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glsl: shader-enum to name debug fxns
Signed-off-by: Rob Clark <robclark@freedesktop.org> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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parent
5bb41d9094
commit
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4 changed files with 261 additions and 1 deletions
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@ -62,6 +62,7 @@ AM_CPPFLAGS = \
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noinst_LTLIBRARIES = libglsl_util.la
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libglsl_util_la_SOURCES = \
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glsl/shader_enums.c \
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mesa/main/imports.c \
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mesa/program/prog_hash_table.c \
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mesa/program/symbol_table.c \
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204
src/glsl/shader_enums.c
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204
src/glsl/shader_enums.c
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@ -0,0 +1,204 @@
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/*
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* Mesa 3-D graphics library
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*
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* Copyright © 2015 Red Hat
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*
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* Authors:
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* Rob Clark <robclark@freedesktop.org>
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*/
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#include "glsl/shader_enums.h"
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#include "util/macros.h"
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#define ENUM(x) [x] = #x
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#define NAME(val) ((((val) < ARRAY_SIZE(names)) && names[(val)]) ? names[(val)] : "UNKNOWN")
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const char * gl_shader_stage_name(gl_shader_stage stage)
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{
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static const char *names[] = {
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ENUM(MESA_SHADER_VERTEX),
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ENUM(MESA_SHADER_TESS_CTRL),
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ENUM(MESA_SHADER_TESS_EVAL),
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ENUM(MESA_SHADER_GEOMETRY),
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ENUM(MESA_SHADER_FRAGMENT),
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ENUM(MESA_SHADER_COMPUTE),
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};
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return NAME(stage);
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}
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const char * gl_vert_attrib_name(gl_vert_attrib attrib)
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{
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static const char *names[] = {
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ENUM(VERT_ATTRIB_POS),
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ENUM(VERT_ATTRIB_WEIGHT),
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ENUM(VERT_ATTRIB_NORMAL),
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ENUM(VERT_ATTRIB_COLOR0),
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ENUM(VERT_ATTRIB_COLOR1),
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ENUM(VERT_ATTRIB_FOG),
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ENUM(VERT_ATTRIB_COLOR_INDEX),
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ENUM(VERT_ATTRIB_EDGEFLAG),
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ENUM(VERT_ATTRIB_TEX0),
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ENUM(VERT_ATTRIB_TEX1),
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ENUM(VERT_ATTRIB_TEX2),
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ENUM(VERT_ATTRIB_TEX3),
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ENUM(VERT_ATTRIB_TEX4),
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ENUM(VERT_ATTRIB_TEX5),
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ENUM(VERT_ATTRIB_TEX6),
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ENUM(VERT_ATTRIB_TEX7),
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ENUM(VERT_ATTRIB_POINT_SIZE),
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ENUM(VERT_ATTRIB_GENERIC0),
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ENUM(VERT_ATTRIB_GENERIC1),
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ENUM(VERT_ATTRIB_GENERIC2),
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ENUM(VERT_ATTRIB_GENERIC3),
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ENUM(VERT_ATTRIB_GENERIC4),
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ENUM(VERT_ATTRIB_GENERIC5),
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ENUM(VERT_ATTRIB_GENERIC6),
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ENUM(VERT_ATTRIB_GENERIC7),
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ENUM(VERT_ATTRIB_GENERIC8),
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ENUM(VERT_ATTRIB_GENERIC9),
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ENUM(VERT_ATTRIB_GENERIC10),
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ENUM(VERT_ATTRIB_GENERIC11),
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ENUM(VERT_ATTRIB_GENERIC12),
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ENUM(VERT_ATTRIB_GENERIC13),
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ENUM(VERT_ATTRIB_GENERIC14),
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ENUM(VERT_ATTRIB_GENERIC15),
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};
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return NAME(attrib);
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}
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const char * gl_varying_slot_name(gl_varying_slot slot)
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{
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static const char *names[] = {
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ENUM(VARYING_SLOT_POS),
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ENUM(VARYING_SLOT_COL0),
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ENUM(VARYING_SLOT_COL1),
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ENUM(VARYING_SLOT_FOGC),
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ENUM(VARYING_SLOT_TEX0),
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ENUM(VARYING_SLOT_TEX1),
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ENUM(VARYING_SLOT_TEX2),
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ENUM(VARYING_SLOT_TEX3),
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ENUM(VARYING_SLOT_TEX4),
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ENUM(VARYING_SLOT_TEX5),
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ENUM(VARYING_SLOT_TEX6),
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ENUM(VARYING_SLOT_TEX7),
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ENUM(VARYING_SLOT_PSIZ),
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ENUM(VARYING_SLOT_BFC0),
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ENUM(VARYING_SLOT_BFC1),
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ENUM(VARYING_SLOT_EDGE),
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ENUM(VARYING_SLOT_CLIP_VERTEX),
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ENUM(VARYING_SLOT_CLIP_DIST0),
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ENUM(VARYING_SLOT_CLIP_DIST1),
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ENUM(VARYING_SLOT_PRIMITIVE_ID),
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ENUM(VARYING_SLOT_LAYER),
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ENUM(VARYING_SLOT_VIEWPORT),
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ENUM(VARYING_SLOT_FACE),
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ENUM(VARYING_SLOT_PNTC),
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ENUM(VARYING_SLOT_TESS_LEVEL_OUTER),
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ENUM(VARYING_SLOT_TESS_LEVEL_INNER),
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ENUM(VARYING_SLOT_VAR0),
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ENUM(VARYING_SLOT_VAR1),
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ENUM(VARYING_SLOT_VAR2),
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ENUM(VARYING_SLOT_VAR3),
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ENUM(VARYING_SLOT_VAR4),
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ENUM(VARYING_SLOT_VAR5),
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ENUM(VARYING_SLOT_VAR6),
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ENUM(VARYING_SLOT_VAR7),
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ENUM(VARYING_SLOT_VAR8),
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ENUM(VARYING_SLOT_VAR9),
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ENUM(VARYING_SLOT_VAR10),
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ENUM(VARYING_SLOT_VAR11),
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ENUM(VARYING_SLOT_VAR12),
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ENUM(VARYING_SLOT_VAR13),
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ENUM(VARYING_SLOT_VAR14),
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ENUM(VARYING_SLOT_VAR15),
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ENUM(VARYING_SLOT_VAR16),
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ENUM(VARYING_SLOT_VAR17),
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ENUM(VARYING_SLOT_VAR18),
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ENUM(VARYING_SLOT_VAR19),
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ENUM(VARYING_SLOT_VAR20),
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ENUM(VARYING_SLOT_VAR21),
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ENUM(VARYING_SLOT_VAR22),
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ENUM(VARYING_SLOT_VAR23),
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ENUM(VARYING_SLOT_VAR24),
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ENUM(VARYING_SLOT_VAR25),
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ENUM(VARYING_SLOT_VAR26),
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ENUM(VARYING_SLOT_VAR27),
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ENUM(VARYING_SLOT_VAR28),
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ENUM(VARYING_SLOT_VAR29),
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ENUM(VARYING_SLOT_VAR30),
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ENUM(VARYING_SLOT_VAR31),
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};
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return NAME(slot);
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}
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const char * gl_system_value_name(gl_system_value sysval)
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{
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static const char *names[] = {
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ENUM(SYSTEM_VALUE_VERTEX_ID),
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ENUM(SYSTEM_VALUE_INSTANCE_ID),
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ENUM(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE),
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ENUM(SYSTEM_VALUE_BASE_VERTEX),
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ENUM(SYSTEM_VALUE_INVOCATION_ID),
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ENUM(SYSTEM_VALUE_FRONT_FACE),
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ENUM(SYSTEM_VALUE_SAMPLE_ID),
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ENUM(SYSTEM_VALUE_SAMPLE_POS),
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ENUM(SYSTEM_VALUE_SAMPLE_MASK_IN),
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ENUM(SYSTEM_VALUE_TESS_COORD),
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ENUM(SYSTEM_VALUE_VERTICES_IN),
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ENUM(SYSTEM_VALUE_PRIMITIVE_ID),
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ENUM(SYSTEM_VALUE_TESS_LEVEL_OUTER),
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ENUM(SYSTEM_VALUE_TESS_LEVEL_INNER),
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ENUM(SYSTEM_VALUE_LOCAL_INVOCATION_ID),
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ENUM(SYSTEM_VALUE_WORK_GROUP_ID),
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};
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return NAME(sysval);
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}
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const char * glsl_interp_qualifier_name(enum glsl_interp_qualifier qual)
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{
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static const char *names[] = {
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ENUM(INTERP_QUALIFIER_NONE),
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ENUM(INTERP_QUALIFIER_SMOOTH),
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ENUM(INTERP_QUALIFIER_FLAT),
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ENUM(INTERP_QUALIFIER_NOPERSPECTIVE),
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};
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return NAME(qual);
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}
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const char * gl_frag_result_name(gl_frag_result result)
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{
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static const char *names[] = {
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ENUM(FRAG_RESULT_DEPTH),
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ENUM(FRAG_RESULT_STENCIL),
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ENUM(FRAG_RESULT_COLOR),
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ENUM(FRAG_RESULT_SAMPLE_MASK),
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ENUM(FRAG_RESULT_DATA0),
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ENUM(FRAG_RESULT_DATA1),
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ENUM(FRAG_RESULT_DATA2),
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ENUM(FRAG_RESULT_DATA3),
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ENUM(FRAG_RESULT_DATA4),
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ENUM(FRAG_RESULT_DATA5),
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ENUM(FRAG_RESULT_DATA6),
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ENUM(FRAG_RESULT_DATA7),
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};
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return NAME(result);
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}
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@ -43,6 +43,8 @@ typedef enum
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MESA_SHADER_COMPUTE = 5,
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} gl_shader_stage;
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const char * gl_shader_stage_name(gl_shader_stage stage);
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#define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
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@ -91,6 +93,8 @@ typedef enum
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VERT_ATTRIB_MAX = 33
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} gl_vert_attrib;
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const char * gl_vert_attrib_name(gl_vert_attrib attrib);
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/**
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* Symbolic constats to help iterating over
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* specific blocks of vertex attributes.
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@ -193,8 +197,43 @@ typedef enum
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VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
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VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */
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VARYING_SLOT_VAR0, /* First generic varying slot */
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/* the remaining are simply for the benefit of gl_varying_slot_name()
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* and not to be construed as an upper bound:
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*/
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VARYING_SLOT_VAR1,
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VARYING_SLOT_VAR2,
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VARYING_SLOT_VAR3,
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VARYING_SLOT_VAR4,
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VARYING_SLOT_VAR5,
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VARYING_SLOT_VAR6,
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VARYING_SLOT_VAR7,
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VARYING_SLOT_VAR8,
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VARYING_SLOT_VAR9,
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VARYING_SLOT_VAR10,
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VARYING_SLOT_VAR11,
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VARYING_SLOT_VAR12,
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VARYING_SLOT_VAR13,
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VARYING_SLOT_VAR14,
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VARYING_SLOT_VAR15,
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VARYING_SLOT_VAR16,
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VARYING_SLOT_VAR17,
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VARYING_SLOT_VAR18,
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VARYING_SLOT_VAR19,
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VARYING_SLOT_VAR20,
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VARYING_SLOT_VAR21,
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VARYING_SLOT_VAR22,
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VARYING_SLOT_VAR23,
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VARYING_SLOT_VAR24,
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VARYING_SLOT_VAR25,
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VARYING_SLOT_VAR26,
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VARYING_SLOT_VAR27,
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VARYING_SLOT_VAR28,
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VARYING_SLOT_VAR29,
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VARYING_SLOT_VAR30,
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VARYING_SLOT_VAR31,
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} gl_varying_slot;
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const char * gl_varying_slot_name(gl_varying_slot slot);
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/**
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* Bitflags for varying slots.
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@ -376,6 +415,7 @@ typedef enum
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SYSTEM_VALUE_MAX /**< Number of values */
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} gl_system_value;
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const char * gl_system_value_name(gl_system_value sysval);
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/**
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* The possible interpolation qualifiers that can be applied to a fragment
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@ -393,6 +433,8 @@ enum glsl_interp_qualifier
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INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
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};
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const char * glsl_interp_qualifier_name(enum glsl_interp_qualifier qual);
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/**
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* Fragment program results
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*/
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@ -409,8 +451,19 @@ typedef enum
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/* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
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* or ARB_fragment_program fragment.color[n]) color results. If
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* any are written, FRAG_RESULT_COLOR will not be written.
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* FRAG_RESULT_DATA1 and up are simply for the benefit of
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* gl_frag_result_name() and not to be construed as an upper bound
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*/
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FRAG_RESULT_DATA0 = 4,
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FRAG_RESULT_DATA1,
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FRAG_RESULT_DATA2,
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FRAG_RESULT_DATA3,
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FRAG_RESULT_DATA4,
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FRAG_RESULT_DATA5,
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FRAG_RESULT_DATA6,
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FRAG_RESULT_DATA7,
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} gl_frag_result;
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const char * gl_frag_result_name(gl_frag_result result);
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#endif /* SHADER_ENUMS_H */
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@ -523,7 +523,9 @@ PROGRAM_FILES = \
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program/sampler.h \
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program/string_to_uint_map.cpp \
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program/symbol_table.c \
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program/symbol_table.h
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program/symbol_table.h \
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../glsl/shader_enums.c \
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../glsl/shader_enums.h
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PROGRAM_NIR_FILES = \
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program/prog_to_nir.c \
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