2 * Copyright © 2010 Intel Corporation
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
25 #include "ir_builder.h"
27 #include "glsl_parser_extras.h"
28 #include "glsl_symbol_table.h"
29 #include "main/core.h"
30 #include "main/uniforms.h"
31 #include "program/prog_statevars.h"
32 #include "program/prog_instruction.h"
34 using namespace ir_builder
;
36 static const struct gl_builtin_uniform_element gl_NumSamples_elements
[] = {
37 {NULL
, {STATE_NUM_SAMPLES
, 0, 0}, SWIZZLE_XXXX
}
41 static const struct gl_builtin_uniform_element gl_PatchVerticesIn_elements
[] = {
42 {NULL
, {STATE_INTERNAL
, STATE_TCS_PATCH_VERTICES_IN
}, SWIZZLE_XXXX
}
45 static const struct gl_builtin_uniform_element gl_DepthRange_elements
[] = {
46 {"near", {STATE_DEPTH_RANGE
, 0, 0}, SWIZZLE_XXXX
},
47 {"far", {STATE_DEPTH_RANGE
, 0, 0}, SWIZZLE_YYYY
},
48 {"diff", {STATE_DEPTH_RANGE
, 0, 0}, SWIZZLE_ZZZZ
},
51 static const struct gl_builtin_uniform_element gl_ClipPlane_elements
[] = {
52 {NULL
, {STATE_CLIPPLANE
, 0, 0}, SWIZZLE_XYZW
}
55 static const struct gl_builtin_uniform_element gl_Point_elements
[] = {
56 {"size", {STATE_POINT_SIZE
}, SWIZZLE_XXXX
},
57 {"sizeMin", {STATE_POINT_SIZE
}, SWIZZLE_YYYY
},
58 {"sizeMax", {STATE_POINT_SIZE
}, SWIZZLE_ZZZZ
},
59 {"fadeThresholdSize", {STATE_POINT_SIZE
}, SWIZZLE_WWWW
},
60 {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION
}, SWIZZLE_XXXX
},
61 {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION
}, SWIZZLE_YYYY
},
62 {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION
}, SWIZZLE_ZZZZ
},
65 static const struct gl_builtin_uniform_element gl_FrontMaterial_elements
[] = {
66 {"emission", {STATE_MATERIAL
, 0, STATE_EMISSION
}, SWIZZLE_XYZW
},
67 {"ambient", {STATE_MATERIAL
, 0, STATE_AMBIENT
}, SWIZZLE_XYZW
},
68 {"diffuse", {STATE_MATERIAL
, 0, STATE_DIFFUSE
}, SWIZZLE_XYZW
},
69 {"specular", {STATE_MATERIAL
, 0, STATE_SPECULAR
}, SWIZZLE_XYZW
},
70 {"shininess", {STATE_MATERIAL
, 0, STATE_SHININESS
}, SWIZZLE_XXXX
},
73 static const struct gl_builtin_uniform_element gl_BackMaterial_elements
[] = {
74 {"emission", {STATE_MATERIAL
, 1, STATE_EMISSION
}, SWIZZLE_XYZW
},
75 {"ambient", {STATE_MATERIAL
, 1, STATE_AMBIENT
}, SWIZZLE_XYZW
},
76 {"diffuse", {STATE_MATERIAL
, 1, STATE_DIFFUSE
}, SWIZZLE_XYZW
},
77 {"specular", {STATE_MATERIAL
, 1, STATE_SPECULAR
}, SWIZZLE_XYZW
},
78 {"shininess", {STATE_MATERIAL
, 1, STATE_SHININESS
}, SWIZZLE_XXXX
},
81 static const struct gl_builtin_uniform_element gl_LightSource_elements
[] = {
82 {"ambient", {STATE_LIGHT
, 0, STATE_AMBIENT
}, SWIZZLE_XYZW
},
83 {"diffuse", {STATE_LIGHT
, 0, STATE_DIFFUSE
}, SWIZZLE_XYZW
},
84 {"specular", {STATE_LIGHT
, 0, STATE_SPECULAR
}, SWIZZLE_XYZW
},
85 {"position", {STATE_LIGHT
, 0, STATE_POSITION
}, SWIZZLE_XYZW
},
86 {"halfVector", {STATE_LIGHT
, 0, STATE_HALF_VECTOR
}, SWIZZLE_XYZW
},
87 {"spotDirection", {STATE_LIGHT
, 0, STATE_SPOT_DIRECTION
},
88 MAKE_SWIZZLE4(SWIZZLE_X
,
92 {"spotCosCutoff", {STATE_LIGHT
, 0, STATE_SPOT_DIRECTION
}, SWIZZLE_WWWW
},
93 {"spotCutoff", {STATE_LIGHT
, 0, STATE_SPOT_CUTOFF
}, SWIZZLE_XXXX
},
94 {"spotExponent", {STATE_LIGHT
, 0, STATE_ATTENUATION
}, SWIZZLE_WWWW
},
95 {"constantAttenuation", {STATE_LIGHT
, 0, STATE_ATTENUATION
}, SWIZZLE_XXXX
},
96 {"linearAttenuation", {STATE_LIGHT
, 0, STATE_ATTENUATION
}, SWIZZLE_YYYY
},
97 {"quadraticAttenuation", {STATE_LIGHT
, 0, STATE_ATTENUATION
}, SWIZZLE_ZZZZ
},
100 static const struct gl_builtin_uniform_element gl_LightModel_elements
[] = {
101 {"ambient", {STATE_LIGHTMODEL_AMBIENT
, 0}, SWIZZLE_XYZW
},
104 static const struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements
[] = {
105 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR
, 0}, SWIZZLE_XYZW
},
108 static const struct gl_builtin_uniform_element gl_BackLightModelProduct_elements
[] = {
109 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR
, 1}, SWIZZLE_XYZW
},
112 static const struct gl_builtin_uniform_element gl_FrontLightProduct_elements
[] = {
113 {"ambient", {STATE_LIGHTPROD
, 0, 0, STATE_AMBIENT
}, SWIZZLE_XYZW
},
114 {"diffuse", {STATE_LIGHTPROD
, 0, 0, STATE_DIFFUSE
}, SWIZZLE_XYZW
},
115 {"specular", {STATE_LIGHTPROD
, 0, 0, STATE_SPECULAR
}, SWIZZLE_XYZW
},
118 static const struct gl_builtin_uniform_element gl_BackLightProduct_elements
[] = {
119 {"ambient", {STATE_LIGHTPROD
, 0, 1, STATE_AMBIENT
}, SWIZZLE_XYZW
},
120 {"diffuse", {STATE_LIGHTPROD
, 0, 1, STATE_DIFFUSE
}, SWIZZLE_XYZW
},
121 {"specular", {STATE_LIGHTPROD
, 0, 1, STATE_SPECULAR
}, SWIZZLE_XYZW
},
124 static const struct gl_builtin_uniform_element gl_TextureEnvColor_elements
[] = {
125 {NULL
, {STATE_TEXENV_COLOR
, 0}, SWIZZLE_XYZW
},
128 static const struct gl_builtin_uniform_element gl_EyePlaneS_elements
[] = {
129 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_EYE_S
}, SWIZZLE_XYZW
},
132 static const struct gl_builtin_uniform_element gl_EyePlaneT_elements
[] = {
133 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_EYE_T
}, SWIZZLE_XYZW
},
136 static const struct gl_builtin_uniform_element gl_EyePlaneR_elements
[] = {
137 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_EYE_R
}, SWIZZLE_XYZW
},
140 static const struct gl_builtin_uniform_element gl_EyePlaneQ_elements
[] = {
141 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_EYE_Q
}, SWIZZLE_XYZW
},
144 static const struct gl_builtin_uniform_element gl_ObjectPlaneS_elements
[] = {
145 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_OBJECT_S
}, SWIZZLE_XYZW
},
148 static const struct gl_builtin_uniform_element gl_ObjectPlaneT_elements
[] = {
149 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_OBJECT_T
}, SWIZZLE_XYZW
},
152 static const struct gl_builtin_uniform_element gl_ObjectPlaneR_elements
[] = {
153 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_OBJECT_R
}, SWIZZLE_XYZW
},
156 static const struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements
[] = {
157 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_OBJECT_Q
}, SWIZZLE_XYZW
},
160 static const struct gl_builtin_uniform_element gl_Fog_elements
[] = {
161 {"color", {STATE_FOG_COLOR
}, SWIZZLE_XYZW
},
162 {"density", {STATE_FOG_PARAMS
}, SWIZZLE_XXXX
},
163 {"start", {STATE_FOG_PARAMS
}, SWIZZLE_YYYY
},
164 {"end", {STATE_FOG_PARAMS
}, SWIZZLE_ZZZZ
},
165 {"scale", {STATE_FOG_PARAMS
}, SWIZZLE_WWWW
},
168 static const struct gl_builtin_uniform_element gl_NormalScale_elements
[] = {
169 {NULL
, {STATE_NORMAL_SCALE
}, SWIZZLE_XXXX
},
172 static const struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements
[] = {
173 {NULL
, {STATE_INTERNAL
, STATE_FOG_PARAMS_OPTIMIZED
}, SWIZZLE_XYZW
},
176 static const struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements
[] = {
177 {NULL
, {STATE_INTERNAL
, STATE_CURRENT_ATTRIB
, 0}, SWIZZLE_XYZW
},
180 static const struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements
[] = {
181 {NULL
, {STATE_INTERNAL
, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED
, 0}, SWIZZLE_XYZW
},
184 #define MATRIX(name, statevar, modifier) \
185 static const struct gl_builtin_uniform_element name ## _elements[] = { \
186 { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW }, \
187 { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW }, \
188 { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW }, \
189 { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW }, \
192 MATRIX(gl_ModelViewMatrix
,
193 STATE_MODELVIEW_MATRIX
, STATE_MATRIX_TRANSPOSE
);
194 MATRIX(gl_ModelViewMatrixInverse
,
195 STATE_MODELVIEW_MATRIX
, STATE_MATRIX_INVTRANS
);
196 MATRIX(gl_ModelViewMatrixTranspose
,
197 STATE_MODELVIEW_MATRIX
, 0);
198 MATRIX(gl_ModelViewMatrixInverseTranspose
,
199 STATE_MODELVIEW_MATRIX
, STATE_MATRIX_INVERSE
);
201 MATRIX(gl_ProjectionMatrix
,
202 STATE_PROJECTION_MATRIX
, STATE_MATRIX_TRANSPOSE
);
203 MATRIX(gl_ProjectionMatrixInverse
,
204 STATE_PROJECTION_MATRIX
, STATE_MATRIX_INVTRANS
);
205 MATRIX(gl_ProjectionMatrixTranspose
,
206 STATE_PROJECTION_MATRIX
, 0);
207 MATRIX(gl_ProjectionMatrixInverseTranspose
,
208 STATE_PROJECTION_MATRIX
, STATE_MATRIX_INVERSE
);
210 MATRIX(gl_ModelViewProjectionMatrix
,
211 STATE_MVP_MATRIX
, STATE_MATRIX_TRANSPOSE
);
212 MATRIX(gl_ModelViewProjectionMatrixInverse
,
213 STATE_MVP_MATRIX
, STATE_MATRIX_INVTRANS
);
214 MATRIX(gl_ModelViewProjectionMatrixTranspose
,
215 STATE_MVP_MATRIX
, 0);
216 MATRIX(gl_ModelViewProjectionMatrixInverseTranspose
,
217 STATE_MVP_MATRIX
, STATE_MATRIX_INVERSE
);
219 MATRIX(gl_TextureMatrix
,
220 STATE_TEXTURE_MATRIX
, STATE_MATRIX_TRANSPOSE
);
221 MATRIX(gl_TextureMatrixInverse
,
222 STATE_TEXTURE_MATRIX
, STATE_MATRIX_INVTRANS
);
223 MATRIX(gl_TextureMatrixTranspose
,
224 STATE_TEXTURE_MATRIX
, 0);
225 MATRIX(gl_TextureMatrixInverseTranspose
,
226 STATE_TEXTURE_MATRIX
, STATE_MATRIX_INVERSE
);
228 static const struct gl_builtin_uniform_element gl_NormalMatrix_elements
[] = {
229 { NULL
, { STATE_MODELVIEW_MATRIX
, 0, 0, 0, STATE_MATRIX_INVERSE
},
230 MAKE_SWIZZLE4(SWIZZLE_X
, SWIZZLE_Y
, SWIZZLE_Z
, SWIZZLE_Z
) },
231 { NULL
, { STATE_MODELVIEW_MATRIX
, 0, 1, 1, STATE_MATRIX_INVERSE
},
232 MAKE_SWIZZLE4(SWIZZLE_X
, SWIZZLE_Y
, SWIZZLE_Z
, SWIZZLE_Z
) },
233 { NULL
, { STATE_MODELVIEW_MATRIX
, 0, 2, 2, STATE_MATRIX_INVERSE
},
234 MAKE_SWIZZLE4(SWIZZLE_X
, SWIZZLE_Y
, SWIZZLE_Z
, SWIZZLE_Z
) },
239 #define STATEVAR(name) {#name, name ## _elements, ARRAY_SIZE(name ## _elements)}
241 static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc
[] = {
242 STATEVAR(gl_PatchVerticesIn
),
243 STATEVAR(gl_NumSamples
),
244 STATEVAR(gl_DepthRange
),
245 STATEVAR(gl_ClipPlane
),
247 STATEVAR(gl_FrontMaterial
),
248 STATEVAR(gl_BackMaterial
),
249 STATEVAR(gl_LightSource
),
250 STATEVAR(gl_LightModel
),
251 STATEVAR(gl_FrontLightModelProduct
),
252 STATEVAR(gl_BackLightModelProduct
),
253 STATEVAR(gl_FrontLightProduct
),
254 STATEVAR(gl_BackLightProduct
),
255 STATEVAR(gl_TextureEnvColor
),
256 STATEVAR(gl_EyePlaneS
),
257 STATEVAR(gl_EyePlaneT
),
258 STATEVAR(gl_EyePlaneR
),
259 STATEVAR(gl_EyePlaneQ
),
260 STATEVAR(gl_ObjectPlaneS
),
261 STATEVAR(gl_ObjectPlaneT
),
262 STATEVAR(gl_ObjectPlaneR
),
263 STATEVAR(gl_ObjectPlaneQ
),
266 STATEVAR(gl_ModelViewMatrix
),
267 STATEVAR(gl_ModelViewMatrixInverse
),
268 STATEVAR(gl_ModelViewMatrixTranspose
),
269 STATEVAR(gl_ModelViewMatrixInverseTranspose
),
271 STATEVAR(gl_ProjectionMatrix
),
272 STATEVAR(gl_ProjectionMatrixInverse
),
273 STATEVAR(gl_ProjectionMatrixTranspose
),
274 STATEVAR(gl_ProjectionMatrixInverseTranspose
),
276 STATEVAR(gl_ModelViewProjectionMatrix
),
277 STATEVAR(gl_ModelViewProjectionMatrixInverse
),
278 STATEVAR(gl_ModelViewProjectionMatrixTranspose
),
279 STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose
),
281 STATEVAR(gl_TextureMatrix
),
282 STATEVAR(gl_TextureMatrixInverse
),
283 STATEVAR(gl_TextureMatrixTranspose
),
284 STATEVAR(gl_TextureMatrixInverseTranspose
),
286 STATEVAR(gl_NormalMatrix
),
287 STATEVAR(gl_NormalScale
),
289 STATEVAR(gl_FogParamsOptimizedMESA
),
290 STATEVAR(gl_CurrentAttribVertMESA
),
291 STATEVAR(gl_CurrentAttribFragMESA
),
300 * Data structure that accumulates fields for the gl_PerVertex interface
303 class per_vertex_accumulator
306 per_vertex_accumulator();
307 void add_field(int slot
, const glsl_type
*type
, const char *name
);
308 const glsl_type
*construct_interface_instance() const;
311 glsl_struct_field fields
[11];
316 per_vertex_accumulator::per_vertex_accumulator()
324 per_vertex_accumulator::add_field(int slot
, const glsl_type
*type
,
327 assert(this->num_fields
< ARRAY_SIZE(this->fields
));
328 this->fields
[this->num_fields
].type
= type
;
329 this->fields
[this->num_fields
].name
= name
;
330 this->fields
[this->num_fields
].matrix_layout
= GLSL_MATRIX_LAYOUT_INHERITED
;
331 this->fields
[this->num_fields
].location
= slot
;
332 this->fields
[this->num_fields
].offset
= -1;
333 this->fields
[this->num_fields
].interpolation
= INTERP_MODE_NONE
;
334 this->fields
[this->num_fields
].centroid
= 0;
335 this->fields
[this->num_fields
].sample
= 0;
336 this->fields
[this->num_fields
].patch
= 0;
337 this->fields
[this->num_fields
].precision
= GLSL_PRECISION_NONE
;
338 this->fields
[this->num_fields
].image_read_only
= 0;
339 this->fields
[this->num_fields
].image_write_only
= 0;
340 this->fields
[this->num_fields
].image_coherent
= 0;
341 this->fields
[this->num_fields
].image_volatile
= 0;
342 this->fields
[this->num_fields
].image_restrict
= 0;
343 this->fields
[this->num_fields
].explicit_xfb_buffer
= 0;
344 this->fields
[this->num_fields
].xfb_buffer
= -1;
345 this->fields
[this->num_fields
].xfb_stride
= -1;
351 per_vertex_accumulator::construct_interface_instance() const
353 return glsl_type::get_interface_instance(this->fields
, this->num_fields
,
354 GLSL_INTERFACE_PACKING_STD140
,
359 class builtin_variable_generator
362 builtin_variable_generator(exec_list
*instructions
,
363 struct _mesa_glsl_parse_state
*state
);
364 void generate_constants();
365 void generate_uniforms();
366 void generate_vs_special_vars();
367 void generate_tcs_special_vars();
368 void generate_tes_special_vars();
369 void generate_gs_special_vars();
370 void generate_fs_special_vars();
371 void generate_cs_special_vars();
372 void generate_varyings();
375 const glsl_type
*array(const glsl_type
*base
, unsigned elements
)
377 return glsl_type::get_array_instance(base
, elements
);
380 const glsl_type
*type(const char *name
)
382 return symtab
->get_type(name
);
385 ir_variable
*add_input(int slot
, const glsl_type
*type
, const char *name
)
387 return add_variable(name
, type
, ir_var_shader_in
, slot
);
390 ir_variable
*add_output(int slot
, const glsl_type
*type
, const char *name
)
392 return add_variable(name
, type
, ir_var_shader_out
, slot
);
395 ir_variable
*add_index_output(int slot
, int index
, const glsl_type
*type
, const char *name
)
397 return add_index_variable(name
, type
, ir_var_shader_out
, slot
, index
);
400 ir_variable
*add_system_value(int slot
, const glsl_type
*type
,
403 return add_variable(name
, type
, ir_var_system_value
, slot
);
406 ir_variable
*add_variable(const char *name
, const glsl_type
*type
,
407 enum ir_variable_mode mode
, int slot
);
408 ir_variable
*add_index_variable(const char *name
, const glsl_type
*type
,
409 enum ir_variable_mode mode
, int slot
, int index
);
410 ir_variable
*add_uniform(const glsl_type
*type
, const char *name
);
411 ir_variable
*add_const(const char *name
, int value
);
412 ir_variable
*add_const_ivec3(const char *name
, int x
, int y
, int z
);
413 void add_varying(int slot
, const glsl_type
*type
, const char *name
);
415 exec_list
* const instructions
;
416 struct _mesa_glsl_parse_state
* const state
;
417 glsl_symbol_table
* const symtab
;
420 * True if compatibility-profile-only variables should be included. (In
421 * desktop GL, these are always included when the GLSL version is 1.30 and
424 const bool compatibility
;
426 const glsl_type
* const bool_t
;
427 const glsl_type
* const int_t
;
428 const glsl_type
* const uint_t
;
429 const glsl_type
* const float_t
;
430 const glsl_type
* const vec2_t
;
431 const glsl_type
* const vec3_t
;
432 const glsl_type
* const vec4_t
;
433 const glsl_type
* const uvec3_t
;
434 const glsl_type
* const mat3_t
;
435 const glsl_type
* const mat4_t
;
437 per_vertex_accumulator per_vertex_in
;
438 per_vertex_accumulator per_vertex_out
;
442 builtin_variable_generator::builtin_variable_generator(
443 exec_list
*instructions
, struct _mesa_glsl_parse_state
*state
)
444 : instructions(instructions
), state(state
), symtab(state
->symbols
),
445 compatibility(!state
->is_version(140, 100)),
446 bool_t(glsl_type::bool_type
), int_t(glsl_type::int_type
),
447 uint_t(glsl_type::uint_type
),
448 float_t(glsl_type::float_type
), vec2_t(glsl_type::vec2_type
),
449 vec3_t(glsl_type::vec3_type
), vec4_t(glsl_type::vec4_type
),
450 uvec3_t(glsl_type::uvec3_type
),
451 mat3_t(glsl_type::mat3_type
), mat4_t(glsl_type::mat4_type
)
456 builtin_variable_generator::add_index_variable(const char *name
,
457 const glsl_type
*type
,
458 enum ir_variable_mode mode
, int slot
, int index
)
460 ir_variable
*var
= new(symtab
) ir_variable(type
, name
, mode
);
461 var
->data
.how_declared
= ir_var_declared_implicitly
;
463 switch (var
->data
.mode
) {
465 case ir_var_shader_in
:
467 case ir_var_system_value
:
468 var
->data
.read_only
= true;
470 case ir_var_shader_out
:
471 case ir_var_shader_storage
:
474 /* The only variables that are added using this function should be
475 * uniforms, shader storage, shader inputs, and shader outputs, constants
476 * (which use ir_var_auto), and system values.
482 var
->data
.location
= slot
;
483 var
->data
.explicit_location
= (slot
>= 0);
484 var
->data
.explicit_index
= 1;
485 var
->data
.index
= index
;
487 /* Once the variable is created an initialized, add it to the symbol table
488 * and add the declaration to the IR stream.
490 instructions
->push_tail(var
);
492 symtab
->add_variable(var
);
497 builtin_variable_generator::add_variable(const char *name
,
498 const glsl_type
*type
,
499 enum ir_variable_mode mode
, int slot
)
501 ir_variable
*var
= new(symtab
) ir_variable(type
, name
, mode
);
502 var
->data
.how_declared
= ir_var_declared_implicitly
;
504 switch (var
->data
.mode
) {
506 case ir_var_shader_in
:
508 case ir_var_system_value
:
509 var
->data
.read_only
= true;
511 case ir_var_shader_out
:
512 case ir_var_shader_storage
:
515 /* The only variables that are added using this function should be
516 * uniforms, shader storage, shader inputs, and shader outputs, constants
517 * (which use ir_var_auto), and system values.
523 var
->data
.location
= slot
;
524 var
->data
.explicit_location
= (slot
>= 0);
525 var
->data
.explicit_index
= 0;
527 /* Once the variable is created an initialized, add it to the symbol table
528 * and add the declaration to the IR stream.
530 instructions
->push_tail(var
);
532 symtab
->add_variable(var
);
536 extern "C" const struct gl_builtin_uniform_desc
*
537 _mesa_glsl_get_builtin_uniform_desc(const char *name
)
539 for (unsigned i
= 0; _mesa_builtin_uniform_desc
[i
].name
!= NULL
; i
++) {
540 if (strcmp(_mesa_builtin_uniform_desc
[i
].name
, name
) == 0) {
541 return &_mesa_builtin_uniform_desc
[i
];
548 builtin_variable_generator::add_uniform(const glsl_type
*type
,
551 ir_variable
*const uni
= add_variable(name
, type
, ir_var_uniform
, -1);
553 const struct gl_builtin_uniform_desc
* const statevar
=
554 _mesa_glsl_get_builtin_uniform_desc(name
);
555 assert(statevar
!= NULL
);
557 const unsigned array_count
= type
->is_array() ? type
->length
: 1;
559 ir_state_slot
*slots
=
560 uni
->allocate_state_slots(array_count
* statevar
->num_elements
);
562 for (unsigned a
= 0; a
< array_count
; a
++) {
563 for (unsigned j
= 0; j
< statevar
->num_elements
; j
++) {
564 const struct gl_builtin_uniform_element
*element
=
565 &statevar
->elements
[j
];
567 memcpy(slots
->tokens
, element
->tokens
, sizeof(element
->tokens
));
568 if (type
->is_array()) {
569 if (strcmp(name
, "gl_CurrentAttribVertMESA") == 0 ||
570 strcmp(name
, "gl_CurrentAttribFragMESA") == 0) {
571 slots
->tokens
[2] = a
;
573 slots
->tokens
[1] = a
;
577 slots
->swizzle
= element
->swizzle
;
587 builtin_variable_generator::add_const(const char *name
, int value
)
589 ir_variable
*const var
= add_variable(name
, glsl_type::int_type
,
591 var
->constant_value
= new(var
) ir_constant(value
);
592 var
->constant_initializer
= new(var
) ir_constant(value
);
593 var
->data
.has_initializer
= true;
599 builtin_variable_generator::add_const_ivec3(const char *name
, int x
, int y
,
602 ir_variable
*const var
= add_variable(name
, glsl_type::ivec3_type
,
604 ir_constant_data data
;
605 memset(&data
, 0, sizeof(data
));
609 var
->constant_value
= new(var
) ir_constant(glsl_type::ivec3_type
, &data
);
610 var
->constant_initializer
=
611 new(var
) ir_constant(glsl_type::ivec3_type
, &data
);
612 var
->data
.has_initializer
= true;
618 builtin_variable_generator::generate_constants()
620 add_const("gl_MaxVertexAttribs", state
->Const
.MaxVertexAttribs
);
621 add_const("gl_MaxVertexTextureImageUnits",
622 state
->Const
.MaxVertexTextureImageUnits
);
623 add_const("gl_MaxCombinedTextureImageUnits",
624 state
->Const
.MaxCombinedTextureImageUnits
);
625 add_const("gl_MaxTextureImageUnits", state
->Const
.MaxTextureImageUnits
);
626 add_const("gl_MaxDrawBuffers", state
->Const
.MaxDrawBuffers
);
628 /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
629 * GL counts them in units of "components" or "floats".
631 if (state
->is_version(410, 100)) {
632 add_const("gl_MaxVertexUniformVectors",
633 state
->Const
.MaxVertexUniformComponents
/ 4);
634 add_const("gl_MaxFragmentUniformVectors",
635 state
->Const
.MaxFragmentUniformComponents
/ 4);
637 /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
638 * vertex and fragment shader constants.
640 if (state
->is_version(0, 300)) {
641 add_const("gl_MaxVertexOutputVectors",
642 state
->ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxOutputComponents
/ 4);
643 add_const("gl_MaxFragmentInputVectors",
644 state
->ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxInputComponents
/ 4);
646 add_const("gl_MaxVaryingVectors",
647 state
->ctx
->Const
.MaxVarying
);
650 /* EXT_blend_func_extended brings a built in constant
651 * for determining number of dual source draw buffers
653 if (state
->EXT_blend_func_extended_enable
) {
654 add_const("gl_MaxDualSourceDrawBuffersEXT",
655 state
->Const
.MaxDualSourceDrawBuffers
);
658 add_const("gl_MaxVertexUniformComponents",
659 state
->Const
.MaxVertexUniformComponents
);
661 /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
664 add_const("gl_MaxVaryingFloats", state
->ctx
->Const
.MaxVarying
* 4);
666 add_const("gl_MaxFragmentUniformComponents",
667 state
->Const
.MaxFragmentUniformComponents
);
670 /* Texel offsets were introduced in ARB_shading_language_420pack (which
671 * requires desktop GLSL version 130), and adopted into desktop GLSL
672 * version 4.20 and GLSL ES version 3.00.
674 if ((state
->is_version(130, 0) &&
675 state
->ARB_shading_language_420pack_enable
) ||
676 state
->is_version(420, 300)) {
677 add_const("gl_MinProgramTexelOffset",
678 state
->Const
.MinProgramTexelOffset
);
679 add_const("gl_MaxProgramTexelOffset",
680 state
->Const
.MaxProgramTexelOffset
);
683 if (state
->has_clip_distance()) {
684 add_const("gl_MaxClipDistances", state
->Const
.MaxClipPlanes
);
686 if (state
->is_version(130, 0)) {
687 add_const("gl_MaxVaryingComponents", state
->ctx
->Const
.MaxVarying
* 4);
689 if (state
->has_cull_distance()) {
690 add_const("gl_MaxCullDistances", state
->Const
.MaxClipPlanes
);
691 add_const("gl_MaxCombinedClipAndCullDistances",
692 state
->Const
.MaxClipPlanes
);
695 if (state
->has_geometry_shader()) {
696 add_const("gl_MaxVertexOutputComponents",
697 state
->Const
.MaxVertexOutputComponents
);
698 add_const("gl_MaxGeometryInputComponents",
699 state
->Const
.MaxGeometryInputComponents
);
700 add_const("gl_MaxGeometryOutputComponents",
701 state
->Const
.MaxGeometryOutputComponents
);
702 add_const("gl_MaxFragmentInputComponents",
703 state
->Const
.MaxFragmentInputComponents
);
704 add_const("gl_MaxGeometryTextureImageUnits",
705 state
->Const
.MaxGeometryTextureImageUnits
);
706 add_const("gl_MaxGeometryOutputVertices",
707 state
->Const
.MaxGeometryOutputVertices
);
708 add_const("gl_MaxGeometryTotalOutputComponents",
709 state
->Const
.MaxGeometryTotalOutputComponents
);
710 add_const("gl_MaxGeometryUniformComponents",
711 state
->Const
.MaxGeometryUniformComponents
);
713 /* Note: the GLSL 1.50-4.40 specs require
714 * gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
715 * But they do not define what it means (and there does not appear to be
716 * any corresponding constant in the GL specs). However,
717 * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
718 * be the maximum number of components available for use as geometry
719 * outputs. So we assume this is a synonym for
720 * gl_MaxGeometryOutputComponents.
722 add_const("gl_MaxGeometryVaryingComponents",
723 state
->Const
.MaxGeometryOutputComponents
);
727 /* Note: gl_MaxLights stopped being listed as an explicit constant in
728 * GLSL 1.30, however it continues to be referred to (as a minimum size
729 * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
730 * this seems like it was probably an oversight.
732 add_const("gl_MaxLights", state
->Const
.MaxLights
);
734 add_const("gl_MaxClipPlanes", state
->Const
.MaxClipPlanes
);
736 /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
737 * 1.50, however this seems like it was probably an oversight.
739 add_const("gl_MaxTextureUnits", state
->Const
.MaxTextureUnits
);
741 /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
742 * re-introduced in GLSL 1.50, so this seems like it was probably an
745 add_const("gl_MaxTextureCoords", state
->Const
.MaxTextureCoords
);
748 if (state
->has_atomic_counters()) {
749 add_const("gl_MaxVertexAtomicCounters",
750 state
->Const
.MaxVertexAtomicCounters
);
751 add_const("gl_MaxFragmentAtomicCounters",
752 state
->Const
.MaxFragmentAtomicCounters
);
753 add_const("gl_MaxCombinedAtomicCounters",
754 state
->Const
.MaxCombinedAtomicCounters
);
755 add_const("gl_MaxAtomicCounterBindings",
756 state
->Const
.MaxAtomicBufferBindings
);
758 if (state
->has_geometry_shader()) {
759 add_const("gl_MaxGeometryAtomicCounters",
760 state
->Const
.MaxGeometryAtomicCounters
);
762 if (state
->is_version(110, 320)) {
763 add_const("gl_MaxTessControlAtomicCounters",
764 state
->Const
.MaxTessControlAtomicCounters
);
765 add_const("gl_MaxTessEvaluationAtomicCounters",
766 state
->Const
.MaxTessEvaluationAtomicCounters
);
770 if (state
->is_version(420, 310)) {
771 add_const("gl_MaxVertexAtomicCounterBuffers",
772 state
->Const
.MaxVertexAtomicCounterBuffers
);
773 add_const("gl_MaxFragmentAtomicCounterBuffers",
774 state
->Const
.MaxFragmentAtomicCounterBuffers
);
775 add_const("gl_MaxCombinedAtomicCounterBuffers",
776 state
->Const
.MaxCombinedAtomicCounterBuffers
);
777 add_const("gl_MaxAtomicCounterBufferSize",
778 state
->Const
.MaxAtomicCounterBufferSize
);
780 if (state
->has_geometry_shader()) {
781 add_const("gl_MaxGeometryAtomicCounterBuffers",
782 state
->Const
.MaxGeometryAtomicCounterBuffers
);
784 if (state
->is_version(110, 320)) {
785 add_const("gl_MaxTessControlAtomicCounterBuffers",
786 state
->Const
.MaxTessControlAtomicCounterBuffers
);
787 add_const("gl_MaxTessEvaluationAtomicCounterBuffers",
788 state
->Const
.MaxTessEvaluationAtomicCounterBuffers
);
792 if (state
->is_version(430, 310) || state
->ARB_compute_shader_enable
) {
793 add_const("gl_MaxComputeAtomicCounterBuffers",
794 state
->Const
.MaxComputeAtomicCounterBuffers
);
795 add_const("gl_MaxComputeAtomicCounters",
796 state
->Const
.MaxComputeAtomicCounters
);
797 add_const("gl_MaxComputeImageUniforms",
798 state
->Const
.MaxComputeImageUniforms
);
799 add_const("gl_MaxComputeTextureImageUnits",
800 state
->Const
.MaxComputeTextureImageUnits
);
801 add_const("gl_MaxComputeUniformComponents",
802 state
->Const
.MaxComputeUniformComponents
);
804 add_const_ivec3("gl_MaxComputeWorkGroupCount",
805 state
->Const
.MaxComputeWorkGroupCount
[0],
806 state
->Const
.MaxComputeWorkGroupCount
[1],
807 state
->Const
.MaxComputeWorkGroupCount
[2]);
808 add_const_ivec3("gl_MaxComputeWorkGroupSize",
809 state
->Const
.MaxComputeWorkGroupSize
[0],
810 state
->Const
.MaxComputeWorkGroupSize
[1],
811 state
->Const
.MaxComputeWorkGroupSize
[2]);
813 /* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables):
815 * The built-in constant gl_WorkGroupSize is a compute-shader
816 * constant containing the local work-group size of the shader. The
817 * size of the work group in the X, Y, and Z dimensions is stored in
818 * the x, y, and z components. The constants values in
819 * gl_WorkGroupSize will match those specified in the required
820 * local_size_x, local_size_y, and local_size_z layout qualifiers
821 * for the current shader. This is a constant so that it can be
822 * used to size arrays of memory that can be shared within the local
823 * work group. It is a compile-time error to use gl_WorkGroupSize
824 * in a shader that does not declare a fixed local group size, or
825 * before that shader has declared a fixed local group size, using
826 * local_size_x, local_size_y, and local_size_z.
828 * To prevent the shader from trying to refer to gl_WorkGroupSize before
829 * the layout declaration, we don't define it here. Intead we define it
830 * in ast_cs_input_layout::hir().
834 if (state
->has_enhanced_layouts()) {
835 add_const("gl_MaxTransformFeedbackBuffers",
836 state
->Const
.MaxTransformFeedbackBuffers
);
837 add_const("gl_MaxTransformFeedbackInterleavedComponents",
838 state
->Const
.MaxTransformFeedbackInterleavedComponents
);
841 if (state
->is_version(420, 310) ||
842 state
->ARB_shader_image_load_store_enable
) {
843 add_const("gl_MaxImageUnits",
844 state
->Const
.MaxImageUnits
);
845 add_const("gl_MaxVertexImageUniforms",
846 state
->Const
.MaxVertexImageUniforms
);
847 add_const("gl_MaxFragmentImageUniforms",
848 state
->Const
.MaxFragmentImageUniforms
);
849 add_const("gl_MaxCombinedImageUniforms",
850 state
->Const
.MaxCombinedImageUniforms
);
852 if (state
->has_geometry_shader()) {
853 add_const("gl_MaxGeometryImageUniforms",
854 state
->Const
.MaxGeometryImageUniforms
);
857 if (!state
->es_shader
) {
858 add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs",
859 state
->Const
.MaxCombinedShaderOutputResources
);
860 add_const("gl_MaxImageSamples",
861 state
->Const
.MaxImageSamples
);
864 if (state
->has_tessellation_shader()) {
865 add_const("gl_MaxTessControlImageUniforms",
866 state
->Const
.MaxTessControlImageUniforms
);
867 add_const("gl_MaxTessEvaluationImageUniforms",
868 state
->Const
.MaxTessEvaluationImageUniforms
);
872 if (state
->is_version(440, 310) ||
873 state
->ARB_ES3_1_compatibility_enable
) {
874 add_const("gl_MaxCombinedShaderOutputResources",
875 state
->Const
.MaxCombinedShaderOutputResources
);
878 if (state
->is_version(410, 0) ||
879 state
->ARB_viewport_array_enable
||
880 state
->OES_viewport_array_enable
)
881 add_const("gl_MaxViewports", state
->Const
.MaxViewports
);
883 if (state
->has_tessellation_shader()) {
884 add_const("gl_MaxPatchVertices", state
->Const
.MaxPatchVertices
);
885 add_const("gl_MaxTessGenLevel", state
->Const
.MaxTessGenLevel
);
886 add_const("gl_MaxTessControlInputComponents", state
->Const
.MaxTessControlInputComponents
);
887 add_const("gl_MaxTessControlOutputComponents", state
->Const
.MaxTessControlOutputComponents
);
888 add_const("gl_MaxTessControlTextureImageUnits", state
->Const
.MaxTessControlTextureImageUnits
);
889 add_const("gl_MaxTessEvaluationInputComponents", state
->Const
.MaxTessEvaluationInputComponents
);
890 add_const("gl_MaxTessEvaluationOutputComponents", state
->Const
.MaxTessEvaluationOutputComponents
);
891 add_const("gl_MaxTessEvaluationTextureImageUnits", state
->Const
.MaxTessEvaluationTextureImageUnits
);
892 add_const("gl_MaxTessPatchComponents", state
->Const
.MaxTessPatchComponents
);
893 add_const("gl_MaxTessControlTotalOutputComponents", state
->Const
.MaxTessControlTotalOutputComponents
);
894 add_const("gl_MaxTessControlUniformComponents", state
->Const
.MaxTessControlUniformComponents
);
895 add_const("gl_MaxTessEvaluationUniformComponents", state
->Const
.MaxTessEvaluationUniformComponents
);
898 if (state
->is_version(450, 320) ||
899 state
->OES_sample_variables_enable
||
900 state
->ARB_ES3_1_compatibility_enable
)
901 add_const("gl_MaxSamples", state
->Const
.MaxSamples
);
906 * Generate uniform variables (which exist in all types of shaders).
909 builtin_variable_generator::generate_uniforms()
911 if (state
->is_version(400, 320) ||
912 state
->ARB_sample_shading_enable
||
913 state
->OES_sample_variables_enable
)
914 add_uniform(int_t
, "gl_NumSamples");
915 add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
916 add_uniform(array(vec4_t
, VERT_ATTRIB_MAX
), "gl_CurrentAttribVertMESA");
917 add_uniform(array(vec4_t
, VARYING_SLOT_MAX
), "gl_CurrentAttribFragMESA");
920 add_uniform(mat4_t
, "gl_ModelViewMatrix");
921 add_uniform(mat4_t
, "gl_ProjectionMatrix");
922 add_uniform(mat4_t
, "gl_ModelViewProjectionMatrix");
923 add_uniform(mat3_t
, "gl_NormalMatrix");
924 add_uniform(mat4_t
, "gl_ModelViewMatrixInverse");
925 add_uniform(mat4_t
, "gl_ProjectionMatrixInverse");
926 add_uniform(mat4_t
, "gl_ModelViewProjectionMatrixInverse");
927 add_uniform(mat4_t
, "gl_ModelViewMatrixTranspose");
928 add_uniform(mat4_t
, "gl_ProjectionMatrixTranspose");
929 add_uniform(mat4_t
, "gl_ModelViewProjectionMatrixTranspose");
930 add_uniform(mat4_t
, "gl_ModelViewMatrixInverseTranspose");
931 add_uniform(mat4_t
, "gl_ProjectionMatrixInverseTranspose");
932 add_uniform(mat4_t
, "gl_ModelViewProjectionMatrixInverseTranspose");
933 add_uniform(float_t
, "gl_NormalScale");
934 add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
935 add_uniform(vec4_t
, "gl_FogParamsOptimizedMESA");
937 const glsl_type
*const mat4_array_type
=
938 array(mat4_t
, state
->Const
.MaxTextureCoords
);
939 add_uniform(mat4_array_type
, "gl_TextureMatrix");
940 add_uniform(mat4_array_type
, "gl_TextureMatrixInverse");
941 add_uniform(mat4_array_type
, "gl_TextureMatrixTranspose");
942 add_uniform(mat4_array_type
, "gl_TextureMatrixInverseTranspose");
944 add_uniform(array(vec4_t
, state
->Const
.MaxClipPlanes
), "gl_ClipPlane");
945 add_uniform(type("gl_PointParameters"), "gl_Point");
947 const glsl_type
*const material_parameters_type
=
948 type("gl_MaterialParameters");
949 add_uniform(material_parameters_type
, "gl_FrontMaterial");
950 add_uniform(material_parameters_type
, "gl_BackMaterial");
952 add_uniform(array(type("gl_LightSourceParameters"),
953 state
->Const
.MaxLights
),
956 const glsl_type
*const light_model_products_type
=
957 type("gl_LightModelProducts");
958 add_uniform(light_model_products_type
, "gl_FrontLightModelProduct");
959 add_uniform(light_model_products_type
, "gl_BackLightModelProduct");
961 const glsl_type
*const light_products_type
=
962 array(type("gl_LightProducts"), state
->Const
.MaxLights
);
963 add_uniform(light_products_type
, "gl_FrontLightProduct");
964 add_uniform(light_products_type
, "gl_BackLightProduct");
966 add_uniform(array(vec4_t
, state
->Const
.MaxTextureUnits
),
967 "gl_TextureEnvColor");
969 const glsl_type
*const texcoords_vec4
=
970 array(vec4_t
, state
->Const
.MaxTextureCoords
);
971 add_uniform(texcoords_vec4
, "gl_EyePlaneS");
972 add_uniform(texcoords_vec4
, "gl_EyePlaneT");
973 add_uniform(texcoords_vec4
, "gl_EyePlaneR");
974 add_uniform(texcoords_vec4
, "gl_EyePlaneQ");
975 add_uniform(texcoords_vec4
, "gl_ObjectPlaneS");
976 add_uniform(texcoords_vec4
, "gl_ObjectPlaneT");
977 add_uniform(texcoords_vec4
, "gl_ObjectPlaneR");
978 add_uniform(texcoords_vec4
, "gl_ObjectPlaneQ");
980 add_uniform(type("gl_FogParameters"), "gl_Fog");
986 * Generate variables which only exist in vertex shaders.
989 builtin_variable_generator::generate_vs_special_vars()
993 if (state
->is_version(130, 300))
994 add_system_value(SYSTEM_VALUE_VERTEX_ID
, int_t
, "gl_VertexID");
995 if (state
->ARB_draw_instanced_enable
)
996 add_system_value(SYSTEM_VALUE_INSTANCE_ID
, int_t
, "gl_InstanceIDARB");
997 if (state
->ARB_draw_instanced_enable
|| state
->is_version(140, 300))
998 add_system_value(SYSTEM_VALUE_INSTANCE_ID
, int_t
, "gl_InstanceID");
999 if (state
->ARB_shader_draw_parameters_enable
) {
1000 add_system_value(SYSTEM_VALUE_BASE_VERTEX
, int_t
, "gl_BaseVertexARB");
1001 add_system_value(SYSTEM_VALUE_BASE_INSTANCE
, int_t
, "gl_BaseInstanceARB");
1002 add_system_value(SYSTEM_VALUE_DRAW_ID
, int_t
, "gl_DrawIDARB");
1004 if (state
->AMD_vertex_shader_layer_enable
||
1005 state
->ARB_shader_viewport_layer_array_enable
) {
1006 var
= add_output(VARYING_SLOT_LAYER
, int_t
, "gl_Layer");
1007 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1009 if (state
->AMD_vertex_shader_viewport_index_enable
||
1010 state
->ARB_shader_viewport_layer_array_enable
) {
1011 var
= add_output(VARYING_SLOT_VIEWPORT
, int_t
, "gl_ViewportIndex");
1012 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1014 if (compatibility
) {
1015 add_input(VERT_ATTRIB_POS
, vec4_t
, "gl_Vertex");
1016 add_input(VERT_ATTRIB_NORMAL
, vec3_t
, "gl_Normal");
1017 add_input(VERT_ATTRIB_COLOR0
, vec4_t
, "gl_Color");
1018 add_input(VERT_ATTRIB_COLOR1
, vec4_t
, "gl_SecondaryColor");
1019 add_input(VERT_ATTRIB_TEX0
, vec4_t
, "gl_MultiTexCoord0");
1020 add_input(VERT_ATTRIB_TEX1
, vec4_t
, "gl_MultiTexCoord1");
1021 add_input(VERT_ATTRIB_TEX2
, vec4_t
, "gl_MultiTexCoord2");
1022 add_input(VERT_ATTRIB_TEX3
, vec4_t
, "gl_MultiTexCoord3");
1023 add_input(VERT_ATTRIB_TEX4
, vec4_t
, "gl_MultiTexCoord4");
1024 add_input(VERT_ATTRIB_TEX5
, vec4_t
, "gl_MultiTexCoord5");
1025 add_input(VERT_ATTRIB_TEX6
, vec4_t
, "gl_MultiTexCoord6");
1026 add_input(VERT_ATTRIB_TEX7
, vec4_t
, "gl_MultiTexCoord7");
1027 add_input(VERT_ATTRIB_FOG
, float_t
, "gl_FogCoord");
1033 * Generate variables which only exist in tessellation control shaders.
1036 builtin_variable_generator::generate_tcs_special_vars()
1038 add_system_value(SYSTEM_VALUE_PRIMITIVE_ID
, int_t
, "gl_PrimitiveID");
1039 add_system_value(SYSTEM_VALUE_INVOCATION_ID
, int_t
, "gl_InvocationID");
1041 if (state
->ctx
->Const
.LowerTCSPatchVerticesIn
) {
1042 add_uniform(int_t
, "gl_PatchVerticesIn");
1044 add_system_value(SYSTEM_VALUE_VERTICES_IN
, int_t
, "gl_PatchVerticesIn");
1047 add_output(VARYING_SLOT_TESS_LEVEL_OUTER
, array(float_t
, 4),
1048 "gl_TessLevelOuter")->data
.patch
= 1;
1049 add_output(VARYING_SLOT_TESS_LEVEL_INNER
, array(float_t
, 2),
1050 "gl_TessLevelInner")->data
.patch
= 1;
1051 /* XXX What to do if multiple are flipped on? */
1052 int bbox_slot
= state
->ctx
->Const
.NoPrimitiveBoundingBoxOutput
? -1 :
1053 VARYING_SLOT_BOUNDING_BOX0
;
1054 if (state
->EXT_primitive_bounding_box_enable
)
1055 add_output(bbox_slot
, array(vec4_t
, 2), "gl_BoundingBoxEXT")
1057 if (state
->OES_primitive_bounding_box_enable
)
1058 add_output(bbox_slot
, array(vec4_t
, 2), "gl_BoundingBoxOES")
1060 if (state
->is_version(0, 320) || state
->ARB_ES3_2_compatibility_enable
)
1061 add_output(bbox_slot
, array(vec4_t
, 2), "gl_BoundingBox")
1067 * Generate variables which only exist in tessellation evaluation shaders.
1070 builtin_variable_generator::generate_tes_special_vars()
1074 add_system_value(SYSTEM_VALUE_PRIMITIVE_ID
, int_t
, "gl_PrimitiveID");
1075 add_system_value(SYSTEM_VALUE_VERTICES_IN
, int_t
, "gl_PatchVerticesIn");
1076 add_system_value(SYSTEM_VALUE_TESS_COORD
, vec3_t
, "gl_TessCoord");
1077 add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER
, array(float_t
, 4),
1078 "gl_TessLevelOuter");
1079 add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER
, array(float_t
, 2),
1080 "gl_TessLevelInner");
1081 if (state
->ARB_shader_viewport_layer_array_enable
) {
1082 var
= add_output(VARYING_SLOT_LAYER
, int_t
, "gl_Layer");
1083 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1084 var
= add_output(VARYING_SLOT_VIEWPORT
, int_t
, "gl_ViewportIndex");
1085 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1091 * Generate variables which only exist in geometry shaders.
1094 builtin_variable_generator::generate_gs_special_vars()
1098 var
= add_output(VARYING_SLOT_LAYER
, int_t
, "gl_Layer");
1099 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1100 if (state
->is_version(410, 0) || state
->ARB_viewport_array_enable
||
1101 state
->OES_viewport_array_enable
) {
1102 var
= add_output(VARYING_SLOT_VIEWPORT
, int_t
, "gl_ViewportIndex");
1103 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1105 if (state
->is_version(400, 320) || state
->ARB_gpu_shader5_enable
||
1106 state
->OES_geometry_shader_enable
|| state
->EXT_geometry_shader_enable
) {
1107 add_system_value(SYSTEM_VALUE_INVOCATION_ID
, int_t
, "gl_InvocationID");
1110 /* Although gl_PrimitiveID appears in tessellation control and tessellation
1111 * evaluation shaders, it has a different function there than it has in
1112 * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
1113 * as special geometry shader variables.
1115 * Note that although the general convention of suffixing geometry shader
1116 * input varyings with "In" was not adopted into GLSL 1.50, it is used in
1117 * the specific case of gl_PrimitiveIDIn. So we don't need to treat
1118 * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
1120 var
= add_input(VARYING_SLOT_PRIMITIVE_ID
, int_t
, "gl_PrimitiveIDIn");
1121 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1122 var
= add_output(VARYING_SLOT_PRIMITIVE_ID
, int_t
, "gl_PrimitiveID");
1123 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1128 * Generate variables which only exist in fragment shaders.
1131 builtin_variable_generator::generate_fs_special_vars()
1135 if (this->state
->ctx
->Const
.GLSLFragCoordIsSysVal
)
1136 add_system_value(SYSTEM_VALUE_FRAG_COORD
, vec4_t
, "gl_FragCoord");
1138 add_input(VARYING_SLOT_POS
, vec4_t
, "gl_FragCoord");
1140 if (this->state
->ctx
->Const
.GLSLFrontFacingIsSysVal
)
1141 add_system_value(SYSTEM_VALUE_FRONT_FACE
, bool_t
, "gl_FrontFacing");
1143 add_input(VARYING_SLOT_FACE
, bool_t
, "gl_FrontFacing");
1145 if (state
->is_version(120, 100))
1146 add_input(VARYING_SLOT_PNTC
, vec2_t
, "gl_PointCoord");
1148 if (state
->has_geometry_shader()) {
1149 var
= add_input(VARYING_SLOT_PRIMITIVE_ID
, int_t
, "gl_PrimitiveID");
1150 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1153 /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
1154 * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
1155 * They were removed from GLSL ES 3.00.
1157 if (compatibility
|| !state
->is_version(420, 300)) {
1158 add_output(FRAG_RESULT_COLOR
, vec4_t
, "gl_FragColor");
1159 add_output(FRAG_RESULT_DATA0
,
1160 array(vec4_t
, state
->Const
.MaxDrawBuffers
), "gl_FragData");
1163 if (state
->has_framebuffer_fetch() && !state
->is_version(130, 300)) {
1164 ir_variable
*const var
=
1165 add_output(FRAG_RESULT_DATA0
,
1166 array(vec4_t
, state
->Const
.MaxDrawBuffers
),
1168 var
->data
.precision
= GLSL_PRECISION_MEDIUM
;
1169 var
->data
.read_only
= 1;
1170 var
->data
.fb_fetch_output
= 1;
1173 if (state
->es_shader
&& state
->language_version
== 100 && state
->EXT_blend_func_extended_enable
) {
1174 add_index_output(FRAG_RESULT_COLOR
, 1, vec4_t
,
1175 "gl_SecondaryFragColorEXT");
1176 add_index_output(FRAG_RESULT_DATA0
, 1,
1177 array(vec4_t
, state
->Const
.MaxDualSourceDrawBuffers
),
1178 "gl_SecondaryFragDataEXT");
1181 /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
1184 if (state
->is_version(110, 300))
1185 add_output(FRAG_RESULT_DEPTH
, float_t
, "gl_FragDepth");
1187 if (state
->ARB_shader_stencil_export_enable
) {
1188 ir_variable
*const var
=
1189 add_output(FRAG_RESULT_STENCIL
, int_t
, "gl_FragStencilRefARB");
1190 if (state
->ARB_shader_stencil_export_warn
)
1191 var
->enable_extension_warning("GL_ARB_shader_stencil_export");
1194 if (state
->AMD_shader_stencil_export_enable
) {
1195 ir_variable
*const var
=
1196 add_output(FRAG_RESULT_STENCIL
, int_t
, "gl_FragStencilRefAMD");
1197 if (state
->AMD_shader_stencil_export_warn
)
1198 var
->enable_extension_warning("GL_AMD_shader_stencil_export");
1201 if (state
->is_version(400, 320) ||
1202 state
->ARB_sample_shading_enable
||
1203 state
->OES_sample_variables_enable
) {
1204 add_system_value(SYSTEM_VALUE_SAMPLE_ID
, int_t
, "gl_SampleID");
1205 add_system_value(SYSTEM_VALUE_SAMPLE_POS
, vec2_t
, "gl_SamplePosition");
1206 /* From the ARB_sample_shading specification:
1207 * "The number of elements in the array is ceil(<s>/32), where
1208 * <s> is the maximum number of color samples supported by the
1210 * Since no drivers expose more than 32x MSAA, we can simply set
1211 * the array size to 1 rather than computing it.
1213 add_output(FRAG_RESULT_SAMPLE_MASK
, array(int_t
, 1), "gl_SampleMask");
1216 if (state
->is_version(400, 320) ||
1217 state
->ARB_gpu_shader5_enable
||
1218 state
->OES_sample_variables_enable
) {
1219 add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN
, array(int_t
, 1), "gl_SampleMaskIn");
1222 if (state
->is_version(430, 320) ||
1223 state
->ARB_fragment_layer_viewport_enable
||
1224 state
->OES_geometry_shader_enable
||
1225 state
->EXT_geometry_shader_enable
) {
1226 var
= add_input(VARYING_SLOT_LAYER
, int_t
, "gl_Layer");
1227 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1230 if (state
->is_version(430, 0) ||
1231 state
->ARB_fragment_layer_viewport_enable
||
1232 state
->OES_viewport_array_enable
) {
1233 var
= add_input(VARYING_SLOT_VIEWPORT
, int_t
, "gl_ViewportIndex");
1234 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1237 if (state
->is_version(450, 310) || state
->ARB_ES3_1_compatibility_enable
)
1238 add_system_value(SYSTEM_VALUE_HELPER_INVOCATION
, bool_t
, "gl_HelperInvocation");
1243 * Generate variables which only exist in compute shaders.
1246 builtin_variable_generator::generate_cs_special_vars()
1248 add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_ID
, uvec3_t
,
1249 "gl_LocalInvocationID");
1250 add_system_value(SYSTEM_VALUE_WORK_GROUP_ID
, uvec3_t
, "gl_WorkGroupID");
1251 add_system_value(SYSTEM_VALUE_NUM_WORK_GROUPS
, uvec3_t
, "gl_NumWorkGroups");
1253 if (state
->ARB_compute_variable_group_size_enable
) {
1254 add_system_value(SYSTEM_VALUE_LOCAL_GROUP_SIZE
,
1255 uvec3_t
, "gl_LocalGroupSizeARB");
1258 if (state
->ctx
->Const
.LowerCsDerivedVariables
) {
1259 add_variable("gl_GlobalInvocationID", uvec3_t
, ir_var_auto
, 0);
1260 add_variable("gl_LocalInvocationIndex", uint_t
, ir_var_auto
, 0);
1262 add_system_value(SYSTEM_VALUE_GLOBAL_INVOCATION_ID
,
1263 uvec3_t
, "gl_GlobalInvocationID");
1264 add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_INDEX
,
1265 uint_t
, "gl_LocalInvocationIndex");
1271 * Add a single "varying" variable. The variable's type and direction (input
1272 * or output) are adjusted as appropriate for the type of shader being
1276 builtin_variable_generator::add_varying(int slot
, const glsl_type
*type
,
1279 switch (state
->stage
) {
1280 case MESA_SHADER_TESS_CTRL
:
1281 case MESA_SHADER_TESS_EVAL
:
1282 case MESA_SHADER_GEOMETRY
:
1283 this->per_vertex_in
.add_field(slot
, type
, name
);
1285 case MESA_SHADER_VERTEX
:
1286 this->per_vertex_out
.add_field(slot
, type
, name
);
1288 case MESA_SHADER_FRAGMENT
:
1289 add_input(slot
, type
, name
);
1291 case MESA_SHADER_COMPUTE
:
1292 /* Compute shaders don't have varyings. */
1299 * Generate variables that are used to communicate data from one shader stage
1300 * to the next ("varyings").
1303 builtin_variable_generator::generate_varyings()
1305 /* gl_Position and gl_PointSize are not visible from fragment shaders. */
1306 if (state
->stage
!= MESA_SHADER_FRAGMENT
) {
1307 add_varying(VARYING_SLOT_POS
, vec4_t
, "gl_Position");
1308 if (!state
->es_shader
||
1309 state
->stage
== MESA_SHADER_VERTEX
||
1310 (state
->stage
== MESA_SHADER_GEOMETRY
&&
1311 (state
->OES_geometry_point_size_enable
||
1312 state
->EXT_geometry_point_size_enable
)) ||
1313 ((state
->stage
== MESA_SHADER_TESS_CTRL
||
1314 state
->stage
== MESA_SHADER_TESS_EVAL
) &&
1315 (state
->OES_tessellation_point_size_enable
||
1316 state
->EXT_tessellation_point_size_enable
))) {
1317 add_varying(VARYING_SLOT_PSIZ
, float_t
, "gl_PointSize");
1321 if (state
->has_clip_distance()) {
1322 add_varying(VARYING_SLOT_CLIP_DIST0
, array(float_t
, 0),
1325 if (state
->has_cull_distance()) {
1326 add_varying(VARYING_SLOT_CULL_DIST0
, array(float_t
, 0),
1330 if (compatibility
) {
1331 add_varying(VARYING_SLOT_TEX0
, array(vec4_t
, 0), "gl_TexCoord");
1332 add_varying(VARYING_SLOT_FOGC
, float_t
, "gl_FogFragCoord");
1333 if (state
->stage
== MESA_SHADER_FRAGMENT
) {
1334 add_varying(VARYING_SLOT_COL0
, vec4_t
, "gl_Color");
1335 add_varying(VARYING_SLOT_COL1
, vec4_t
, "gl_SecondaryColor");
1337 add_varying(VARYING_SLOT_CLIP_VERTEX
, vec4_t
, "gl_ClipVertex");
1338 add_varying(VARYING_SLOT_COL0
, vec4_t
, "gl_FrontColor");
1339 add_varying(VARYING_SLOT_BFC0
, vec4_t
, "gl_BackColor");
1340 add_varying(VARYING_SLOT_COL1
, vec4_t
, "gl_FrontSecondaryColor");
1341 add_varying(VARYING_SLOT_BFC1
, vec4_t
, "gl_BackSecondaryColor");
1345 /* Section 7.1 (Built-In Language Variables) of the GLSL 4.00 spec
1348 * "In the tessellation control language, built-in variables are
1349 * intrinsically declared as:
1353 * float gl_PointSize;
1354 * float gl_ClipDistance[];
1355 * } gl_in[gl_MaxPatchVertices];"
1357 if (state
->stage
== MESA_SHADER_TESS_CTRL
||
1358 state
->stage
== MESA_SHADER_TESS_EVAL
) {
1359 const glsl_type
*per_vertex_in_type
=
1360 this->per_vertex_in
.construct_interface_instance();
1361 add_variable("gl_in", array(per_vertex_in_type
, state
->Const
.MaxPatchVertices
),
1362 ir_var_shader_in
, -1);
1364 if (state
->stage
== MESA_SHADER_GEOMETRY
) {
1365 const glsl_type
*per_vertex_in_type
=
1366 this->per_vertex_in
.construct_interface_instance();
1367 add_variable("gl_in", array(per_vertex_in_type
, 0),
1368 ir_var_shader_in
, -1);
1370 if (state
->stage
== MESA_SHADER_TESS_CTRL
) {
1371 const glsl_type
*per_vertex_out_type
=
1372 this->per_vertex_out
.construct_interface_instance();
1373 add_variable("gl_out", array(per_vertex_out_type
, 0),
1374 ir_var_shader_out
, -1);
1376 if (state
->stage
== MESA_SHADER_VERTEX
||
1377 state
->stage
== MESA_SHADER_TESS_EVAL
||
1378 state
->stage
== MESA_SHADER_GEOMETRY
) {
1379 const glsl_type
*per_vertex_out_type
=
1380 this->per_vertex_out
.construct_interface_instance();
1381 const glsl_struct_field
*fields
= per_vertex_out_type
->fields
.structure
;
1382 for (unsigned i
= 0; i
< per_vertex_out_type
->length
; i
++) {
1384 add_variable(fields
[i
].name
, fields
[i
].type
, ir_var_shader_out
,
1385 fields
[i
].location
);
1386 var
->data
.interpolation
= fields
[i
].interpolation
;
1387 var
->data
.centroid
= fields
[i
].centroid
;
1388 var
->data
.sample
= fields
[i
].sample
;
1389 var
->data
.patch
= fields
[i
].patch
;
1390 var
->data
.precision
= fields
[i
].precision
;
1391 var
->init_interface_type(per_vertex_out_type
);
1397 }; /* Anonymous namespace */
1401 _mesa_glsl_initialize_variables(exec_list
*instructions
,
1402 struct _mesa_glsl_parse_state
*state
)
1404 builtin_variable_generator
gen(instructions
, state
);
1406 gen
.generate_constants();
1407 gen
.generate_uniforms();
1409 gen
.generate_varyings();
1411 switch (state
->stage
) {
1412 case MESA_SHADER_VERTEX
:
1413 gen
.generate_vs_special_vars();
1415 case MESA_SHADER_TESS_CTRL
:
1416 gen
.generate_tcs_special_vars();
1418 case MESA_SHADER_TESS_EVAL
:
1419 gen
.generate_tes_special_vars();
1421 case MESA_SHADER_GEOMETRY
:
1422 gen
.generate_gs_special_vars();
1424 case MESA_SHADER_FRAGMENT
:
1425 gen
.generate_fs_special_vars();
1427 case MESA_SHADER_COMPUTE
:
1428 gen
.generate_cs_special_vars();
1435 * Initialize compute shader variables with values that are derived from other
1436 * compute shader variable.
1439 initialize_cs_derived_variables(gl_shader
*shader
,
1440 ir_function_signature
*const main_sig
)
1442 assert(shader
->Stage
== MESA_SHADER_COMPUTE
);
1444 ir_variable
*gl_GlobalInvocationID
=
1445 shader
->symbols
->get_variable("gl_GlobalInvocationID");
1446 assert(gl_GlobalInvocationID
);
1447 ir_variable
*gl_WorkGroupID
=
1448 shader
->symbols
->get_variable("gl_WorkGroupID");
1449 assert(gl_WorkGroupID
);
1450 ir_variable
*gl_WorkGroupSize
=
1451 shader
->symbols
->get_variable("gl_WorkGroupSize");
1452 if (gl_WorkGroupSize
== NULL
) {
1453 void *const mem_ctx
= ralloc_parent(shader
->ir
);
1454 gl_WorkGroupSize
= new(mem_ctx
) ir_variable(glsl_type::uvec3_type
,
1457 gl_WorkGroupSize
->data
.how_declared
= ir_var_declared_implicitly
;
1458 gl_WorkGroupSize
->data
.read_only
= true;
1459 shader
->ir
->push_head(gl_WorkGroupSize
);
1461 ir_variable
*gl_LocalInvocationID
=
1462 shader
->symbols
->get_variable("gl_LocalInvocationID");
1463 assert(gl_LocalInvocationID
);
1465 /* gl_GlobalInvocationID =
1466 * gl_WorkGroupID * gl_WorkGroupSize + gl_LocalInvocationID
1468 ir_instruction
*inst
=
1469 assign(gl_GlobalInvocationID
,
1470 add(mul(gl_WorkGroupID
, gl_WorkGroupSize
),
1471 gl_LocalInvocationID
));
1472 main_sig
->body
.push_head(inst
);
1474 /* gl_LocalInvocationIndex =
1475 * gl_LocalInvocationID.z * gl_WorkGroupSize.x * gl_WorkGroupSize.y +
1476 * gl_LocalInvocationID.y * gl_WorkGroupSize.x +
1477 * gl_LocalInvocationID.x;
1479 ir_expression
*index_z
=
1480 mul(mul(swizzle_z(gl_LocalInvocationID
), swizzle_x(gl_WorkGroupSize
)),
1481 swizzle_y(gl_WorkGroupSize
));
1482 ir_expression
*index_y
=
1483 mul(swizzle_y(gl_LocalInvocationID
), swizzle_x(gl_WorkGroupSize
));
1484 ir_expression
*index_y_plus_z
= add(index_y
, index_z
);
1485 operand
index_x(swizzle_x(gl_LocalInvocationID
));
1486 ir_expression
*index_x_plus_y_plus_z
= add(index_y_plus_z
, index_x
);
1487 ir_variable
*gl_LocalInvocationIndex
=
1488 shader
->symbols
->get_variable("gl_LocalInvocationIndex");
1489 assert(gl_LocalInvocationIndex
);
1490 inst
= assign(gl_LocalInvocationIndex
, index_x_plus_y_plus_z
);
1491 main_sig
->body
.push_head(inst
);
1496 * Initialize builtin variables with values based on other builtin variables.
1497 * These are initialized in the main function.
1500 _mesa_glsl_initialize_derived_variables(struct gl_context
*ctx
,
1503 /* We only need to set CS variables currently. */
1504 if (shader
->Stage
== MESA_SHADER_COMPUTE
&&
1505 ctx
->Const
.LowerCsDerivedVariables
) {
1506 ir_function_signature
*const main_sig
=
1507 _mesa_get_main_function_signature(shader
->symbols
);
1509 if (main_sig
!= NULL
)
1510 initialize_cs_derived_variables(shader
, main_sig
);