1/*
2 * Copyright © 2016 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 *
23 */
24
25#ifndef SHADER_INFO_H
26#define SHADER_INFO_H
27
28#include "shader_enums.h"
29
30#ifdef __cplusplus
31extern "C" {
32#endif
33
34typedef struct shader_info {
35   /** The shader stage, such as MESA_SHADER_VERTEX. */
36   gl_shader_stage stage;
37
38   const char *name;
39
40   /* Descriptive name provided by the client; may be NULL */
41   const char *label;
42
43   /* Number of textures used by this shader */
44   unsigned num_textures;
45   /* Number of uniform buffers used by this shader */
46   unsigned num_ubos;
47   /* Number of atomic buffers used by this shader */
48   unsigned num_abos;
49   /* Number of shader storage buffers used by this shader */
50   unsigned num_ssbos;
51   /* Number of images used by this shader */
52   unsigned num_images;
53
54   /* Which inputs are actually read */
55   uint64_t inputs_read;
56   /* Which inputs are actually read and are double */
57   uint64_t double_inputs_read;
58   /* Which outputs are actually written */
59   uint64_t outputs_written;
60   /* Which outputs are actually read */
61   uint64_t outputs_read;
62   /* Which system values are actually read */
63   uint64_t system_values_read;
64
65   /* Which patch inputs are actually read */
66   uint32_t patch_inputs_read;
67   /* Which patch outputs are actually written */
68   uint32_t patch_outputs_written;
69
70   /* Whether or not this shader ever uses textureGather() */
71   bool uses_texture_gather;
72
73   /* The size of the gl_ClipDistance[] array, if declared. */
74   unsigned clip_distance_array_size;
75
76   /* The size of the gl_CullDistance[] array, if declared. */
77   unsigned cull_distance_array_size;
78
79   /* Whether or not separate shader objects were used */
80   bool separate_shader;
81
82   /** Was this shader linked with any transform feedback varyings? */
83   bool has_transform_feedback_varyings;
84
85   union {
86      struct {
87         /** The number of vertices recieves per input primitive */
88         unsigned vertices_in;
89
90         /** The output primitive type (GL enum value) */
91         unsigned output_primitive;
92
93         /** The input primitive type (GL enum value) */
94         unsigned input_primitive;
95
96         /** The maximum number of vertices the geometry shader might write. */
97         unsigned vertices_out;
98
99         /** 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS */
100         unsigned invocations;
101
102         /** Whether or not this shader uses EndPrimitive */
103         bool uses_end_primitive;
104
105         /** Whether or not this shader uses non-zero streams */
106         bool uses_streams;
107      } gs;
108
109      struct {
110         bool uses_discard;
111
112         /**
113          * Whether any inputs are declared with the "sample" qualifier.
114          */
115         bool uses_sample_qualifier;
116
117         /**
118          * Whether early fragment tests are enabled as defined by
119          * ARB_shader_image_load_store.
120          */
121         bool early_fragment_tests;
122
123         /**
124          * Defined by INTEL_conservative_rasterization.
125          */
126         bool inner_coverage;
127
128         bool post_depth_coverage;
129
130         /** gl_FragDepth layout for ARB_conservative_depth. */
131         enum gl_frag_depth_layout depth_layout;
132      } fs;
133
134      struct {
135         unsigned local_size[3];
136
137         bool local_size_variable;
138
139         /**
140          * Size of shared variables accessed by the compute shader.
141          */
142         unsigned shared_size;
143      } cs;
144
145      /* Applies to both TCS and TES. */
146      struct {
147         /** The number of vertices in the TCS output patch. */
148         unsigned tcs_vertices_out;
149
150         uint32_t primitive_mode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
151         enum gl_tess_spacing spacing;
152         /** Is the vertex order counterclockwise? */
153         bool ccw;
154         bool point_mode;
155      } tess;
156   };
157} shader_info;
158
159#ifdef __cplusplus
160}
161#endif
162
163#endif /* SHADER_INFO_H */
164