** gl_FragDepth layout for ARB_conservative_depth. */
enum gl_frag_depth_layout depth_layout;
} fs;
struct {
unsigned local_size[3];
bool local_size_variable;
/**
* Size of shared variables accessed by the compute shader.
*/
unsigned shared_size;
} cs;
struct {
/** The number of vertices in the TCS output patch. */
unsigned vertices_out;
} tcs;
struct {
uint32_t primitive_mode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
uint32_t spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
/** Is the vertex order counterclockwise? */
bool ccw;
bool point_mode;
} tes;
};
} shader_info;
#ifdef __cplusplus
}
#endif
#endif /* SHADER_INFO_H */