Add support for GL_NV_shader_invocation_reorder. (#3054)
[platform/upstream/glslang.git] / glslang / MachineIndependent / Versions.h
index 3f7299d..9e4c9fe 100644 (file)
@@ -163,6 +163,7 @@ const char* const E_GL_ARB_texture_query_lod            = "GL_ARB_texture_query_
 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_ARB_bindless_texture             = "GL_ARB_bindless_texture";
 
 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";
@@ -210,12 +211,19 @@ 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";
+const char* const E_GL_EXT_opacity_micromap                 = "GL_EXT_opacity_micromap";
 
 // 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";
@@ -237,6 +245,7 @@ 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";
 
@@ -257,6 +266,9 @@ const char* const E_GL_NV_compute_shader_derivatives            = "GL_NV_compute
 const char* const E_GL_NV_shader_texture_footprint              = "GL_NV_shader_texture_footprint";
 const char* const E_GL_NV_mesh_shader                           = "GL_NV_mesh_shader";
 
+// ARM
+const char* const E_GL_ARM_shader_core_builtins                 = "GL_ARM_shader_core_builtins";
+
 // Arrays of extensions for the above viewportEXTs duplications
 
 const char* const viewportEXTs[] = { E_GL_ARB_shader_viewport_layer_array, E_GL_NV_viewport_array2 };
@@ -265,6 +277,7 @@ const int Num_viewportEXTs = sizeof(viewportEXTs) / sizeof(viewportEXTs[0]);
 const char* const E_GL_NV_cooperative_matrix                    = "GL_NV_cooperative_matrix";
 const char* const E_GL_NV_shader_sm_builtins                    = "GL_NV_shader_sm_builtins";
 const char* const E_GL_NV_integer_cooperative_matrix            = "GL_NV_integer_cooperative_matrix";
+const char* const E_GL_NV_shader_invocation_reorder             = "GL_NV_shader_invocation_reorder";
 
 // AEP
 const char* const E_GL_ANDROID_extension_pack_es31a             = "GL_ANDROID_extension_pack_es31a";
@@ -282,7 +295,7 @@ 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";
@@ -343,6 +356,9 @@ 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_