GL_EXT_mesh_shader/SPV_EXT_mesh_shader implementation
[platform/upstream/glslang.git] / glslang / MachineIndependent / Versions.h
index 2dbac0b..6ab3788 100644 (file)
@@ -162,6 +162,7 @@ const char* const E_GL_ARB_shading_language_packing     = "GL_ARB_shading_langua
 const char* const E_GL_ARB_texture_query_lod            = "GL_ARB_texture_query_lod";
 const char* const E_GL_ARB_vertex_attrib_64bit          = "GL_ARB_vertex_attrib_64bit";
 const char* const E_GL_ARB_draw_instanced               = "GL_ARB_draw_instanced";
+const char* const E_GL_ARB_fragment_coord_conventions   = "GL_ARB_fragment_coord_conventions";
 
 const char* const E_GL_KHR_shader_subgroup_basic            = "GL_KHR_shader_subgroup_basic";
 const char* const E_GL_KHR_shader_subgroup_vote             = "GL_KHR_shader_subgroup_vote";
@@ -200,6 +201,7 @@ const char* const E_GL_EXT_debug_printf                     = "GL_EXT_debug_prin
 const char* const E_GL_EXT_ray_tracing                      = "GL_EXT_ray_tracing";
 const char* const E_GL_EXT_ray_query                        = "GL_EXT_ray_query";
 const char* const E_GL_EXT_ray_flags_primitive_culling      = "GL_EXT_ray_flags_primitive_culling";
+const char* const E_GL_EXT_ray_cull_mask                    = "GL_EXT_ray_cull_mask";
 const char* const E_GL_EXT_blend_func_extended              = "GL_EXT_blend_func_extended";
 const char* const E_GL_EXT_shader_implicit_conversions      = "GL_EXT_shader_implicit_conversions";
 const char* const E_GL_EXT_fragment_shading_rate            = "GL_EXT_fragment_shading_rate";
@@ -208,12 +210,18 @@ const char* const E_GL_EXT_null_initializer                 = "GL_EXT_null_initi
 const char* const E_GL_EXT_shared_memory_block              = "GL_EXT_shared_memory_block";
 const char* const E_GL_EXT_subgroup_uniform_control_flow    = "GL_EXT_subgroup_uniform_control_flow";
 const char* const E_GL_EXT_spirv_intrinsics                 = "GL_EXT_spirv_intrinsics";
+const char* const E_GL_EXT_fragment_shader_barycentric      = "GL_EXT_fragment_shader_barycentric";
+const char* const E_GL_EXT_mesh_shader                      = "GL_EXT_mesh_shader";
 
 // Arrays of extensions for the above viewportEXTs duplications
 
 const char* const post_depth_coverageEXTs[] = { E_GL_ARB_post_depth_coverage, E_GL_EXT_post_depth_coverage };
 const int Num_post_depth_coverageEXTs = sizeof(post_depth_coverageEXTs) / sizeof(post_depth_coverageEXTs[0]);
 
+// Array of extensions to cover both extensions providing ray tracing capabilities.
+const char* const ray_tracing_EXTs[] = { E_GL_EXT_ray_query, E_GL_EXT_ray_tracing };
+const int Num_ray_tracing_EXTs = sizeof(ray_tracing_EXTs) / sizeof(ray_tracing_EXTs[0]);
+
 // OVR extensions
 const char* const E_GL_OVR_multiview                    = "GL_OVR_multiview";
 const char* const E_GL_OVR_multiview2                   = "GL_OVR_multiview2";
@@ -235,6 +243,7 @@ const char* const E_GL_AMD_gpu_shader_int16                     = "GL_AMD_gpu_sh
 const char* const E_GL_AMD_shader_image_load_store_lod          = "GL_AMD_shader_image_load_store_lod";
 const char* const E_GL_AMD_shader_fragment_mask                 = "GL_AMD_shader_fragment_mask";
 const char* const E_GL_AMD_gpu_shader_half_float_fetch          = "GL_AMD_gpu_shader_half_float_fetch";
+const char* const E_GL_AMD_shader_early_and_late_fragment_tests = "GL_AMD_shader_early_and_late_fragment_tests";
 
 const char* const E_GL_INTEL_shader_integer_functions2          = "GL_INTEL_shader_integer_functions2";
 
@@ -280,7 +289,7 @@ const char* const E_GL_EXT_tessellation_shader                  = "GL_EXT_tessel
 const char* const E_GL_EXT_tessellation_point_size              = "GL_EXT_tessellation_point_size";
 const char* const E_GL_EXT_texture_buffer                       = "GL_EXT_texture_buffer";
 const char* const E_GL_EXT_texture_cube_map_array               = "GL_EXT_texture_cube_map_array";
-const char* const E_GL_EXT_shader_integer_mix                   = "GL_EXT_shader_integer_mix"; 
+const char* const E_GL_EXT_shader_integer_mix                   = "GL_EXT_shader_integer_mix";
 
 // OES matching AEP
 const char* const E_GL_OES_geometry_shader                      = "GL_OES_geometry_shader";
@@ -341,6 +350,9 @@ const int Num_AEP_texture_buffer = sizeof(AEP_texture_buffer)/sizeof(AEP_texture
 const char* const AEP_texture_cube_map_array[] = { E_GL_EXT_texture_cube_map_array, E_GL_OES_texture_cube_map_array };
 const int Num_AEP_texture_cube_map_array = sizeof(AEP_texture_cube_map_array)/sizeof(AEP_texture_cube_map_array[0]);
 
+const char* const AEP_mesh_shader[] = { E_GL_NV_mesh_shader, E_GL_EXT_mesh_shader };
+const int Num_AEP_mesh_shader = sizeof(AEP_mesh_shader)/sizeof(AEP_mesh_shader[0]);
+
 } // end namespace glslang
 
 #endif // _VERSIONS_INCLUDED_