text: /*
   * 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"
  #include <stdint.h>
  
  #ifdef __cplusplus
  extern "C" {
  #endif
  
  struct spirv_supported_capabilities {
     bool float64;
     bool image_ms_array;
     bool tessellation;
     bool draw_parameters;
     bool image_read_without_format;
     bool image_write_without_format;
     bool int64;
     bool multiview;
     bool variable_pointers;
     bool storage_16bit;
  };
  
  typedef struct shader_info {
     const char *name;
  
     /* Descriptive name provided by the client; may be NULL */
     const char *label;
  
     /** The shader stage, such as MESA_SHADER_VERTEX. */
     gl_shader_stage stage;
  
     /* 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;
     /* Which patch outputs are read */
     uint32_t patch_outputs_read;
  
     /* Whether or not this shader ever uses textureGather() */
     bool uses_texture_gather;
  
     /** Bitfield of which textures are used by texelFetch() */
     uint32_t textures_used_by_txf;
  
     /**
      * True if this shader uses the fddx/fddy opcodes.
      *
      * Note that this does not include the "fine" and "coarse" variants.
      */
     bool uses_fddx_fddy;
  
     /* 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;
  
        /* Applies to both TCS and TES. */
        struct {
           /** The number of vertices in the TCS output patch. */
           unsigned tcs_vertices_out;
  
           uint32_t primitive_mode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
           enum gl_tess_spacing spacing;
           /** Is the vertex order counterclockwise? */
           bool ccw;
           bool point_mode;
        } tess;
     };
  } shader_info;
  
  #ifdef __cplusplus
  }
  #endif
  
  #endif /* SHADER_INFO_H */
  