glsl: gl_Max{Vertex,Fragment}UniformComponents exist in all desktop GL versions
[mesa.git] / src / compiler / glsl / builtin_variables.cpp
1 /*
2 * Copyright © 2010 Intel Corporation
3 *
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:
10 *
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
13 * Software.
14 *
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.
22 */
23
24 #include "ir.h"
25 #include "ir_builder.h"
26 #include "linker.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"
33 #include "builtin_functions.h"
34
35 using namespace ir_builder;
36
37 static const struct gl_builtin_uniform_element gl_NumSamples_elements[] = {
38 {NULL, {STATE_NUM_SAMPLES, 0, 0}, SWIZZLE_XXXX}
39 };
40
41 /* only for TCS */
42 static const struct gl_builtin_uniform_element gl_PatchVerticesIn_elements[] = {
43 {NULL, {STATE_INTERNAL, STATE_TCS_PATCH_VERTICES_IN}, SWIZZLE_XXXX}
44 };
45
46 static const struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
47 {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
48 {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
49 {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
50 };
51
52 static const struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
53 {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
54 };
55
56 static const struct gl_builtin_uniform_element gl_Point_elements[] = {
57 {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
58 {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
59 {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
60 {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
61 {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
62 {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
63 {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
64 };
65
66 static const struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
67 {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
68 {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
69 {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
70 {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
71 {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
72 };
73
74 static const struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
75 {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
76 {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
77 {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
78 {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
79 {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
80 };
81
82 static const struct gl_builtin_uniform_element gl_LightSource_elements[] = {
83 {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
84 {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
85 {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
86 {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
87 {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
88 {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
89 MAKE_SWIZZLE4(SWIZZLE_X,
90 SWIZZLE_Y,
91 SWIZZLE_Z,
92 SWIZZLE_Z)},
93 {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
94 {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
95 {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
96 {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
97 {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
98 {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
99 };
100
101 static const struct gl_builtin_uniform_element gl_LightModel_elements[] = {
102 {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
103 };
104
105 static const struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
106 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
107 };
108
109 static const struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
110 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
111 };
112
113 static const struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
114 {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
115 {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
116 {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
117 };
118
119 static const struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
120 {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
121 {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
122 {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
123 };
124
125 static const struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
126 {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
127 };
128
129 static const struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
130 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
131 };
132
133 static const struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
134 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
135 };
136
137 static const struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
138 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
139 };
140
141 static const struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
142 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
143 };
144
145 static const struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
146 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
147 };
148
149 static const struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
150 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
151 };
152
153 static const struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
154 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
155 };
156
157 static const struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
158 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
159 };
160
161 static const struct gl_builtin_uniform_element gl_Fog_elements[] = {
162 {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
163 {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
164 {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
165 {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
166 {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
167 };
168
169 static const struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
170 {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
171 };
172
173 static const struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
174 {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
175 };
176
177 static const struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = {
178 {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW},
179 };
180
181 static const struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = {
182 {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, SWIZZLE_XYZW},
183 };
184
185 #define MATRIX(name, statevar, modifier) \
186 static const struct gl_builtin_uniform_element name ## _elements[] = { \
187 { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW }, \
188 { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW }, \
189 { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW }, \
190 { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW }, \
191 }
192
193 MATRIX(gl_ModelViewMatrix,
194 STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE);
195 MATRIX(gl_ModelViewMatrixInverse,
196 STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS);
197 MATRIX(gl_ModelViewMatrixTranspose,
198 STATE_MODELVIEW_MATRIX, 0);
199 MATRIX(gl_ModelViewMatrixInverseTranspose,
200 STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE);
201
202 MATRIX(gl_ProjectionMatrix,
203 STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE);
204 MATRIX(gl_ProjectionMatrixInverse,
205 STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS);
206 MATRIX(gl_ProjectionMatrixTranspose,
207 STATE_PROJECTION_MATRIX, 0);
208 MATRIX(gl_ProjectionMatrixInverseTranspose,
209 STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE);
210
211 MATRIX(gl_ModelViewProjectionMatrix,
212 STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE);
213 MATRIX(gl_ModelViewProjectionMatrixInverse,
214 STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS);
215 MATRIX(gl_ModelViewProjectionMatrixTranspose,
216 STATE_MVP_MATRIX, 0);
217 MATRIX(gl_ModelViewProjectionMatrixInverseTranspose,
218 STATE_MVP_MATRIX, STATE_MATRIX_INVERSE);
219
220 MATRIX(gl_TextureMatrix,
221 STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE);
222 MATRIX(gl_TextureMatrixInverse,
223 STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS);
224 MATRIX(gl_TextureMatrixTranspose,
225 STATE_TEXTURE_MATRIX, 0);
226 MATRIX(gl_TextureMatrixInverseTranspose,
227 STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE);
228
229 static const struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
230 { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
231 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
232 { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
233 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
234 { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
235 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
236 };
237
238 #undef MATRIX
239
240 #define STATEVAR(name) {#name, name ## _elements, ARRAY_SIZE(name ## _elements)}
241
242 static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
243 STATEVAR(gl_PatchVerticesIn),
244 STATEVAR(gl_NumSamples),
245 STATEVAR(gl_DepthRange),
246 STATEVAR(gl_ClipPlane),
247 STATEVAR(gl_Point),
248 STATEVAR(gl_FrontMaterial),
249 STATEVAR(gl_BackMaterial),
250 STATEVAR(gl_LightSource),
251 STATEVAR(gl_LightModel),
252 STATEVAR(gl_FrontLightModelProduct),
253 STATEVAR(gl_BackLightModelProduct),
254 STATEVAR(gl_FrontLightProduct),
255 STATEVAR(gl_BackLightProduct),
256 STATEVAR(gl_TextureEnvColor),
257 STATEVAR(gl_EyePlaneS),
258 STATEVAR(gl_EyePlaneT),
259 STATEVAR(gl_EyePlaneR),
260 STATEVAR(gl_EyePlaneQ),
261 STATEVAR(gl_ObjectPlaneS),
262 STATEVAR(gl_ObjectPlaneT),
263 STATEVAR(gl_ObjectPlaneR),
264 STATEVAR(gl_ObjectPlaneQ),
265 STATEVAR(gl_Fog),
266
267 STATEVAR(gl_ModelViewMatrix),
268 STATEVAR(gl_ModelViewMatrixInverse),
269 STATEVAR(gl_ModelViewMatrixTranspose),
270 STATEVAR(gl_ModelViewMatrixInverseTranspose),
271
272 STATEVAR(gl_ProjectionMatrix),
273 STATEVAR(gl_ProjectionMatrixInverse),
274 STATEVAR(gl_ProjectionMatrixTranspose),
275 STATEVAR(gl_ProjectionMatrixInverseTranspose),
276
277 STATEVAR(gl_ModelViewProjectionMatrix),
278 STATEVAR(gl_ModelViewProjectionMatrixInverse),
279 STATEVAR(gl_ModelViewProjectionMatrixTranspose),
280 STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
281
282 STATEVAR(gl_TextureMatrix),
283 STATEVAR(gl_TextureMatrixInverse),
284 STATEVAR(gl_TextureMatrixTranspose),
285 STATEVAR(gl_TextureMatrixInverseTranspose),
286
287 STATEVAR(gl_NormalMatrix),
288 STATEVAR(gl_NormalScale),
289
290 STATEVAR(gl_FogParamsOptimizedMESA),
291 STATEVAR(gl_CurrentAttribVertMESA),
292 STATEVAR(gl_CurrentAttribFragMESA),
293
294 {NULL, NULL, 0}
295 };
296
297
298 namespace {
299
300 /**
301 * Data structure that accumulates fields for the gl_PerVertex interface
302 * block.
303 */
304 class per_vertex_accumulator
305 {
306 public:
307 per_vertex_accumulator();
308 void add_field(int slot, const glsl_type *type, const char *name);
309 const glsl_type *construct_interface_instance() const;
310
311 private:
312 glsl_struct_field fields[11];
313 unsigned num_fields;
314 };
315
316
317 per_vertex_accumulator::per_vertex_accumulator()
318 : fields(),
319 num_fields(0)
320 {
321 }
322
323
324 void
325 per_vertex_accumulator::add_field(int slot, const glsl_type *type,
326 const char *name)
327 {
328 assert(this->num_fields < ARRAY_SIZE(this->fields));
329 this->fields[this->num_fields].type = type;
330 this->fields[this->num_fields].name = name;
331 this->fields[this->num_fields].matrix_layout = GLSL_MATRIX_LAYOUT_INHERITED;
332 this->fields[this->num_fields].location = slot;
333 this->fields[this->num_fields].offset = -1;
334 this->fields[this->num_fields].interpolation = INTERP_MODE_NONE;
335 this->fields[this->num_fields].centroid = 0;
336 this->fields[this->num_fields].sample = 0;
337 this->fields[this->num_fields].patch = 0;
338 this->fields[this->num_fields].precision = GLSL_PRECISION_NONE;
339 this->fields[this->num_fields].memory_read_only = 0;
340 this->fields[this->num_fields].memory_write_only = 0;
341 this->fields[this->num_fields].memory_coherent = 0;
342 this->fields[this->num_fields].memory_volatile = 0;
343 this->fields[this->num_fields].memory_restrict = 0;
344 this->fields[this->num_fields].image_format = 0;
345 this->fields[this->num_fields].explicit_xfb_buffer = 0;
346 this->fields[this->num_fields].xfb_buffer = -1;
347 this->fields[this->num_fields].xfb_stride = -1;
348 this->num_fields++;
349 }
350
351
352 const glsl_type *
353 per_vertex_accumulator::construct_interface_instance() const
354 {
355 return glsl_type::get_interface_instance(this->fields, this->num_fields,
356 GLSL_INTERFACE_PACKING_STD140,
357 false,
358 "gl_PerVertex");
359 }
360
361
362 class builtin_variable_generator
363 {
364 public:
365 builtin_variable_generator(exec_list *instructions,
366 struct _mesa_glsl_parse_state *state);
367 void generate_constants();
368 void generate_uniforms();
369 void generate_special_vars();
370 void generate_vs_special_vars();
371 void generate_tcs_special_vars();
372 void generate_tes_special_vars();
373 void generate_gs_special_vars();
374 void generate_fs_special_vars();
375 void generate_cs_special_vars();
376 void generate_varyings();
377
378 private:
379 const glsl_type *array(const glsl_type *base, unsigned elements)
380 {
381 return glsl_type::get_array_instance(base, elements);
382 }
383
384 const glsl_type *type(const char *name)
385 {
386 return symtab->get_type(name);
387 }
388
389 ir_variable *add_input(int slot, const glsl_type *type, const char *name)
390 {
391 return add_variable(name, type, ir_var_shader_in, slot);
392 }
393
394 ir_variable *add_output(int slot, const glsl_type *type, const char *name)
395 {
396 return add_variable(name, type, ir_var_shader_out, slot);
397 }
398
399 ir_variable *add_index_output(int slot, int index, const glsl_type *type, const char *name)
400 {
401 return add_index_variable(name, type, ir_var_shader_out, slot, index);
402 }
403
404 ir_variable *add_system_value(int slot, const glsl_type *type,
405 const char *name)
406 {
407 return add_variable(name, type, ir_var_system_value, slot);
408 }
409
410 ir_variable *add_variable(const char *name, const glsl_type *type,
411 enum ir_variable_mode mode, int slot);
412 ir_variable *add_index_variable(const char *name, const glsl_type *type,
413 enum ir_variable_mode mode, int slot, int index);
414 ir_variable *add_uniform(const glsl_type *type, const char *name);
415 ir_variable *add_const(const char *name, int value);
416 ir_variable *add_const_ivec3(const char *name, int x, int y, int z);
417 void add_varying(int slot, const glsl_type *type, const char *name);
418
419 exec_list * const instructions;
420 struct _mesa_glsl_parse_state * const state;
421 glsl_symbol_table * const symtab;
422
423 /**
424 * True if compatibility-profile-only variables should be included. (In
425 * desktop GL, these are always included when the GLSL version is 1.30 and
426 * or below).
427 */
428 const bool compatibility;
429
430 const glsl_type * const bool_t;
431 const glsl_type * const int_t;
432 const glsl_type * const uint_t;
433 const glsl_type * const uint64_t;
434 const glsl_type * const float_t;
435 const glsl_type * const vec2_t;
436 const glsl_type * const vec3_t;
437 const glsl_type * const vec4_t;
438 const glsl_type * const uvec3_t;
439 const glsl_type * const mat3_t;
440 const glsl_type * const mat4_t;
441
442 per_vertex_accumulator per_vertex_in;
443 per_vertex_accumulator per_vertex_out;
444 };
445
446
447 builtin_variable_generator::builtin_variable_generator(
448 exec_list *instructions, struct _mesa_glsl_parse_state *state)
449 : instructions(instructions), state(state), symtab(state->symbols),
450 compatibility(state->compat_shader || !state->is_version(140, 100)),
451 bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
452 uint_t(glsl_type::uint_type),
453 uint64_t(glsl_type::uint64_t_type),
454 float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
455 vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
456 uvec3_t(glsl_type::uvec3_type),
457 mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
458 {
459 }
460
461 ir_variable *
462 builtin_variable_generator::add_index_variable(const char *name,
463 const glsl_type *type,
464 enum ir_variable_mode mode, int slot, int index)
465 {
466 ir_variable *var = new(symtab) ir_variable(type, name, mode);
467 var->data.how_declared = ir_var_declared_implicitly;
468
469 switch (var->data.mode) {
470 case ir_var_auto:
471 case ir_var_shader_in:
472 case ir_var_uniform:
473 case ir_var_system_value:
474 var->data.read_only = true;
475 break;
476 case ir_var_shader_out:
477 case ir_var_shader_storage:
478 break;
479 default:
480 /* The only variables that are added using this function should be
481 * uniforms, shader storage, shader inputs, and shader outputs, constants
482 * (which use ir_var_auto), and system values.
483 */
484 assert(0);
485 break;
486 }
487
488 var->data.location = slot;
489 var->data.explicit_location = (slot >= 0);
490 var->data.explicit_index = 1;
491 var->data.index = index;
492
493 /* Once the variable is created an initialized, add it to the symbol table
494 * and add the declaration to the IR stream.
495 */
496 instructions->push_tail(var);
497
498 symtab->add_variable(var);
499 return var;
500 }
501
502 ir_variable *
503 builtin_variable_generator::add_variable(const char *name,
504 const glsl_type *type,
505 enum ir_variable_mode mode, int slot)
506 {
507 ir_variable *var = new(symtab) ir_variable(type, name, mode);
508 var->data.how_declared = ir_var_declared_implicitly;
509
510 switch (var->data.mode) {
511 case ir_var_auto:
512 case ir_var_shader_in:
513 case ir_var_uniform:
514 case ir_var_system_value:
515 var->data.read_only = true;
516 break;
517 case ir_var_shader_out:
518 case ir_var_shader_storage:
519 break;
520 default:
521 /* The only variables that are added using this function should be
522 * uniforms, shader storage, shader inputs, and shader outputs, constants
523 * (which use ir_var_auto), and system values.
524 */
525 assert(0);
526 break;
527 }
528
529 var->data.location = slot;
530 var->data.explicit_location = (slot >= 0);
531 var->data.explicit_index = 0;
532
533 /* Once the variable is created an initialized, add it to the symbol table
534 * and add the declaration to the IR stream.
535 */
536 instructions->push_tail(var);
537
538 symtab->add_variable(var);
539 return var;
540 }
541
542 extern "C" const struct gl_builtin_uniform_desc *
543 _mesa_glsl_get_builtin_uniform_desc(const char *name)
544 {
545 for (unsigned i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
546 if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
547 return &_mesa_builtin_uniform_desc[i];
548 }
549 }
550 return NULL;
551 }
552
553 ir_variable *
554 builtin_variable_generator::add_uniform(const glsl_type *type,
555 const char *name)
556 {
557 ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1);
558
559 const struct gl_builtin_uniform_desc* const statevar =
560 _mesa_glsl_get_builtin_uniform_desc(name);
561 assert(statevar != NULL);
562
563 const unsigned array_count = type->is_array() ? type->length : 1;
564
565 ir_state_slot *slots =
566 uni->allocate_state_slots(array_count * statevar->num_elements);
567
568 for (unsigned a = 0; a < array_count; a++) {
569 for (unsigned j = 0; j < statevar->num_elements; j++) {
570 const struct gl_builtin_uniform_element *element =
571 &statevar->elements[j];
572
573 memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
574 if (type->is_array()) {
575 if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
576 strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
577 slots->tokens[2] = a;
578 } else {
579 slots->tokens[1] = a;
580 }
581 }
582
583 slots->swizzle = element->swizzle;
584 slots++;
585 }
586 }
587
588 return uni;
589 }
590
591
592 ir_variable *
593 builtin_variable_generator::add_const(const char *name, int value)
594 {
595 ir_variable *const var = add_variable(name, glsl_type::int_type,
596 ir_var_auto, -1);
597 var->constant_value = new(var) ir_constant(value);
598 var->constant_initializer = new(var) ir_constant(value);
599 var->data.has_initializer = true;
600 return var;
601 }
602
603
604 ir_variable *
605 builtin_variable_generator::add_const_ivec3(const char *name, int x, int y,
606 int z)
607 {
608 ir_variable *const var = add_variable(name, glsl_type::ivec3_type,
609 ir_var_auto, -1);
610 ir_constant_data data;
611 memset(&data, 0, sizeof(data));
612 data.i[0] = x;
613 data.i[1] = y;
614 data.i[2] = z;
615 var->constant_value = new(var) ir_constant(glsl_type::ivec3_type, &data);
616 var->constant_initializer =
617 new(var) ir_constant(glsl_type::ivec3_type, &data);
618 var->data.has_initializer = true;
619 return var;
620 }
621
622
623 void
624 builtin_variable_generator::generate_constants()
625 {
626 add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
627 add_const("gl_MaxVertexTextureImageUnits",
628 state->Const.MaxVertexTextureImageUnits);
629 add_const("gl_MaxCombinedTextureImageUnits",
630 state->Const.MaxCombinedTextureImageUnits);
631 add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
632 add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
633
634 /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
635 * GL counts them in units of "components" or "floats" and also in units
636 * of vectors since GL 4.1
637 */
638 if (!state->es_shader) {
639 add_const("gl_MaxFragmentUniformComponents",
640 state->Const.MaxFragmentUniformComponents);
641 add_const("gl_MaxVertexUniformComponents",
642 state->Const.MaxVertexUniformComponents);
643 }
644
645 if (state->is_version(410, 100)) {
646 add_const("gl_MaxVertexUniformVectors",
647 state->Const.MaxVertexUniformComponents / 4);
648 add_const("gl_MaxFragmentUniformVectors",
649 state->Const.MaxFragmentUniformComponents / 4);
650
651 /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
652 * vertex and fragment shader constants.
653 */
654 if (state->is_version(0, 300)) {
655 add_const("gl_MaxVertexOutputVectors",
656 state->ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4);
657 add_const("gl_MaxFragmentInputVectors",
658 state->ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4);
659 } else {
660 add_const("gl_MaxVaryingVectors",
661 state->ctx->Const.MaxVarying);
662 }
663
664 /* EXT_blend_func_extended brings a built in constant
665 * for determining number of dual source draw buffers
666 */
667 if (state->EXT_blend_func_extended_enable) {
668 add_const("gl_MaxDualSourceDrawBuffersEXT",
669 state->Const.MaxDualSourceDrawBuffers);
670 }
671 } else {
672 /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
673 * removed
674 */
675 add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4);
676 }
677
678 /* Texel offsets were introduced in ARB_shading_language_420pack (which
679 * requires desktop GLSL version 130), and adopted into desktop GLSL
680 * version 4.20 and GLSL ES version 3.00.
681 */
682 if ((state->is_version(130, 0) &&
683 state->ARB_shading_language_420pack_enable) ||
684 state->is_version(420, 300)) {
685 add_const("gl_MinProgramTexelOffset",
686 state->Const.MinProgramTexelOffset);
687 add_const("gl_MaxProgramTexelOffset",
688 state->Const.MaxProgramTexelOffset);
689 }
690
691 if (state->has_clip_distance()) {
692 add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
693 }
694 if (state->is_version(130, 0)) {
695 add_const("gl_MaxVaryingComponents", state->ctx->Const.MaxVarying * 4);
696 }
697 if (state->has_cull_distance()) {
698 add_const("gl_MaxCullDistances", state->Const.MaxClipPlanes);
699 add_const("gl_MaxCombinedClipAndCullDistances",
700 state->Const.MaxClipPlanes);
701 }
702
703 if (state->has_geometry_shader()) {
704 add_const("gl_MaxVertexOutputComponents",
705 state->Const.MaxVertexOutputComponents);
706 add_const("gl_MaxGeometryInputComponents",
707 state->Const.MaxGeometryInputComponents);
708 add_const("gl_MaxGeometryOutputComponents",
709 state->Const.MaxGeometryOutputComponents);
710 add_const("gl_MaxFragmentInputComponents",
711 state->Const.MaxFragmentInputComponents);
712 add_const("gl_MaxGeometryTextureImageUnits",
713 state->Const.MaxGeometryTextureImageUnits);
714 add_const("gl_MaxGeometryOutputVertices",
715 state->Const.MaxGeometryOutputVertices);
716 add_const("gl_MaxGeometryTotalOutputComponents",
717 state->Const.MaxGeometryTotalOutputComponents);
718 add_const("gl_MaxGeometryUniformComponents",
719 state->Const.MaxGeometryUniformComponents);
720
721 /* Note: the GLSL 1.50-4.40 specs require
722 * gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
723 * But they do not define what it means (and there does not appear to be
724 * any corresponding constant in the GL specs). However,
725 * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
726 * be the maximum number of components available for use as geometry
727 * outputs. So we assume this is a synonym for
728 * gl_MaxGeometryOutputComponents.
729 */
730 add_const("gl_MaxGeometryVaryingComponents",
731 state->Const.MaxGeometryOutputComponents);
732 }
733
734 if (compatibility) {
735 /* Note: gl_MaxLights stopped being listed as an explicit constant in
736 * GLSL 1.30, however it continues to be referred to (as a minimum size
737 * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
738 * this seems like it was probably an oversight.
739 */
740 add_const("gl_MaxLights", state->Const.MaxLights);
741
742 add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
743
744 /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
745 * 1.50, however this seems like it was probably an oversight.
746 */
747 add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
748
749 /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
750 * re-introduced in GLSL 1.50, so this seems like it was probably an
751 * oversight.
752 */
753 add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
754 }
755
756 if (state->has_atomic_counters()) {
757 add_const("gl_MaxVertexAtomicCounters",
758 state->Const.MaxVertexAtomicCounters);
759 add_const("gl_MaxFragmentAtomicCounters",
760 state->Const.MaxFragmentAtomicCounters);
761 add_const("gl_MaxCombinedAtomicCounters",
762 state->Const.MaxCombinedAtomicCounters);
763 add_const("gl_MaxAtomicCounterBindings",
764 state->Const.MaxAtomicBufferBindings);
765
766 if (state->has_geometry_shader()) {
767 add_const("gl_MaxGeometryAtomicCounters",
768 state->Const.MaxGeometryAtomicCounters);
769 }
770 if (state->is_version(110, 320)) {
771 add_const("gl_MaxTessControlAtomicCounters",
772 state->Const.MaxTessControlAtomicCounters);
773 add_const("gl_MaxTessEvaluationAtomicCounters",
774 state->Const.MaxTessEvaluationAtomicCounters);
775 }
776 }
777
778 if (state->is_version(420, 310)) {
779 add_const("gl_MaxVertexAtomicCounterBuffers",
780 state->Const.MaxVertexAtomicCounterBuffers);
781 add_const("gl_MaxFragmentAtomicCounterBuffers",
782 state->Const.MaxFragmentAtomicCounterBuffers);
783 add_const("gl_MaxCombinedAtomicCounterBuffers",
784 state->Const.MaxCombinedAtomicCounterBuffers);
785 add_const("gl_MaxAtomicCounterBufferSize",
786 state->Const.MaxAtomicCounterBufferSize);
787
788 if (state->has_geometry_shader()) {
789 add_const("gl_MaxGeometryAtomicCounterBuffers",
790 state->Const.MaxGeometryAtomicCounterBuffers);
791 }
792 if (state->is_version(110, 320)) {
793 add_const("gl_MaxTessControlAtomicCounterBuffers",
794 state->Const.MaxTessControlAtomicCounterBuffers);
795 add_const("gl_MaxTessEvaluationAtomicCounterBuffers",
796 state->Const.MaxTessEvaluationAtomicCounterBuffers);
797 }
798 }
799
800 if (state->is_version(430, 310) || state->ARB_compute_shader_enable) {
801 add_const("gl_MaxComputeAtomicCounterBuffers",
802 state->Const.MaxComputeAtomicCounterBuffers);
803 add_const("gl_MaxComputeAtomicCounters",
804 state->Const.MaxComputeAtomicCounters);
805 add_const("gl_MaxComputeImageUniforms",
806 state->Const.MaxComputeImageUniforms);
807 add_const("gl_MaxComputeTextureImageUnits",
808 state->Const.MaxComputeTextureImageUnits);
809 add_const("gl_MaxComputeUniformComponents",
810 state->Const.MaxComputeUniformComponents);
811
812 add_const_ivec3("gl_MaxComputeWorkGroupCount",
813 state->Const.MaxComputeWorkGroupCount[0],
814 state->Const.MaxComputeWorkGroupCount[1],
815 state->Const.MaxComputeWorkGroupCount[2]);
816 add_const_ivec3("gl_MaxComputeWorkGroupSize",
817 state->Const.MaxComputeWorkGroupSize[0],
818 state->Const.MaxComputeWorkGroupSize[1],
819 state->Const.MaxComputeWorkGroupSize[2]);
820
821 /* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables):
822 *
823 * The built-in constant gl_WorkGroupSize is a compute-shader
824 * constant containing the local work-group size of the shader. The
825 * size of the work group in the X, Y, and Z dimensions is stored in
826 * the x, y, and z components. The constants values in
827 * gl_WorkGroupSize will match those specified in the required
828 * local_size_x, local_size_y, and local_size_z layout qualifiers
829 * for the current shader. This is a constant so that it can be
830 * used to size arrays of memory that can be shared within the local
831 * work group. It is a compile-time error to use gl_WorkGroupSize
832 * in a shader that does not declare a fixed local group size, or
833 * before that shader has declared a fixed local group size, using
834 * local_size_x, local_size_y, and local_size_z.
835 *
836 * To prevent the shader from trying to refer to gl_WorkGroupSize before
837 * the layout declaration, we don't define it here. Intead we define it
838 * in ast_cs_input_layout::hir().
839 */
840 }
841
842 if (state->has_enhanced_layouts()) {
843 add_const("gl_MaxTransformFeedbackBuffers",
844 state->Const.MaxTransformFeedbackBuffers);
845 add_const("gl_MaxTransformFeedbackInterleavedComponents",
846 state->Const.MaxTransformFeedbackInterleavedComponents);
847 }
848
849 if (state->has_shader_image_load_store()) {
850 add_const("gl_MaxImageUnits",
851 state->Const.MaxImageUnits);
852 add_const("gl_MaxVertexImageUniforms",
853 state->Const.MaxVertexImageUniforms);
854 add_const("gl_MaxFragmentImageUniforms",
855 state->Const.MaxFragmentImageUniforms);
856 add_const("gl_MaxCombinedImageUniforms",
857 state->Const.MaxCombinedImageUniforms);
858
859 if (state->has_geometry_shader()) {
860 add_const("gl_MaxGeometryImageUniforms",
861 state->Const.MaxGeometryImageUniforms);
862 }
863
864 if (!state->es_shader) {
865 add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs",
866 state->Const.MaxCombinedShaderOutputResources);
867 add_const("gl_MaxImageSamples",
868 state->Const.MaxImageSamples);
869 }
870
871 if (state->has_tessellation_shader()) {
872 add_const("gl_MaxTessControlImageUniforms",
873 state->Const.MaxTessControlImageUniforms);
874 add_const("gl_MaxTessEvaluationImageUniforms",
875 state->Const.MaxTessEvaluationImageUniforms);
876 }
877 }
878
879 if (state->is_version(440, 310) ||
880 state->ARB_ES3_1_compatibility_enable) {
881 add_const("gl_MaxCombinedShaderOutputResources",
882 state->Const.MaxCombinedShaderOutputResources);
883 }
884
885 if (state->is_version(410, 0) ||
886 state->ARB_viewport_array_enable ||
887 state->OES_viewport_array_enable)
888 add_const("gl_MaxViewports", state->Const.MaxViewports);
889
890 if (state->has_tessellation_shader()) {
891 add_const("gl_MaxPatchVertices", state->Const.MaxPatchVertices);
892 add_const("gl_MaxTessGenLevel", state->Const.MaxTessGenLevel);
893 add_const("gl_MaxTessControlInputComponents", state->Const.MaxTessControlInputComponents);
894 add_const("gl_MaxTessControlOutputComponents", state->Const.MaxTessControlOutputComponents);
895 add_const("gl_MaxTessControlTextureImageUnits", state->Const.MaxTessControlTextureImageUnits);
896 add_const("gl_MaxTessEvaluationInputComponents", state->Const.MaxTessEvaluationInputComponents);
897 add_const("gl_MaxTessEvaluationOutputComponents", state->Const.MaxTessEvaluationOutputComponents);
898 add_const("gl_MaxTessEvaluationTextureImageUnits", state->Const.MaxTessEvaluationTextureImageUnits);
899 add_const("gl_MaxTessPatchComponents", state->Const.MaxTessPatchComponents);
900 add_const("gl_MaxTessControlTotalOutputComponents", state->Const.MaxTessControlTotalOutputComponents);
901 add_const("gl_MaxTessControlUniformComponents", state->Const.MaxTessControlUniformComponents);
902 add_const("gl_MaxTessEvaluationUniformComponents", state->Const.MaxTessEvaluationUniformComponents);
903 }
904
905 if (state->is_version(450, 320) ||
906 state->OES_sample_variables_enable ||
907 state->ARB_ES3_1_compatibility_enable)
908 add_const("gl_MaxSamples", state->Const.MaxSamples);
909 }
910
911
912 /**
913 * Generate uniform variables (which exist in all types of shaders).
914 */
915 void
916 builtin_variable_generator::generate_uniforms()
917 {
918 if (state->is_version(400, 320) ||
919 state->ARB_sample_shading_enable ||
920 state->OES_sample_variables_enable)
921 add_uniform(int_t, "gl_NumSamples");
922 add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
923 add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
924 add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
925
926 if (compatibility) {
927 add_uniform(mat4_t, "gl_ModelViewMatrix");
928 add_uniform(mat4_t, "gl_ProjectionMatrix");
929 add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
930 add_uniform(mat3_t, "gl_NormalMatrix");
931 add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
932 add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
933 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
934 add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
935 add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
936 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
937 add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
938 add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
939 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
940 add_uniform(float_t, "gl_NormalScale");
941 add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
942 add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
943
944 const glsl_type *const mat4_array_type =
945 array(mat4_t, state->Const.MaxTextureCoords);
946 add_uniform(mat4_array_type, "gl_TextureMatrix");
947 add_uniform(mat4_array_type, "gl_TextureMatrixInverse");
948 add_uniform(mat4_array_type, "gl_TextureMatrixTranspose");
949 add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
950
951 add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
952 add_uniform(type("gl_PointParameters"), "gl_Point");
953
954 const glsl_type *const material_parameters_type =
955 type("gl_MaterialParameters");
956 add_uniform(material_parameters_type, "gl_FrontMaterial");
957 add_uniform(material_parameters_type, "gl_BackMaterial");
958
959 add_uniform(array(type("gl_LightSourceParameters"),
960 state->Const.MaxLights),
961 "gl_LightSource");
962
963 const glsl_type *const light_model_products_type =
964 type("gl_LightModelProducts");
965 add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
966 add_uniform(light_model_products_type, "gl_BackLightModelProduct");
967
968 const glsl_type *const light_products_type =
969 array(type("gl_LightProducts"), state->Const.MaxLights);
970 add_uniform(light_products_type, "gl_FrontLightProduct");
971 add_uniform(light_products_type, "gl_BackLightProduct");
972
973 add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
974 "gl_TextureEnvColor");
975
976 const glsl_type *const texcoords_vec4 =
977 array(vec4_t, state->Const.MaxTextureCoords);
978 add_uniform(texcoords_vec4, "gl_EyePlaneS");
979 add_uniform(texcoords_vec4, "gl_EyePlaneT");
980 add_uniform(texcoords_vec4, "gl_EyePlaneR");
981 add_uniform(texcoords_vec4, "gl_EyePlaneQ");
982 add_uniform(texcoords_vec4, "gl_ObjectPlaneS");
983 add_uniform(texcoords_vec4, "gl_ObjectPlaneT");
984 add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
985 add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
986
987 add_uniform(type("gl_FogParameters"), "gl_Fog");
988 }
989 }
990
991
992 /**
993 * Generate special variables which exist in all shaders.
994 */
995 void
996 builtin_variable_generator::generate_special_vars()
997 {
998 if (state->ARB_shader_ballot_enable) {
999 add_system_value(SYSTEM_VALUE_SUBGROUP_SIZE, uint_t, "gl_SubGroupSizeARB");
1000 add_system_value(SYSTEM_VALUE_SUBGROUP_INVOCATION, uint_t, "gl_SubGroupInvocationARB");
1001 add_system_value(SYSTEM_VALUE_SUBGROUP_EQ_MASK, uint64_t, "gl_SubGroupEqMaskARB");
1002 add_system_value(SYSTEM_VALUE_SUBGROUP_GE_MASK, uint64_t, "gl_SubGroupGeMaskARB");
1003 add_system_value(SYSTEM_VALUE_SUBGROUP_GT_MASK, uint64_t, "gl_SubGroupGtMaskARB");
1004 add_system_value(SYSTEM_VALUE_SUBGROUP_LE_MASK, uint64_t, "gl_SubGroupLeMaskARB");
1005 add_system_value(SYSTEM_VALUE_SUBGROUP_LT_MASK, uint64_t, "gl_SubGroupLtMaskARB");
1006 }
1007 }
1008
1009
1010 /**
1011 * Generate variables which only exist in vertex shaders.
1012 */
1013 void
1014 builtin_variable_generator::generate_vs_special_vars()
1015 {
1016 ir_variable *var;
1017
1018 if (state->is_version(130, 300))
1019 add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
1020 if (state->ARB_draw_instanced_enable)
1021 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
1022 if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
1023 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
1024 if (state->ARB_shader_draw_parameters_enable) {
1025 add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertexARB");
1026 add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstanceARB");
1027 add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawIDARB");
1028 }
1029 if (state->AMD_vertex_shader_layer_enable ||
1030 state->ARB_shader_viewport_layer_array_enable) {
1031 var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1032 var->data.interpolation = INTERP_MODE_FLAT;
1033 }
1034 if (state->AMD_vertex_shader_viewport_index_enable ||
1035 state->ARB_shader_viewport_layer_array_enable) {
1036 var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1037 var->data.interpolation = INTERP_MODE_FLAT;
1038 }
1039 if (compatibility) {
1040 add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
1041 add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
1042 add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
1043 add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
1044 add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
1045 add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
1046 add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
1047 add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
1048 add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
1049 add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
1050 add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
1051 add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
1052 add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
1053 }
1054 }
1055
1056
1057 /**
1058 * Generate variables which only exist in tessellation control shaders.
1059 */
1060 void
1061 builtin_variable_generator::generate_tcs_special_vars()
1062 {
1063 add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
1064 add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
1065
1066 if (state->ctx->Const.LowerTCSPatchVerticesIn) {
1067 add_uniform(int_t, "gl_PatchVerticesIn");
1068 } else {
1069 add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
1070 }
1071
1072 add_output(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
1073 "gl_TessLevelOuter")->data.patch = 1;
1074 add_output(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
1075 "gl_TessLevelInner")->data.patch = 1;
1076 /* XXX What to do if multiple are flipped on? */
1077 int bbox_slot = state->ctx->Const.NoPrimitiveBoundingBoxOutput ? -1 :
1078 VARYING_SLOT_BOUNDING_BOX0;
1079 if (state->EXT_primitive_bounding_box_enable)
1080 add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBoxEXT")
1081 ->data.patch = 1;
1082 if (state->OES_primitive_bounding_box_enable)
1083 add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBoxOES")
1084 ->data.patch = 1;
1085 if (state->is_version(0, 320) || state->ARB_ES3_2_compatibility_enable)
1086 add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBox")
1087 ->data.patch = 1;
1088 }
1089
1090
1091 /**
1092 * Generate variables which only exist in tessellation evaluation shaders.
1093 */
1094 void
1095 builtin_variable_generator::generate_tes_special_vars()
1096 {
1097 ir_variable *var;
1098
1099 add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
1100 add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
1101 add_system_value(SYSTEM_VALUE_TESS_COORD, vec3_t, "gl_TessCoord");
1102 if (this->state->ctx->Const.GLSLTessLevelsAsInputs) {
1103 add_input(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
1104 "gl_TessLevelOuter")->data.patch = 1;
1105 add_input(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
1106 "gl_TessLevelInner")->data.patch = 1;
1107 } else {
1108 add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER, array(float_t, 4),
1109 "gl_TessLevelOuter");
1110 add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2),
1111 "gl_TessLevelInner");
1112 }
1113 if (state->ARB_shader_viewport_layer_array_enable) {
1114 var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1115 var->data.interpolation = INTERP_MODE_FLAT;
1116 var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1117 var->data.interpolation = INTERP_MODE_FLAT;
1118 }
1119 }
1120
1121
1122 /**
1123 * Generate variables which only exist in geometry shaders.
1124 */
1125 void
1126 builtin_variable_generator::generate_gs_special_vars()
1127 {
1128 ir_variable *var;
1129
1130 var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1131 var->data.interpolation = INTERP_MODE_FLAT;
1132 if (state->is_version(410, 0) || state->ARB_viewport_array_enable ||
1133 state->OES_viewport_array_enable) {
1134 var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1135 var->data.interpolation = INTERP_MODE_FLAT;
1136 }
1137 if (state->is_version(400, 320) || state->ARB_gpu_shader5_enable ||
1138 state->OES_geometry_shader_enable || state->EXT_geometry_shader_enable) {
1139 add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
1140 }
1141
1142 /* Although gl_PrimitiveID appears in tessellation control and tessellation
1143 * evaluation shaders, it has a different function there than it has in
1144 * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
1145 * as special geometry shader variables.
1146 *
1147 * Note that although the general convention of suffixing geometry shader
1148 * input varyings with "In" was not adopted into GLSL 1.50, it is used in
1149 * the specific case of gl_PrimitiveIDIn. So we don't need to treat
1150 * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
1151 */
1152 var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
1153 var->data.interpolation = INTERP_MODE_FLAT;
1154 var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
1155 var->data.interpolation = INTERP_MODE_FLAT;
1156 }
1157
1158
1159 /**
1160 * Generate variables which only exist in fragment shaders.
1161 */
1162 void
1163 builtin_variable_generator::generate_fs_special_vars()
1164 {
1165 ir_variable *var;
1166
1167 if (this->state->ctx->Const.GLSLFragCoordIsSysVal)
1168 add_system_value(SYSTEM_VALUE_FRAG_COORD, vec4_t, "gl_FragCoord");
1169 else
1170 add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
1171
1172 if (this->state->ctx->Const.GLSLFrontFacingIsSysVal)
1173 add_system_value(SYSTEM_VALUE_FRONT_FACE, bool_t, "gl_FrontFacing");
1174 else
1175 add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
1176
1177 if (state->is_version(120, 100))
1178 add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
1179
1180 if (state->has_geometry_shader()) {
1181 var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
1182 var->data.interpolation = INTERP_MODE_FLAT;
1183 }
1184
1185 /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
1186 * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
1187 * They were removed from GLSL ES 3.00.
1188 */
1189 if (compatibility || !state->is_version(420, 300)) {
1190 add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor");
1191 add_output(FRAG_RESULT_DATA0,
1192 array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
1193 }
1194
1195 if (state->has_framebuffer_fetch() && !state->is_version(130, 300)) {
1196 ir_variable *const var =
1197 add_output(FRAG_RESULT_DATA0,
1198 array(vec4_t, state->Const.MaxDrawBuffers),
1199 "gl_LastFragData");
1200 var->data.precision = GLSL_PRECISION_MEDIUM;
1201 var->data.read_only = 1;
1202 var->data.fb_fetch_output = 1;
1203 }
1204
1205 if (state->es_shader && state->language_version == 100 && state->EXT_blend_func_extended_enable) {
1206 add_index_output(FRAG_RESULT_COLOR, 1, vec4_t,
1207 "gl_SecondaryFragColorEXT");
1208 add_index_output(FRAG_RESULT_DATA0, 1,
1209 array(vec4_t, state->Const.MaxDualSourceDrawBuffers),
1210 "gl_SecondaryFragDataEXT");
1211 }
1212
1213 /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
1214 * ES 1.00.
1215 */
1216 if (state->is_version(110, 300))
1217 add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth");
1218
1219 if (state->EXT_frag_depth_enable)
1220 add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepthEXT");
1221
1222 if (state->ARB_shader_stencil_export_enable) {
1223 ir_variable *const var =
1224 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
1225 if (state->ARB_shader_stencil_export_warn)
1226 var->enable_extension_warning("GL_ARB_shader_stencil_export");
1227 }
1228
1229 if (state->AMD_shader_stencil_export_enable) {
1230 ir_variable *const var =
1231 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
1232 if (state->AMD_shader_stencil_export_warn)
1233 var->enable_extension_warning("GL_AMD_shader_stencil_export");
1234 }
1235
1236 if (state->is_version(400, 320) ||
1237 state->ARB_sample_shading_enable ||
1238 state->OES_sample_variables_enable) {
1239 add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, "gl_SampleID");
1240 add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, "gl_SamplePosition");
1241 /* From the ARB_sample_shading specification:
1242 * "The number of elements in the array is ceil(<s>/32), where
1243 * <s> is the maximum number of color samples supported by the
1244 * implementation."
1245 * Since no drivers expose more than 32x MSAA, we can simply set
1246 * the array size to 1 rather than computing it.
1247 */
1248 add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), "gl_SampleMask");
1249 }
1250
1251 if (state->is_version(400, 320) ||
1252 state->ARB_gpu_shader5_enable ||
1253 state->OES_sample_variables_enable) {
1254 add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1), "gl_SampleMaskIn");
1255 }
1256
1257 if (state->is_version(430, 320) ||
1258 state->ARB_fragment_layer_viewport_enable ||
1259 state->OES_geometry_shader_enable ||
1260 state->EXT_geometry_shader_enable) {
1261 var = add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1262 var->data.interpolation = INTERP_MODE_FLAT;
1263 }
1264
1265 if (state->is_version(430, 0) ||
1266 state->ARB_fragment_layer_viewport_enable ||
1267 state->OES_viewport_array_enable) {
1268 var = add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1269 var->data.interpolation = INTERP_MODE_FLAT;
1270 }
1271
1272 if (state->is_version(450, 310) || state->ARB_ES3_1_compatibility_enable)
1273 add_system_value(SYSTEM_VALUE_HELPER_INVOCATION, bool_t, "gl_HelperInvocation");
1274 }
1275
1276
1277 /**
1278 * Generate variables which only exist in compute shaders.
1279 */
1280 void
1281 builtin_variable_generator::generate_cs_special_vars()
1282 {
1283 add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_ID, uvec3_t,
1284 "gl_LocalInvocationID");
1285 add_system_value(SYSTEM_VALUE_WORK_GROUP_ID, uvec3_t, "gl_WorkGroupID");
1286 add_system_value(SYSTEM_VALUE_NUM_WORK_GROUPS, uvec3_t, "gl_NumWorkGroups");
1287
1288 if (state->ARB_compute_variable_group_size_enable) {
1289 add_system_value(SYSTEM_VALUE_LOCAL_GROUP_SIZE,
1290 uvec3_t, "gl_LocalGroupSizeARB");
1291 }
1292
1293 if (state->ctx->Const.LowerCsDerivedVariables) {
1294 add_variable("gl_GlobalInvocationID", uvec3_t, ir_var_auto, 0);
1295 add_variable("gl_LocalInvocationIndex", uint_t, ir_var_auto, 0);
1296 } else {
1297 add_system_value(SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
1298 uvec3_t, "gl_GlobalInvocationID");
1299 add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
1300 uint_t, "gl_LocalInvocationIndex");
1301 }
1302 }
1303
1304
1305 /**
1306 * Add a single "varying" variable. The variable's type and direction (input
1307 * or output) are adjusted as appropriate for the type of shader being
1308 * compiled.
1309 */
1310 void
1311 builtin_variable_generator::add_varying(int slot, const glsl_type *type,
1312 const char *name)
1313 {
1314 switch (state->stage) {
1315 case MESA_SHADER_TESS_CTRL:
1316 case MESA_SHADER_TESS_EVAL:
1317 case MESA_SHADER_GEOMETRY:
1318 this->per_vertex_in.add_field(slot, type, name);
1319 /* FALLTHROUGH */
1320 case MESA_SHADER_VERTEX:
1321 this->per_vertex_out.add_field(slot, type, name);
1322 break;
1323 case MESA_SHADER_FRAGMENT:
1324 add_input(slot, type, name);
1325 break;
1326 case MESA_SHADER_COMPUTE:
1327 /* Compute shaders don't have varyings. */
1328 break;
1329 default:
1330 break;
1331 }
1332 }
1333
1334
1335 /**
1336 * Generate variables that are used to communicate data from one shader stage
1337 * to the next ("varyings").
1338 */
1339 void
1340 builtin_variable_generator::generate_varyings()
1341 {
1342 /* gl_Position and gl_PointSize are not visible from fragment shaders. */
1343 if (state->stage != MESA_SHADER_FRAGMENT) {
1344 add_varying(VARYING_SLOT_POS, vec4_t, "gl_Position");
1345 if (!state->es_shader ||
1346 state->stage == MESA_SHADER_VERTEX ||
1347 (state->stage == MESA_SHADER_GEOMETRY &&
1348 (state->OES_geometry_point_size_enable ||
1349 state->EXT_geometry_point_size_enable)) ||
1350 ((state->stage == MESA_SHADER_TESS_CTRL ||
1351 state->stage == MESA_SHADER_TESS_EVAL) &&
1352 (state->OES_tessellation_point_size_enable ||
1353 state->EXT_tessellation_point_size_enable))) {
1354 add_varying(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
1355 }
1356 }
1357
1358 if (state->has_clip_distance()) {
1359 add_varying(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
1360 "gl_ClipDistance");
1361 }
1362 if (state->has_cull_distance()) {
1363 add_varying(VARYING_SLOT_CULL_DIST0, array(float_t, 0),
1364 "gl_CullDistance");
1365 }
1366
1367 if (compatibility) {
1368 add_varying(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
1369 add_varying(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
1370 if (state->stage == MESA_SHADER_FRAGMENT) {
1371 add_varying(VARYING_SLOT_COL0, vec4_t, "gl_Color");
1372 add_varying(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
1373 } else {
1374 add_varying(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
1375 add_varying(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
1376 add_varying(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
1377 add_varying(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
1378 add_varying(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
1379 }
1380 }
1381
1382 /* Section 7.1 (Built-In Language Variables) of the GLSL 4.00 spec
1383 * says:
1384 *
1385 * "In the tessellation control language, built-in variables are
1386 * intrinsically declared as:
1387 *
1388 * in gl_PerVertex {
1389 * vec4 gl_Position;
1390 * float gl_PointSize;
1391 * float gl_ClipDistance[];
1392 * } gl_in[gl_MaxPatchVertices];"
1393 */
1394 if (state->stage == MESA_SHADER_TESS_CTRL ||
1395 state->stage == MESA_SHADER_TESS_EVAL) {
1396 const glsl_type *per_vertex_in_type =
1397 this->per_vertex_in.construct_interface_instance();
1398 add_variable("gl_in", array(per_vertex_in_type, state->Const.MaxPatchVertices),
1399 ir_var_shader_in, -1);
1400 }
1401 if (state->stage == MESA_SHADER_GEOMETRY) {
1402 const glsl_type *per_vertex_in_type =
1403 this->per_vertex_in.construct_interface_instance();
1404 add_variable("gl_in", array(per_vertex_in_type, 0),
1405 ir_var_shader_in, -1);
1406 }
1407 if (state->stage == MESA_SHADER_TESS_CTRL) {
1408 const glsl_type *per_vertex_out_type =
1409 this->per_vertex_out.construct_interface_instance();
1410 add_variable("gl_out", array(per_vertex_out_type, 0),
1411 ir_var_shader_out, -1);
1412 }
1413 if (state->stage == MESA_SHADER_VERTEX ||
1414 state->stage == MESA_SHADER_TESS_EVAL ||
1415 state->stage == MESA_SHADER_GEOMETRY) {
1416 const glsl_type *per_vertex_out_type =
1417 this->per_vertex_out.construct_interface_instance();
1418 const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
1419 for (unsigned i = 0; i < per_vertex_out_type->length; i++) {
1420 ir_variable *var =
1421 add_variable(fields[i].name, fields[i].type, ir_var_shader_out,
1422 fields[i].location);
1423 var->data.interpolation = fields[i].interpolation;
1424 var->data.centroid = fields[i].centroid;
1425 var->data.sample = fields[i].sample;
1426 var->data.patch = fields[i].patch;
1427 var->data.precision = fields[i].precision;
1428 var->init_interface_type(per_vertex_out_type);
1429 }
1430 }
1431 }
1432
1433
1434 }; /* Anonymous namespace */
1435
1436
1437 void
1438 _mesa_glsl_initialize_variables(exec_list *instructions,
1439 struct _mesa_glsl_parse_state *state)
1440 {
1441 builtin_variable_generator gen(instructions, state);
1442
1443 gen.generate_constants();
1444 gen.generate_uniforms();
1445 gen.generate_special_vars();
1446
1447 gen.generate_varyings();
1448
1449 switch (state->stage) {
1450 case MESA_SHADER_VERTEX:
1451 gen.generate_vs_special_vars();
1452 break;
1453 case MESA_SHADER_TESS_CTRL:
1454 gen.generate_tcs_special_vars();
1455 break;
1456 case MESA_SHADER_TESS_EVAL:
1457 gen.generate_tes_special_vars();
1458 break;
1459 case MESA_SHADER_GEOMETRY:
1460 gen.generate_gs_special_vars();
1461 break;
1462 case MESA_SHADER_FRAGMENT:
1463 gen.generate_fs_special_vars();
1464 break;
1465 case MESA_SHADER_COMPUTE:
1466 gen.generate_cs_special_vars();
1467 break;
1468 default:
1469 break;
1470 }
1471 }
1472
1473
1474 /**
1475 * Initialize compute shader variables with values that are derived from other
1476 * compute shader variable.
1477 */
1478 static void
1479 initialize_cs_derived_variables(gl_shader *shader,
1480 ir_function_signature *const main_sig)
1481 {
1482 assert(shader->Stage == MESA_SHADER_COMPUTE);
1483
1484 ir_variable *gl_GlobalInvocationID =
1485 shader->symbols->get_variable("gl_GlobalInvocationID");
1486 assert(gl_GlobalInvocationID);
1487 ir_variable *gl_WorkGroupID =
1488 shader->symbols->get_variable("gl_WorkGroupID");
1489 assert(gl_WorkGroupID);
1490 ir_variable *gl_WorkGroupSize =
1491 shader->symbols->get_variable("gl_WorkGroupSize");
1492 if (gl_WorkGroupSize == NULL) {
1493 void *const mem_ctx = ralloc_parent(shader->ir);
1494 gl_WorkGroupSize = new(mem_ctx) ir_variable(glsl_type::uvec3_type,
1495 "gl_WorkGroupSize",
1496 ir_var_auto);
1497 gl_WorkGroupSize->data.how_declared = ir_var_declared_implicitly;
1498 gl_WorkGroupSize->data.read_only = true;
1499 shader->ir->push_head(gl_WorkGroupSize);
1500 }
1501 ir_variable *gl_LocalInvocationID =
1502 shader->symbols->get_variable("gl_LocalInvocationID");
1503 assert(gl_LocalInvocationID);
1504
1505 /* gl_GlobalInvocationID =
1506 * gl_WorkGroupID * gl_WorkGroupSize + gl_LocalInvocationID
1507 */
1508 ir_instruction *inst =
1509 assign(gl_GlobalInvocationID,
1510 add(mul(gl_WorkGroupID, gl_WorkGroupSize),
1511 gl_LocalInvocationID));
1512 main_sig->body.push_head(inst);
1513
1514 /* gl_LocalInvocationIndex =
1515 * gl_LocalInvocationID.z * gl_WorkGroupSize.x * gl_WorkGroupSize.y +
1516 * gl_LocalInvocationID.y * gl_WorkGroupSize.x +
1517 * gl_LocalInvocationID.x;
1518 */
1519 ir_expression *index_z =
1520 mul(mul(swizzle_z(gl_LocalInvocationID), swizzle_x(gl_WorkGroupSize)),
1521 swizzle_y(gl_WorkGroupSize));
1522 ir_expression *index_y =
1523 mul(swizzle_y(gl_LocalInvocationID), swizzle_x(gl_WorkGroupSize));
1524 ir_expression *index_y_plus_z = add(index_y, index_z);
1525 operand index_x(swizzle_x(gl_LocalInvocationID));
1526 ir_expression *index_x_plus_y_plus_z = add(index_y_plus_z, index_x);
1527 ir_variable *gl_LocalInvocationIndex =
1528 shader->symbols->get_variable("gl_LocalInvocationIndex");
1529 assert(gl_LocalInvocationIndex);
1530 inst = assign(gl_LocalInvocationIndex, index_x_plus_y_plus_z);
1531 main_sig->body.push_head(inst);
1532 }
1533
1534
1535 /**
1536 * Initialize builtin variables with values based on other builtin variables.
1537 * These are initialized in the main function.
1538 */
1539 void
1540 _mesa_glsl_initialize_derived_variables(struct gl_context *ctx,
1541 gl_shader *shader)
1542 {
1543 /* We only need to set CS variables currently. */
1544 if (shader->Stage == MESA_SHADER_COMPUTE &&
1545 ctx->Const.LowerCsDerivedVariables) {
1546 ir_function_signature *const main_sig =
1547 _mesa_get_main_function_signature(shader->symbols);
1548
1549 if (main_sig != NULL)
1550 initialize_cs_derived_variables(shader, main_sig);
1551 }
1552 }