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/*
* Mesa 3-D graphics library
*
* Copyright © 2015 Red Hat
*
* 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.
*
* Authors:
* Rob Clark <robclark@freedesktop.org>
*/
#include "shader_enums.h"
#include "util/macros.h"
#include "mesa/main/config.h"
#define ENUM(x) [x] = #x
#define NAME(val) ((((val) < ARRAY_SIZE(names)) && names[(val)]) ? names[(val)] : "UNKNOWN")
const char *
gl_shader_stage_name(gl_shader_stage stage)
{
static const char *names[] = {
ENUM(MESA_SHADER_VERTEX),
ENUM(MESA_SHADER_TESS_CTRL),
ENUM(MESA_SHADER_TESS_EVAL),
ENUM(MESA_SHADER_GEOMETRY),
ENUM(MESA_SHADER_FRAGMENT),
ENUM(MESA_SHADER_COMPUTE),
ENUM(MESA_SHADER_KERNEL),
};
STATIC_ASSERT(ARRAY_SIZE(names) == MESA_ALL_SHADER_STAGES);
return NAME(stage);
}
/**
* Translate a gl_shader_stage to a short shader stage name for debug
* printouts and error messages.
*/
const char *
_mesa_shader_stage_to_string(unsigned stage)
{
switch (stage) {
case MESA_SHADER_VERTEX: return "vertex";
case MESA_SHADER_FRAGMENT: return "fragment";
case MESA_SHADER_GEOMETRY: return "geometry";
case MESA_SHADER_COMPUTE: return "compute";
case MESA_SHADER_KERNEL: return "kernel";
case MESA_SHADER_TESS_CTRL: return "tessellation control";
case MESA_SHADER_TESS_EVAL: return "tessellation evaluation";
}
unreachable("Unknown shader stage.");
}
/**
* Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
* for debug printouts and error messages.
*/
const char *
_mesa_shader_stage_to_abbrev(unsigned stage)
{
switch (stage) {
case MESA_SHADER_VERTEX: return "VS";
case MESA_SHADER_FRAGMENT: return "FS";
case MESA_SHADER_GEOMETRY: return "GS";
case MESA_SHADER_COMPUTE: return "CS";
case MESA_SHADER_KERNEL: return "CL";
case MESA_SHADER_TESS_CTRL: return "TCS";
case MESA_SHADER_TESS_EVAL: return "TES";
}
unreachable("Unknown shader stage.");
}
const char *
gl_vert_attrib_name(gl_vert_attrib attrib)
{
static const char *names[] = {
ENUM(VERT_ATTRIB_POS),
ENUM(VERT_ATTRIB_NORMAL),
ENUM(VERT_ATTRIB_COLOR0),
ENUM(VERT_ATTRIB_COLOR1),
ENUM(VERT_ATTRIB_FOG),
ENUM(VERT_ATTRIB_COLOR_INDEX),
ENUM(VERT_ATTRIB_EDGEFLAG),
ENUM(VERT_ATTRIB_TEX0),
ENUM(VERT_ATTRIB_TEX1),
ENUM(VERT_ATTRIB_TEX2),
ENUM(VERT_ATTRIB_TEX3),
ENUM(VERT_ATTRIB_TEX4),
ENUM(VERT_ATTRIB_TEX5),
ENUM(VERT_ATTRIB_TEX6),
ENUM(VERT_ATTRIB_TEX7),
ENUM(VERT_ATTRIB_POINT_SIZE),
ENUM(VERT_ATTRIB_GENERIC0),
ENUM(VERT_ATTRIB_GENERIC1),
ENUM(VERT_ATTRIB_GENERIC2),
ENUM(VERT_ATTRIB_GENERIC3),
ENUM(VERT_ATTRIB_GENERIC4),
ENUM(VERT_ATTRIB_GENERIC5),
ENUM(VERT_ATTRIB_GENERIC6),
ENUM(VERT_ATTRIB_GENERIC7),
ENUM(VERT_ATTRIB_GENERIC8),
ENUM(VERT_ATTRIB_GENERIC9),
ENUM(VERT_ATTRIB_GENERIC10),
ENUM(VERT_ATTRIB_GENERIC11),
ENUM(VERT_ATTRIB_GENERIC12),
ENUM(VERT_ATTRIB_GENERIC13),
ENUM(VERT_ATTRIB_GENERIC14),
ENUM(VERT_ATTRIB_GENERIC15),
};
STATIC_ASSERT(ARRAY_SIZE(names) == VERT_ATTRIB_MAX);
return NAME(attrib);
}
const char *
gl_varying_slot_name(gl_varying_slot slot)
{
static const char *names[] = {
ENUM(VARYING_SLOT_POS),
ENUM(VARYING_SLOT_COL0),
ENUM(VARYING_SLOT_COL1),
ENUM(VARYING_SLOT_FOGC),
ENUM(VARYING_SLOT_TEX0),
ENUM(VARYING_SLOT_TEX1),
ENUM(VARYING_SLOT_TEX2),
ENUM(VARYING_SLOT_TEX3),
ENUM(VARYING_SLOT_TEX4),
ENUM(VARYING_SLOT_TEX5),
ENUM(VARYING_SLOT_TEX6),
ENUM(VARYING_SLOT_TEX7),
ENUM(VARYING_SLOT_PSIZ),
ENUM(VARYING_SLOT_BFC0),
ENUM(VARYING_SLOT_BFC1),
ENUM(VARYING_SLOT_EDGE),
ENUM(VARYING_SLOT_CLIP_VERTEX),
ENUM(VARYING_SLOT_CLIP_DIST0),
ENUM(VARYING_SLOT_CLIP_DIST1),
ENUM(VARYING_SLOT_CULL_DIST0),
ENUM(VARYING_SLOT_CULL_DIST1),
ENUM(VARYING_SLOT_PRIMITIVE_ID),
ENUM(VARYING_SLOT_LAYER),
ENUM(VARYING_SLOT_VIEWPORT),
ENUM(VARYING_SLOT_FACE),
ENUM(VARYING_SLOT_PNTC),
ENUM(VARYING_SLOT_TESS_LEVEL_OUTER),
ENUM(VARYING_SLOT_TESS_LEVEL_INNER),
ENUM(VARYING_SLOT_BOUNDING_BOX0),
ENUM(VARYING_SLOT_BOUNDING_BOX1),
ENUM(VARYING_SLOT_VIEW_INDEX),
ENUM(VARYING_SLOT_VIEWPORT_MASK),
ENUM(VARYING_SLOT_VAR0),
ENUM(VARYING_SLOT_VAR1),
ENUM(VARYING_SLOT_VAR2),
ENUM(VARYING_SLOT_VAR3),
ENUM(VARYING_SLOT_VAR4),
ENUM(VARYING_SLOT_VAR5),
ENUM(VARYING_SLOT_VAR6),
ENUM(VARYING_SLOT_VAR7),
ENUM(VARYING_SLOT_VAR8),
ENUM(VARYING_SLOT_VAR9),
ENUM(VARYING_SLOT_VAR10),
ENUM(VARYING_SLOT_VAR11),
ENUM(VARYING_SLOT_VAR12),
ENUM(VARYING_SLOT_VAR13),
ENUM(VARYING_SLOT_VAR14),
ENUM(VARYING_SLOT_VAR15),
ENUM(VARYING_SLOT_VAR16),
ENUM(VARYING_SLOT_VAR17),
ENUM(VARYING_SLOT_VAR18),
ENUM(VARYING_SLOT_VAR19),
ENUM(VARYING_SLOT_VAR20),
ENUM(VARYING_SLOT_VAR21),
ENUM(VARYING_SLOT_VAR22),
ENUM(VARYING_SLOT_VAR23),
ENUM(VARYING_SLOT_VAR24),
ENUM(VARYING_SLOT_VAR25),
ENUM(VARYING_SLOT_VAR26),
ENUM(VARYING_SLOT_VAR27),
ENUM(VARYING_SLOT_VAR28),
ENUM(VARYING_SLOT_VAR29),
ENUM(VARYING_SLOT_VAR30),
ENUM(VARYING_SLOT_VAR31),
};
STATIC_ASSERT(ARRAY_SIZE(names) == VARYING_SLOT_MAX);
return NAME(slot);
}
const char *
gl_system_value_name(gl_system_value sysval)
{
static const char *names[] = {
ENUM(SYSTEM_VALUE_SUBGROUP_SIZE),
ENUM(SYSTEM_VALUE_SUBGROUP_INVOCATION),
ENUM(SYSTEM_VALUE_SUBGROUP_EQ_MASK),
ENUM(SYSTEM_VALUE_SUBGROUP_GE_MASK),
ENUM(SYSTEM_VALUE_SUBGROUP_GT_MASK),
ENUM(SYSTEM_VALUE_SUBGROUP_LE_MASK),
ENUM(SYSTEM_VALUE_SUBGROUP_LT_MASK),
ENUM(SYSTEM_VALUE_NUM_SUBGROUPS),
ENUM(SYSTEM_VALUE_SUBGROUP_ID),
ENUM(SYSTEM_VALUE_VERTEX_ID),
ENUM(SYSTEM_VALUE_INSTANCE_ID),
ENUM(SYSTEM_VALUE_INSTANCE_INDEX),
ENUM(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE),
ENUM(SYSTEM_VALUE_BASE_VERTEX),
ENUM(SYSTEM_VALUE_FIRST_VERTEX),
ENUM(SYSTEM_VALUE_IS_INDEXED_DRAW),
ENUM(SYSTEM_VALUE_BASE_INSTANCE),
ENUM(SYSTEM_VALUE_DRAW_ID),
ENUM(SYSTEM_VALUE_INVOCATION_ID),
ENUM(SYSTEM_VALUE_FRAG_COORD),
ENUM(SYSTEM_VALUE_POINT_COORD),
ENUM(SYSTEM_VALUE_FRONT_FACE),
ENUM(SYSTEM_VALUE_SAMPLE_ID),
ENUM(SYSTEM_VALUE_SAMPLE_POS),
ENUM(SYSTEM_VALUE_SAMPLE_MASK_IN),
ENUM(SYSTEM_VALUE_HELPER_INVOCATION),
ENUM(SYSTEM_VALUE_COLOR0),
ENUM(SYSTEM_VALUE_COLOR1),
ENUM(SYSTEM_VALUE_TESS_COORD),
ENUM(SYSTEM_VALUE_VERTICES_IN),
ENUM(SYSTEM_VALUE_PRIMITIVE_ID),
ENUM(SYSTEM_VALUE_TESS_LEVEL_OUTER),
ENUM(SYSTEM_VALUE_TESS_LEVEL_INNER),
ENUM(SYSTEM_VALUE_LOCAL_INVOCATION_ID),
ENUM(SYSTEM_VALUE_LOCAL_INVOCATION_INDEX),
ENUM(SYSTEM_VALUE_GLOBAL_INVOCATION_ID),
ENUM(SYSTEM_VALUE_WORK_GROUP_ID),
ENUM(SYSTEM_VALUE_NUM_WORK_GROUPS),
ENUM(SYSTEM_VALUE_LOCAL_GROUP_SIZE),
ENUM(SYSTEM_VALUE_GLOBAL_GROUP_SIZE),
ENUM(SYSTEM_VALUE_WORK_DIM),
ENUM(SYSTEM_VALUE_DEVICE_INDEX),
ENUM(SYSTEM_VALUE_VIEW_INDEX),
ENUM(SYSTEM_VALUE_VERTEX_CNT),
ENUM(SYSTEM_VALUE_BARYCENTRIC_PERSP_PIXEL),
ENUM(SYSTEM_VALUE_BARYCENTRIC_PERSP_SAMPLE),
ENUM(SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTROID),
ENUM(SYSTEM_VALUE_BARYCENTRIC_PERSP_SIZE),
ENUM(SYSTEM_VALUE_BARYCENTRIC_LINEAR_PIXEL),
ENUM(SYSTEM_VALUE_BARYCENTRIC_LINEAR_CENTROID),
ENUM(SYSTEM_VALUE_BARYCENTRIC_LINEAR_SAMPLE),
ENUM(SYSTEM_VALUE_BARYCENTRIC_PULL_MODEL),
ENUM(SYSTEM_VALUE_GS_HEADER_IR3),
ENUM(SYSTEM_VALUE_TCS_HEADER_IR3),
};
STATIC_ASSERT(ARRAY_SIZE(names) == SYSTEM_VALUE_MAX);
return NAME(sysval);
}
const char *
glsl_interp_mode_name(enum glsl_interp_mode qual)
{
static const char *names[] = {
ENUM(INTERP_MODE_NONE),
ENUM(INTERP_MODE_SMOOTH),
ENUM(INTERP_MODE_FLAT),
ENUM(INTERP_MODE_NOPERSPECTIVE),
ENUM(INTERP_MODE_EXPLICIT),
};
STATIC_ASSERT(ARRAY_SIZE(names) == INTERP_MODE_COUNT);
return NAME(qual);
}
const char *
gl_frag_result_name(gl_frag_result result)
{
static const char *names[] = {
ENUM(FRAG_RESULT_DEPTH),
ENUM(FRAG_RESULT_STENCIL),
ENUM(FRAG_RESULT_COLOR),
ENUM(FRAG_RESULT_SAMPLE_MASK),
ENUM(FRAG_RESULT_DATA0),
ENUM(FRAG_RESULT_DATA1),
ENUM(FRAG_RESULT_DATA2),
ENUM(FRAG_RESULT_DATA3),
ENUM(FRAG_RESULT_DATA4),
ENUM(FRAG_RESULT_DATA5),
ENUM(FRAG_RESULT_DATA6),
ENUM(FRAG_RESULT_DATA7),
};
STATIC_ASSERT(ARRAY_SIZE(names) == FRAG_RESULT_MAX);
return NAME(result);
}