glsl: work around MinGW 7.x compiler bug
[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
25 /**
26 * Building this file with MinGW g++ 7.3 or 7.4 with:
27 * scons platform=windows toolchain=crossmingw machine=x86 build=profile
28 * triggers an internal compiler error.
29 * Overriding the optimization level to -O1 works around the issue.
30 * MinGW 5.3.1 does not seem to have the bug, neither does 8.3. So for now
31 * we're simply testing for version 7.x here.
32 */
33 #if defined(__MINGW32__) && __GNUC__ == 7
34 #warning "disabling optimizations for this file to work around compiler bug in MiGW gcc 7.x"
35 #pragma GCC optimize("O1")
36 #endif
37
38
39 #include "ir.h"
40 #include "ir_builder.h"
41 #include "linker.h"
42 #include "glsl_parser_extras.h"
43 #include "glsl_symbol_table.h"
44 #include "main/mtypes.h"
45 #include "main/uniforms.h"
46 #include "program/prog_statevars.h"
47 #include "program/prog_instruction.h"
48 #include "builtin_functions.h"
49
50 using namespace ir_builder;
51
52 static const struct gl_builtin_uniform_element gl_NumSamples_elements[] = {
53 {NULL, {STATE_NUM_SAMPLES, 0, 0}, SWIZZLE_XXXX}
54 };
55
56 static const struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
57 {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
58 {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
59 {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
60 };
61
62 static const struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
63 {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
64 };
65
66 static const struct gl_builtin_uniform_element gl_Point_elements[] = {
67 {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
68 {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
69 {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
70 {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
71 {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
72 {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
73 {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
74 };
75
76 static const struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
77 {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
78 {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
79 {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
80 {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
81 {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
82 };
83
84 static const struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
85 {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
86 {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
87 {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
88 {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
89 {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
90 };
91
92 static const struct gl_builtin_uniform_element gl_LightSource_elements[] = {
93 {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
94 {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
95 {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
96 {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
97 {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
98 {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
99 MAKE_SWIZZLE4(SWIZZLE_X,
100 SWIZZLE_Y,
101 SWIZZLE_Z,
102 SWIZZLE_Z)},
103 {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
104 {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
105 {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
106 {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
107 {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
108 {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
109 };
110
111 static const struct gl_builtin_uniform_element gl_LightModel_elements[] = {
112 {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
113 };
114
115 static const struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
116 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
117 };
118
119 static const struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
120 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
121 };
122
123 static const struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
124 {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
125 {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
126 {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
127 };
128
129 static const struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
130 {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
131 {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
132 {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
133 };
134
135 static const struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
136 {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
137 };
138
139 static const struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
140 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
141 };
142
143 static const struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
144 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
145 };
146
147 static const struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
148 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
149 };
150
151 static const struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
152 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
153 };
154
155 static const struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
156 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
157 };
158
159 static const struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
160 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
161 };
162
163 static const struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
164 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
165 };
166
167 static const struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
168 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
169 };
170
171 static const struct gl_builtin_uniform_element gl_Fog_elements[] = {
172 {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
173 {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
174 {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
175 {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
176 {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
177 };
178
179 static const struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
180 {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
181 };
182
183 static const struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
184 {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
185 };
186
187 static const struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = {
188 {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW},
189 };
190
191 static const struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = {
192 {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, SWIZZLE_XYZW},
193 };
194
195 #define MATRIX(name, statevar, modifier) \
196 static const struct gl_builtin_uniform_element name ## _elements[] = { \
197 { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW }, \
198 { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW }, \
199 { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW }, \
200 { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW }, \
201 }
202
203 MATRIX(gl_ModelViewMatrix,
204 STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE);
205 MATRIX(gl_ModelViewMatrixInverse,
206 STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS);
207 MATRIX(gl_ModelViewMatrixTranspose,
208 STATE_MODELVIEW_MATRIX, 0);
209 MATRIX(gl_ModelViewMatrixInverseTranspose,
210 STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE);
211
212 MATRIX(gl_ProjectionMatrix,
213 STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE);
214 MATRIX(gl_ProjectionMatrixInverse,
215 STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS);
216 MATRIX(gl_ProjectionMatrixTranspose,
217 STATE_PROJECTION_MATRIX, 0);
218 MATRIX(gl_ProjectionMatrixInverseTranspose,
219 STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE);
220
221 MATRIX(gl_ModelViewProjectionMatrix,
222 STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE);
223 MATRIX(gl_ModelViewProjectionMatrixInverse,
224 STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS);
225 MATRIX(gl_ModelViewProjectionMatrixTranspose,
226 STATE_MVP_MATRIX, 0);
227 MATRIX(gl_ModelViewProjectionMatrixInverseTranspose,
228 STATE_MVP_MATRIX, STATE_MATRIX_INVERSE);
229
230 MATRIX(gl_TextureMatrix,
231 STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE);
232 MATRIX(gl_TextureMatrixInverse,
233 STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS);
234 MATRIX(gl_TextureMatrixTranspose,
235 STATE_TEXTURE_MATRIX, 0);
236 MATRIX(gl_TextureMatrixInverseTranspose,
237 STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE);
238
239 static const struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
240 { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
241 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
242 { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
243 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
244 { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
245 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
246 };
247
248 #undef MATRIX
249
250 #define STATEVAR(name) {#name, name ## _elements, ARRAY_SIZE(name ## _elements)}
251
252 static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
253 STATEVAR(gl_NumSamples),
254 STATEVAR(gl_DepthRange),
255 STATEVAR(gl_ClipPlane),
256 STATEVAR(gl_Point),
257 STATEVAR(gl_FrontMaterial),
258 STATEVAR(gl_BackMaterial),
259 STATEVAR(gl_LightSource),
260 STATEVAR(gl_LightModel),
261 STATEVAR(gl_FrontLightModelProduct),
262 STATEVAR(gl_BackLightModelProduct),
263 STATEVAR(gl_FrontLightProduct),
264 STATEVAR(gl_BackLightProduct),
265 STATEVAR(gl_TextureEnvColor),
266 STATEVAR(gl_EyePlaneS),
267 STATEVAR(gl_EyePlaneT),
268 STATEVAR(gl_EyePlaneR),
269 STATEVAR(gl_EyePlaneQ),
270 STATEVAR(gl_ObjectPlaneS),
271 STATEVAR(gl_ObjectPlaneT),
272 STATEVAR(gl_ObjectPlaneR),
273 STATEVAR(gl_ObjectPlaneQ),
274 STATEVAR(gl_Fog),
275
276 STATEVAR(gl_ModelViewMatrix),
277 STATEVAR(gl_ModelViewMatrixInverse),
278 STATEVAR(gl_ModelViewMatrixTranspose),
279 STATEVAR(gl_ModelViewMatrixInverseTranspose),
280
281 STATEVAR(gl_ProjectionMatrix),
282 STATEVAR(gl_ProjectionMatrixInverse),
283 STATEVAR(gl_ProjectionMatrixTranspose),
284 STATEVAR(gl_ProjectionMatrixInverseTranspose),
285
286 STATEVAR(gl_ModelViewProjectionMatrix),
287 STATEVAR(gl_ModelViewProjectionMatrixInverse),
288 STATEVAR(gl_ModelViewProjectionMatrixTranspose),
289 STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
290
291 STATEVAR(gl_TextureMatrix),
292 STATEVAR(gl_TextureMatrixInverse),
293 STATEVAR(gl_TextureMatrixTranspose),
294 STATEVAR(gl_TextureMatrixInverseTranspose),
295
296 STATEVAR(gl_NormalMatrix),
297 STATEVAR(gl_NormalScale),
298
299 STATEVAR(gl_FogParamsOptimizedMESA),
300 STATEVAR(gl_CurrentAttribVertMESA),
301 STATEVAR(gl_CurrentAttribFragMESA),
302
303 {NULL, NULL, 0}
304 };
305
306
307 namespace {
308
309 /**
310 * Data structure that accumulates fields for the gl_PerVertex interface
311 * block.
312 */
313 class per_vertex_accumulator
314 {
315 public:
316 per_vertex_accumulator();
317 void add_field(int slot, const glsl_type *type, const char *name);
318 const glsl_type *construct_interface_instance() const;
319
320 private:
321 glsl_struct_field fields[11];
322 unsigned num_fields;
323 };
324
325
326 per_vertex_accumulator::per_vertex_accumulator()
327 : fields(),
328 num_fields(0)
329 {
330 }
331
332
333 void
334 per_vertex_accumulator::add_field(int slot, const glsl_type *type,
335 const char *name)
336 {
337 assert(this->num_fields < ARRAY_SIZE(this->fields));
338 this->fields[this->num_fields].type = type;
339 this->fields[this->num_fields].name = name;
340 this->fields[this->num_fields].matrix_layout = GLSL_MATRIX_LAYOUT_INHERITED;
341 this->fields[this->num_fields].location = slot;
342 this->fields[this->num_fields].offset = -1;
343 this->fields[this->num_fields].interpolation = INTERP_MODE_NONE;
344 this->fields[this->num_fields].centroid = 0;
345 this->fields[this->num_fields].sample = 0;
346 this->fields[this->num_fields].patch = 0;
347 this->fields[this->num_fields].precision = GLSL_PRECISION_NONE;
348 this->fields[this->num_fields].memory_read_only = 0;
349 this->fields[this->num_fields].memory_write_only = 0;
350 this->fields[this->num_fields].memory_coherent = 0;
351 this->fields[this->num_fields].memory_volatile = 0;
352 this->fields[this->num_fields].memory_restrict = 0;
353 this->fields[this->num_fields].image_format = 0;
354 this->fields[this->num_fields].explicit_xfb_buffer = 0;
355 this->fields[this->num_fields].xfb_buffer = -1;
356 this->fields[this->num_fields].xfb_stride = -1;
357 this->num_fields++;
358 }
359
360
361 const glsl_type *
362 per_vertex_accumulator::construct_interface_instance() const
363 {
364 return glsl_type::get_interface_instance(this->fields, this->num_fields,
365 GLSL_INTERFACE_PACKING_STD140,
366 false,
367 "gl_PerVertex");
368 }
369
370
371 class builtin_variable_generator
372 {
373 public:
374 builtin_variable_generator(exec_list *instructions,
375 struct _mesa_glsl_parse_state *state);
376 void generate_constants();
377 void generate_uniforms();
378 void generate_special_vars();
379 void generate_vs_special_vars();
380 void generate_tcs_special_vars();
381 void generate_tes_special_vars();
382 void generate_gs_special_vars();
383 void generate_fs_special_vars();
384 void generate_cs_special_vars();
385 void generate_varyings();
386
387 private:
388 const glsl_type *array(const glsl_type *base, unsigned elements)
389 {
390 return glsl_type::get_array_instance(base, elements);
391 }
392
393 const glsl_type *type(const char *name)
394 {
395 return symtab->get_type(name);
396 }
397
398 ir_variable *add_input(int slot, const glsl_type *type, const char *name)
399 {
400 return add_variable(name, type, ir_var_shader_in, slot);
401 }
402
403 ir_variable *add_output(int slot, const glsl_type *type, const char *name)
404 {
405 return add_variable(name, type, ir_var_shader_out, slot);
406 }
407
408 ir_variable *add_index_output(int slot, int index, const glsl_type *type, const char *name)
409 {
410 return add_index_variable(name, type, ir_var_shader_out, slot, index);
411 }
412
413 ir_variable *add_system_value(int slot, const glsl_type *type,
414 const char *name)
415 {
416 return add_variable(name, type, ir_var_system_value, slot);
417 }
418
419 ir_variable *add_variable(const char *name, const glsl_type *type,
420 enum ir_variable_mode mode, int slot);
421 ir_variable *add_index_variable(const char *name, const glsl_type *type,
422 enum ir_variable_mode mode, int slot, int index);
423 ir_variable *add_uniform(const glsl_type *type, const char *name);
424 ir_variable *add_const(const char *name, int value);
425 ir_variable *add_const_ivec3(const char *name, int x, int y, int z);
426 void add_varying(int slot, const glsl_type *type, const char *name);
427
428 exec_list * const instructions;
429 struct _mesa_glsl_parse_state * const state;
430 glsl_symbol_table * const symtab;
431
432 /**
433 * True if compatibility-profile-only variables should be included. (In
434 * desktop GL, these are always included when the GLSL version is 1.30 and
435 * or below).
436 */
437 const bool compatibility;
438
439 const glsl_type * const bool_t;
440 const glsl_type * const int_t;
441 const glsl_type * const uint_t;
442 const glsl_type * const uint64_t;
443 const glsl_type * const float_t;
444 const glsl_type * const vec2_t;
445 const glsl_type * const vec3_t;
446 const glsl_type * const vec4_t;
447 const glsl_type * const uvec3_t;
448 const glsl_type * const mat3_t;
449 const glsl_type * const mat4_t;
450
451 per_vertex_accumulator per_vertex_in;
452 per_vertex_accumulator per_vertex_out;
453 };
454
455
456 builtin_variable_generator::builtin_variable_generator(
457 exec_list *instructions, struct _mesa_glsl_parse_state *state)
458 : instructions(instructions), state(state), symtab(state->symbols),
459 compatibility(state->compat_shader || state->ARB_compatibility_enable),
460 bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
461 uint_t(glsl_type::uint_type),
462 uint64_t(glsl_type::uint64_t_type),
463 float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
464 vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
465 uvec3_t(glsl_type::uvec3_type),
466 mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
467 {
468 }
469
470 ir_variable *
471 builtin_variable_generator::add_index_variable(const char *name,
472 const glsl_type *type,
473 enum ir_variable_mode mode, int slot, int index)
474 {
475 ir_variable *var = new(symtab) ir_variable(type, name, mode);
476 var->data.how_declared = ir_var_declared_implicitly;
477
478 switch (var->data.mode) {
479 case ir_var_auto:
480 case ir_var_shader_in:
481 case ir_var_uniform:
482 case ir_var_system_value:
483 var->data.read_only = true;
484 break;
485 case ir_var_shader_out:
486 case ir_var_shader_storage:
487 break;
488 default:
489 /* The only variables that are added using this function should be
490 * uniforms, shader storage, shader inputs, and shader outputs, constants
491 * (which use ir_var_auto), and system values.
492 */
493 assert(0);
494 break;
495 }
496
497 var->data.location = slot;
498 var->data.explicit_location = (slot >= 0);
499 var->data.explicit_index = 1;
500 var->data.index = index;
501
502 /* Once the variable is created an initialized, add it to the symbol table
503 * and add the declaration to the IR stream.
504 */
505 instructions->push_tail(var);
506
507 symtab->add_variable(var);
508 return var;
509 }
510
511 ir_variable *
512 builtin_variable_generator::add_variable(const char *name,
513 const glsl_type *type,
514 enum ir_variable_mode mode, int slot)
515 {
516 ir_variable *var = new(symtab) ir_variable(type, name, mode);
517 var->data.how_declared = ir_var_declared_implicitly;
518
519 switch (var->data.mode) {
520 case ir_var_auto:
521 case ir_var_shader_in:
522 case ir_var_uniform:
523 case ir_var_system_value:
524 var->data.read_only = true;
525 break;
526 case ir_var_shader_out:
527 case ir_var_shader_storage:
528 break;
529 default:
530 /* The only variables that are added using this function should be
531 * uniforms, shader storage, shader inputs, and shader outputs, constants
532 * (which use ir_var_auto), and system values.
533 */
534 assert(0);
535 break;
536 }
537
538 var->data.location = slot;
539 var->data.explicit_location = (slot >= 0);
540 var->data.explicit_index = 0;
541
542 /* Once the variable is created an initialized, add it to the symbol table
543 * and add the declaration to the IR stream.
544 */
545 instructions->push_tail(var);
546
547 symtab->add_variable(var);
548 return var;
549 }
550
551 extern "C" const struct gl_builtin_uniform_desc *
552 _mesa_glsl_get_builtin_uniform_desc(const char *name)
553 {
554 for (unsigned i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
555 if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
556 return &_mesa_builtin_uniform_desc[i];
557 }
558 }
559 return NULL;
560 }
561
562 ir_variable *
563 builtin_variable_generator::add_uniform(const glsl_type *type,
564 const char *name)
565 {
566 ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1);
567
568 const struct gl_builtin_uniform_desc* const statevar =
569 _mesa_glsl_get_builtin_uniform_desc(name);
570 assert(statevar != NULL);
571
572 const unsigned array_count = type->is_array() ? type->length : 1;
573
574 ir_state_slot *slots =
575 uni->allocate_state_slots(array_count * statevar->num_elements);
576
577 for (unsigned a = 0; a < array_count; a++) {
578 for (unsigned j = 0; j < statevar->num_elements; j++) {
579 const struct gl_builtin_uniform_element *element =
580 &statevar->elements[j];
581
582 memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
583 if (type->is_array()) {
584 if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
585 strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
586 slots->tokens[2] = a;
587 } else {
588 slots->tokens[1] = a;
589 }
590 }
591
592 slots->swizzle = element->swizzle;
593 slots++;
594 }
595 }
596
597 return uni;
598 }
599
600
601 ir_variable *
602 builtin_variable_generator::add_const(const char *name, int value)
603 {
604 ir_variable *const var = add_variable(name, glsl_type::int_type,
605 ir_var_auto, -1);
606 var->constant_value = new(var) ir_constant(value);
607 var->constant_initializer = new(var) ir_constant(value);
608 var->data.has_initializer = true;
609 return var;
610 }
611
612
613 ir_variable *
614 builtin_variable_generator::add_const_ivec3(const char *name, int x, int y,
615 int z)
616 {
617 ir_variable *const var = add_variable(name, glsl_type::ivec3_type,
618 ir_var_auto, -1);
619 ir_constant_data data;
620 memset(&data, 0, sizeof(data));
621 data.i[0] = x;
622 data.i[1] = y;
623 data.i[2] = z;
624 var->constant_value = new(var) ir_constant(glsl_type::ivec3_type, &data);
625 var->constant_initializer =
626 new(var) ir_constant(glsl_type::ivec3_type, &data);
627 var->data.has_initializer = true;
628 return var;
629 }
630
631
632 void
633 builtin_variable_generator::generate_constants()
634 {
635 add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
636 add_const("gl_MaxVertexTextureImageUnits",
637 state->Const.MaxVertexTextureImageUnits);
638 add_const("gl_MaxCombinedTextureImageUnits",
639 state->Const.MaxCombinedTextureImageUnits);
640 add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
641 add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
642
643 /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
644 * GL counts them in units of "components" or "floats" and also in units
645 * of vectors since GL 4.1
646 */
647 if (!state->es_shader) {
648 add_const("gl_MaxFragmentUniformComponents",
649 state->Const.MaxFragmentUniformComponents);
650 add_const("gl_MaxVertexUniformComponents",
651 state->Const.MaxVertexUniformComponents);
652 }
653
654 if (state->is_version(410, 100)) {
655 add_const("gl_MaxVertexUniformVectors",
656 state->Const.MaxVertexUniformComponents / 4);
657 add_const("gl_MaxFragmentUniformVectors",
658 state->Const.MaxFragmentUniformComponents / 4);
659
660 /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
661 * vertex and fragment shader constants.
662 */
663 if (state->is_version(0, 300)) {
664 add_const("gl_MaxVertexOutputVectors",
665 state->ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4);
666 add_const("gl_MaxFragmentInputVectors",
667 state->ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4);
668 } else {
669 add_const("gl_MaxVaryingVectors",
670 state->ctx->Const.MaxVarying);
671 }
672
673 /* EXT_blend_func_extended brings a built in constant
674 * for determining number of dual source draw buffers
675 */
676 if (state->EXT_blend_func_extended_enable) {
677 add_const("gl_MaxDualSourceDrawBuffersEXT",
678 state->Const.MaxDualSourceDrawBuffers);
679 }
680 } else {
681 /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
682 * removed
683 */
684 add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4);
685 }
686
687 /* Texel offsets were introduced in ARB_shading_language_420pack (which
688 * requires desktop GLSL version 130), and adopted into desktop GLSL
689 * version 4.20 and GLSL ES version 3.00.
690 */
691 if ((state->is_version(130, 0) &&
692 state->ARB_shading_language_420pack_enable) ||
693 state->is_version(420, 300)) {
694 add_const("gl_MinProgramTexelOffset",
695 state->Const.MinProgramTexelOffset);
696 add_const("gl_MaxProgramTexelOffset",
697 state->Const.MaxProgramTexelOffset);
698 }
699
700 if (state->has_clip_distance()) {
701 add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
702 }
703 if (state->is_version(130, 0)) {
704 add_const("gl_MaxVaryingComponents", state->ctx->Const.MaxVarying * 4);
705 }
706 if (state->has_cull_distance()) {
707 add_const("gl_MaxCullDistances", state->Const.MaxClipPlanes);
708 add_const("gl_MaxCombinedClipAndCullDistances",
709 state->Const.MaxClipPlanes);
710 }
711
712 if (state->has_geometry_shader()) {
713 add_const("gl_MaxVertexOutputComponents",
714 state->Const.MaxVertexOutputComponents);
715 add_const("gl_MaxGeometryInputComponents",
716 state->Const.MaxGeometryInputComponents);
717 add_const("gl_MaxGeometryOutputComponents",
718 state->Const.MaxGeometryOutputComponents);
719 add_const("gl_MaxFragmentInputComponents",
720 state->Const.MaxFragmentInputComponents);
721 add_const("gl_MaxGeometryTextureImageUnits",
722 state->Const.MaxGeometryTextureImageUnits);
723 add_const("gl_MaxGeometryOutputVertices",
724 state->Const.MaxGeometryOutputVertices);
725 add_const("gl_MaxGeometryTotalOutputComponents",
726 state->Const.MaxGeometryTotalOutputComponents);
727 add_const("gl_MaxGeometryUniformComponents",
728 state->Const.MaxGeometryUniformComponents);
729
730 /* Note: the GLSL 1.50-4.40 specs require
731 * gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
732 * But they do not define what it means (and there does not appear to be
733 * any corresponding constant in the GL specs). However,
734 * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
735 * be the maximum number of components available for use as geometry
736 * outputs. So we assume this is a synonym for
737 * gl_MaxGeometryOutputComponents.
738 */
739 add_const("gl_MaxGeometryVaryingComponents",
740 state->Const.MaxGeometryOutputComponents);
741 }
742
743 if (compatibility) {
744 /* Note: gl_MaxLights stopped being listed as an explicit constant in
745 * GLSL 1.30, however it continues to be referred to (as a minimum size
746 * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
747 * this seems like it was probably an oversight.
748 */
749 add_const("gl_MaxLights", state->Const.MaxLights);
750
751 add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
752
753 /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
754 * 1.50, however this seems like it was probably an oversight.
755 */
756 add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
757
758 /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
759 * re-introduced in GLSL 1.50, so this seems like it was probably an
760 * oversight.
761 */
762 add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
763 }
764
765 if (state->has_atomic_counters()) {
766 add_const("gl_MaxVertexAtomicCounters",
767 state->Const.MaxVertexAtomicCounters);
768 add_const("gl_MaxFragmentAtomicCounters",
769 state->Const.MaxFragmentAtomicCounters);
770 add_const("gl_MaxCombinedAtomicCounters",
771 state->Const.MaxCombinedAtomicCounters);
772 add_const("gl_MaxAtomicCounterBindings",
773 state->Const.MaxAtomicBufferBindings);
774
775 if (state->has_geometry_shader()) {
776 add_const("gl_MaxGeometryAtomicCounters",
777 state->Const.MaxGeometryAtomicCounters);
778 }
779 if (state->is_version(110, 320)) {
780 add_const("gl_MaxTessControlAtomicCounters",
781 state->Const.MaxTessControlAtomicCounters);
782 add_const("gl_MaxTessEvaluationAtomicCounters",
783 state->Const.MaxTessEvaluationAtomicCounters);
784 }
785 }
786
787 if (state->is_version(420, 310)) {
788 add_const("gl_MaxVertexAtomicCounterBuffers",
789 state->Const.MaxVertexAtomicCounterBuffers);
790 add_const("gl_MaxFragmentAtomicCounterBuffers",
791 state->Const.MaxFragmentAtomicCounterBuffers);
792 add_const("gl_MaxCombinedAtomicCounterBuffers",
793 state->Const.MaxCombinedAtomicCounterBuffers);
794 add_const("gl_MaxAtomicCounterBufferSize",
795 state->Const.MaxAtomicCounterBufferSize);
796
797 if (state->has_geometry_shader()) {
798 add_const("gl_MaxGeometryAtomicCounterBuffers",
799 state->Const.MaxGeometryAtomicCounterBuffers);
800 }
801 if (state->is_version(110, 320)) {
802 add_const("gl_MaxTessControlAtomicCounterBuffers",
803 state->Const.MaxTessControlAtomicCounterBuffers);
804 add_const("gl_MaxTessEvaluationAtomicCounterBuffers",
805 state->Const.MaxTessEvaluationAtomicCounterBuffers);
806 }
807 }
808
809 if (state->is_version(430, 310) || state->ARB_compute_shader_enable) {
810 add_const("gl_MaxComputeAtomicCounterBuffers",
811 state->Const.MaxComputeAtomicCounterBuffers);
812 add_const("gl_MaxComputeAtomicCounters",
813 state->Const.MaxComputeAtomicCounters);
814 add_const("gl_MaxComputeImageUniforms",
815 state->Const.MaxComputeImageUniforms);
816 add_const("gl_MaxComputeTextureImageUnits",
817 state->Const.MaxComputeTextureImageUnits);
818 add_const("gl_MaxComputeUniformComponents",
819 state->Const.MaxComputeUniformComponents);
820
821 add_const_ivec3("gl_MaxComputeWorkGroupCount",
822 state->Const.MaxComputeWorkGroupCount[0],
823 state->Const.MaxComputeWorkGroupCount[1],
824 state->Const.MaxComputeWorkGroupCount[2]);
825 add_const_ivec3("gl_MaxComputeWorkGroupSize",
826 state->Const.MaxComputeWorkGroupSize[0],
827 state->Const.MaxComputeWorkGroupSize[1],
828 state->Const.MaxComputeWorkGroupSize[2]);
829
830 /* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables):
831 *
832 * The built-in constant gl_WorkGroupSize is a compute-shader
833 * constant containing the local work-group size of the shader. The
834 * size of the work group in the X, Y, and Z dimensions is stored in
835 * the x, y, and z components. The constants values in
836 * gl_WorkGroupSize will match those specified in the required
837 * local_size_x, local_size_y, and local_size_z layout qualifiers
838 * for the current shader. This is a constant so that it can be
839 * used to size arrays of memory that can be shared within the local
840 * work group. It is a compile-time error to use gl_WorkGroupSize
841 * in a shader that does not declare a fixed local group size, or
842 * before that shader has declared a fixed local group size, using
843 * local_size_x, local_size_y, and local_size_z.
844 *
845 * To prevent the shader from trying to refer to gl_WorkGroupSize before
846 * the layout declaration, we don't define it here. Intead we define it
847 * in ast_cs_input_layout::hir().
848 */
849 }
850
851 if (state->has_enhanced_layouts()) {
852 add_const("gl_MaxTransformFeedbackBuffers",
853 state->Const.MaxTransformFeedbackBuffers);
854 add_const("gl_MaxTransformFeedbackInterleavedComponents",
855 state->Const.MaxTransformFeedbackInterleavedComponents);
856 }
857
858 if (state->has_shader_image_load_store()) {
859 add_const("gl_MaxImageUnits",
860 state->Const.MaxImageUnits);
861 add_const("gl_MaxVertexImageUniforms",
862 state->Const.MaxVertexImageUniforms);
863 add_const("gl_MaxFragmentImageUniforms",
864 state->Const.MaxFragmentImageUniforms);
865 add_const("gl_MaxCombinedImageUniforms",
866 state->Const.MaxCombinedImageUniforms);
867
868 if (state->has_geometry_shader()) {
869 add_const("gl_MaxGeometryImageUniforms",
870 state->Const.MaxGeometryImageUniforms);
871 }
872
873 if (!state->es_shader) {
874 add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs",
875 state->Const.MaxCombinedShaderOutputResources);
876 add_const("gl_MaxImageSamples",
877 state->Const.MaxImageSamples);
878 }
879
880 if (state->has_tessellation_shader()) {
881 add_const("gl_MaxTessControlImageUniforms",
882 state->Const.MaxTessControlImageUniforms);
883 add_const("gl_MaxTessEvaluationImageUniforms",
884 state->Const.MaxTessEvaluationImageUniforms);
885 }
886 }
887
888 if (state->is_version(440, 310) ||
889 state->ARB_ES3_1_compatibility_enable) {
890 add_const("gl_MaxCombinedShaderOutputResources",
891 state->Const.MaxCombinedShaderOutputResources);
892 }
893
894 if (state->is_version(410, 0) ||
895 state->ARB_viewport_array_enable ||
896 state->OES_viewport_array_enable)
897 add_const("gl_MaxViewports", state->Const.MaxViewports);
898
899 if (state->has_tessellation_shader()) {
900 add_const("gl_MaxPatchVertices", state->Const.MaxPatchVertices);
901 add_const("gl_MaxTessGenLevel", state->Const.MaxTessGenLevel);
902 add_const("gl_MaxTessControlInputComponents", state->Const.MaxTessControlInputComponents);
903 add_const("gl_MaxTessControlOutputComponents", state->Const.MaxTessControlOutputComponents);
904 add_const("gl_MaxTessControlTextureImageUnits", state->Const.MaxTessControlTextureImageUnits);
905 add_const("gl_MaxTessEvaluationInputComponents", state->Const.MaxTessEvaluationInputComponents);
906 add_const("gl_MaxTessEvaluationOutputComponents", state->Const.MaxTessEvaluationOutputComponents);
907 add_const("gl_MaxTessEvaluationTextureImageUnits", state->Const.MaxTessEvaluationTextureImageUnits);
908 add_const("gl_MaxTessPatchComponents", state->Const.MaxTessPatchComponents);
909 add_const("gl_MaxTessControlTotalOutputComponents", state->Const.MaxTessControlTotalOutputComponents);
910 add_const("gl_MaxTessControlUniformComponents", state->Const.MaxTessControlUniformComponents);
911 add_const("gl_MaxTessEvaluationUniformComponents", state->Const.MaxTessEvaluationUniformComponents);
912 }
913
914 if (state->is_version(450, 320) ||
915 state->OES_sample_variables_enable ||
916 state->ARB_ES3_1_compatibility_enable)
917 add_const("gl_MaxSamples", state->Const.MaxSamples);
918 }
919
920
921 /**
922 * Generate uniform variables (which exist in all types of shaders).
923 */
924 void
925 builtin_variable_generator::generate_uniforms()
926 {
927 if (state->is_version(400, 320) ||
928 state->ARB_sample_shading_enable ||
929 state->OES_sample_variables_enable)
930 add_uniform(int_t, "gl_NumSamples");
931 add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
932 add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
933 add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
934
935 if (compatibility) {
936 add_uniform(mat4_t, "gl_ModelViewMatrix");
937 add_uniform(mat4_t, "gl_ProjectionMatrix");
938 add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
939 add_uniform(mat3_t, "gl_NormalMatrix");
940 add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
941 add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
942 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
943 add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
944 add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
945 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
946 add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
947 add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
948 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
949 add_uniform(float_t, "gl_NormalScale");
950 add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
951 add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
952
953 const glsl_type *const mat4_array_type =
954 array(mat4_t, state->Const.MaxTextureCoords);
955 add_uniform(mat4_array_type, "gl_TextureMatrix");
956 add_uniform(mat4_array_type, "gl_TextureMatrixInverse");
957 add_uniform(mat4_array_type, "gl_TextureMatrixTranspose");
958 add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
959
960 add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
961 add_uniform(type("gl_PointParameters"), "gl_Point");
962
963 const glsl_type *const material_parameters_type =
964 type("gl_MaterialParameters");
965 add_uniform(material_parameters_type, "gl_FrontMaterial");
966 add_uniform(material_parameters_type, "gl_BackMaterial");
967
968 add_uniform(array(type("gl_LightSourceParameters"),
969 state->Const.MaxLights),
970 "gl_LightSource");
971
972 const glsl_type *const light_model_products_type =
973 type("gl_LightModelProducts");
974 add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
975 add_uniform(light_model_products_type, "gl_BackLightModelProduct");
976
977 const glsl_type *const light_products_type =
978 array(type("gl_LightProducts"), state->Const.MaxLights);
979 add_uniform(light_products_type, "gl_FrontLightProduct");
980 add_uniform(light_products_type, "gl_BackLightProduct");
981
982 add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
983 "gl_TextureEnvColor");
984
985 const glsl_type *const texcoords_vec4 =
986 array(vec4_t, state->Const.MaxTextureCoords);
987 add_uniform(texcoords_vec4, "gl_EyePlaneS");
988 add_uniform(texcoords_vec4, "gl_EyePlaneT");
989 add_uniform(texcoords_vec4, "gl_EyePlaneR");
990 add_uniform(texcoords_vec4, "gl_EyePlaneQ");
991 add_uniform(texcoords_vec4, "gl_ObjectPlaneS");
992 add_uniform(texcoords_vec4, "gl_ObjectPlaneT");
993 add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
994 add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
995
996 add_uniform(type("gl_FogParameters"), "gl_Fog");
997 }
998 }
999
1000
1001 /**
1002 * Generate special variables which exist in all shaders.
1003 */
1004 void
1005 builtin_variable_generator::generate_special_vars()
1006 {
1007 if (state->ARB_shader_ballot_enable) {
1008 add_system_value(SYSTEM_VALUE_SUBGROUP_SIZE, uint_t, "gl_SubGroupSizeARB");
1009 add_system_value(SYSTEM_VALUE_SUBGROUP_INVOCATION, uint_t, "gl_SubGroupInvocationARB");
1010 add_system_value(SYSTEM_VALUE_SUBGROUP_EQ_MASK, uint64_t, "gl_SubGroupEqMaskARB");
1011 add_system_value(SYSTEM_VALUE_SUBGROUP_GE_MASK, uint64_t, "gl_SubGroupGeMaskARB");
1012 add_system_value(SYSTEM_VALUE_SUBGROUP_GT_MASK, uint64_t, "gl_SubGroupGtMaskARB");
1013 add_system_value(SYSTEM_VALUE_SUBGROUP_LE_MASK, uint64_t, "gl_SubGroupLeMaskARB");
1014 add_system_value(SYSTEM_VALUE_SUBGROUP_LT_MASK, uint64_t, "gl_SubGroupLtMaskARB");
1015 }
1016 }
1017
1018
1019 /**
1020 * Generate variables which only exist in vertex shaders.
1021 */
1022 void
1023 builtin_variable_generator::generate_vs_special_vars()
1024 {
1025 ir_variable *var;
1026
1027 if (state->is_version(130, 300) || state->EXT_gpu_shader4_enable)
1028 add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
1029 if (state->is_version(460, 0)) {
1030 add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertex");
1031 add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstance");
1032 add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawID");
1033 }
1034 if (state->ARB_draw_instanced_enable)
1035 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
1036 if (state->ARB_draw_instanced_enable || state->is_version(140, 300) ||
1037 state->EXT_gpu_shader4_enable)
1038 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
1039 if (state->ARB_shader_draw_parameters_enable) {
1040 add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertexARB");
1041 add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstanceARB");
1042 add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawIDARB");
1043 }
1044 if (state->AMD_vertex_shader_layer_enable ||
1045 state->ARB_shader_viewport_layer_array_enable) {
1046 var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1047 var->data.interpolation = INTERP_MODE_FLAT;
1048 }
1049 if (state->AMD_vertex_shader_viewport_index_enable ||
1050 state->ARB_shader_viewport_layer_array_enable) {
1051 var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1052 var->data.interpolation = INTERP_MODE_FLAT;
1053 }
1054 if (compatibility) {
1055 add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
1056 add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
1057 add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
1058 add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
1059 add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
1060 add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
1061 add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
1062 add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
1063 add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
1064 add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
1065 add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
1066 add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
1067 add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
1068 }
1069 }
1070
1071
1072 /**
1073 * Generate variables which only exist in tessellation control shaders.
1074 */
1075 void
1076 builtin_variable_generator::generate_tcs_special_vars()
1077 {
1078 add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
1079 add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
1080 add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
1081
1082 add_output(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
1083 "gl_TessLevelOuter")->data.patch = 1;
1084 add_output(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
1085 "gl_TessLevelInner")->data.patch = 1;
1086 /* XXX What to do if multiple are flipped on? */
1087 int bbox_slot = state->ctx->Const.NoPrimitiveBoundingBoxOutput ? -1 :
1088 VARYING_SLOT_BOUNDING_BOX0;
1089 if (state->EXT_primitive_bounding_box_enable)
1090 add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBoxEXT")
1091 ->data.patch = 1;
1092 if (state->OES_primitive_bounding_box_enable)
1093 add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBoxOES")
1094 ->data.patch = 1;
1095 if (state->is_version(0, 320) || state->ARB_ES3_2_compatibility_enable)
1096 add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBox")
1097 ->data.patch = 1;
1098 }
1099
1100
1101 /**
1102 * Generate variables which only exist in tessellation evaluation shaders.
1103 */
1104 void
1105 builtin_variable_generator::generate_tes_special_vars()
1106 {
1107 ir_variable *var;
1108
1109 add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
1110 add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
1111 add_system_value(SYSTEM_VALUE_TESS_COORD, vec3_t, "gl_TessCoord");
1112 if (this->state->ctx->Const.GLSLTessLevelsAsInputs) {
1113 add_input(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
1114 "gl_TessLevelOuter")->data.patch = 1;
1115 add_input(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
1116 "gl_TessLevelInner")->data.patch = 1;
1117 } else {
1118 add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER, array(float_t, 4),
1119 "gl_TessLevelOuter");
1120 add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2),
1121 "gl_TessLevelInner");
1122 }
1123 if (state->ARB_shader_viewport_layer_array_enable) {
1124 var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1125 var->data.interpolation = INTERP_MODE_FLAT;
1126 var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1127 var->data.interpolation = INTERP_MODE_FLAT;
1128 }
1129 }
1130
1131
1132 /**
1133 * Generate variables which only exist in geometry shaders.
1134 */
1135 void
1136 builtin_variable_generator::generate_gs_special_vars()
1137 {
1138 ir_variable *var;
1139
1140 var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1141 var->data.interpolation = INTERP_MODE_FLAT;
1142 if (state->is_version(410, 0) || state->ARB_viewport_array_enable ||
1143 state->OES_viewport_array_enable) {
1144 var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1145 var->data.interpolation = INTERP_MODE_FLAT;
1146 }
1147 if (state->is_version(400, 320) || state->ARB_gpu_shader5_enable ||
1148 state->OES_geometry_shader_enable || state->EXT_geometry_shader_enable) {
1149 add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
1150 }
1151
1152 /* Although gl_PrimitiveID appears in tessellation control and tessellation
1153 * evaluation shaders, it has a different function there than it has in
1154 * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
1155 * as special geometry shader variables.
1156 *
1157 * Note that although the general convention of suffixing geometry shader
1158 * input varyings with "In" was not adopted into GLSL 1.50, it is used in
1159 * the specific case of gl_PrimitiveIDIn. So we don't need to treat
1160 * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
1161 */
1162 var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
1163 var->data.interpolation = INTERP_MODE_FLAT;
1164 var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
1165 var->data.interpolation = INTERP_MODE_FLAT;
1166 }
1167
1168
1169 /**
1170 * Generate variables which only exist in fragment shaders.
1171 */
1172 void
1173 builtin_variable_generator::generate_fs_special_vars()
1174 {
1175 ir_variable *var;
1176
1177 if (this->state->ctx->Const.GLSLFragCoordIsSysVal)
1178 add_system_value(SYSTEM_VALUE_FRAG_COORD, vec4_t, "gl_FragCoord");
1179 else
1180 add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
1181
1182 if (this->state->ctx->Const.GLSLFrontFacingIsSysVal)
1183 add_system_value(SYSTEM_VALUE_FRONT_FACE, bool_t, "gl_FrontFacing");
1184 else
1185 add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
1186
1187 if (state->is_version(120, 100))
1188 add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
1189
1190 if (state->has_geometry_shader() || state->EXT_gpu_shader4_enable) {
1191 var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
1192 var->data.interpolation = INTERP_MODE_FLAT;
1193 }
1194
1195 /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
1196 * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
1197 * They were removed from GLSL ES 3.00.
1198 */
1199 if (compatibility || !state->is_version(420, 300)) {
1200 add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor");
1201 add_output(FRAG_RESULT_DATA0,
1202 array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
1203 }
1204
1205 if (state->has_framebuffer_fetch() && !state->is_version(130, 300)) {
1206 ir_variable *const var =
1207 add_output(FRAG_RESULT_DATA0,
1208 array(vec4_t, state->Const.MaxDrawBuffers),
1209 "gl_LastFragData");
1210 var->data.precision = GLSL_PRECISION_MEDIUM;
1211 var->data.read_only = 1;
1212 var->data.fb_fetch_output = 1;
1213 var->data.memory_coherent = 1;
1214 }
1215
1216 if (state->es_shader && state->language_version == 100 && state->EXT_blend_func_extended_enable) {
1217 add_index_output(FRAG_RESULT_COLOR, 1, vec4_t,
1218 "gl_SecondaryFragColorEXT");
1219 add_index_output(FRAG_RESULT_DATA0, 1,
1220 array(vec4_t, state->Const.MaxDualSourceDrawBuffers),
1221 "gl_SecondaryFragDataEXT");
1222 }
1223
1224 /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
1225 * ES 1.00.
1226 */
1227 if (state->is_version(110, 300))
1228 add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth");
1229
1230 if (state->EXT_frag_depth_enable)
1231 add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepthEXT");
1232
1233 if (state->ARB_shader_stencil_export_enable) {
1234 ir_variable *const var =
1235 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
1236 if (state->ARB_shader_stencil_export_warn)
1237 var->enable_extension_warning("GL_ARB_shader_stencil_export");
1238 }
1239
1240 if (state->AMD_shader_stencil_export_enable) {
1241 ir_variable *const var =
1242 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
1243 if (state->AMD_shader_stencil_export_warn)
1244 var->enable_extension_warning("GL_AMD_shader_stencil_export");
1245 }
1246
1247 if (state->is_version(400, 320) ||
1248 state->ARB_sample_shading_enable ||
1249 state->OES_sample_variables_enable) {
1250 add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, "gl_SampleID");
1251 add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, "gl_SamplePosition");
1252 /* From the ARB_sample_shading specification:
1253 * "The number of elements in the array is ceil(<s>/32), where
1254 * <s> is the maximum number of color samples supported by the
1255 * implementation."
1256 * Since no drivers expose more than 32x MSAA, we can simply set
1257 * the array size to 1 rather than computing it.
1258 */
1259 add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), "gl_SampleMask");
1260 }
1261
1262 if (state->is_version(400, 320) ||
1263 state->ARB_gpu_shader5_enable ||
1264 state->OES_sample_variables_enable) {
1265 add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1), "gl_SampleMaskIn");
1266 }
1267
1268 if (state->is_version(430, 320) ||
1269 state->ARB_fragment_layer_viewport_enable ||
1270 state->OES_geometry_shader_enable ||
1271 state->EXT_geometry_shader_enable) {
1272 var = add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1273 var->data.interpolation = INTERP_MODE_FLAT;
1274 }
1275
1276 if (state->is_version(430, 0) ||
1277 state->ARB_fragment_layer_viewport_enable ||
1278 state->OES_viewport_array_enable) {
1279 var = add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1280 var->data.interpolation = INTERP_MODE_FLAT;
1281 }
1282
1283 if (state->is_version(450, 310) || state->ARB_ES3_1_compatibility_enable)
1284 add_system_value(SYSTEM_VALUE_HELPER_INVOCATION, bool_t, "gl_HelperInvocation");
1285 }
1286
1287
1288 /**
1289 * Generate variables which only exist in compute shaders.
1290 */
1291 void
1292 builtin_variable_generator::generate_cs_special_vars()
1293 {
1294 add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_ID, uvec3_t,
1295 "gl_LocalInvocationID");
1296 add_system_value(SYSTEM_VALUE_WORK_GROUP_ID, uvec3_t, "gl_WorkGroupID");
1297 add_system_value(SYSTEM_VALUE_NUM_WORK_GROUPS, uvec3_t, "gl_NumWorkGroups");
1298
1299 if (state->ARB_compute_variable_group_size_enable) {
1300 add_system_value(SYSTEM_VALUE_LOCAL_GROUP_SIZE,
1301 uvec3_t, "gl_LocalGroupSizeARB");
1302 }
1303
1304 add_system_value(SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
1305 uvec3_t, "gl_GlobalInvocationID");
1306 add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
1307 uint_t, "gl_LocalInvocationIndex");
1308 }
1309
1310
1311 /**
1312 * Add a single "varying" variable. The variable's type and direction (input
1313 * or output) are adjusted as appropriate for the type of shader being
1314 * compiled.
1315 */
1316 void
1317 builtin_variable_generator::add_varying(int slot, const glsl_type *type,
1318 const char *name)
1319 {
1320 switch (state->stage) {
1321 case MESA_SHADER_TESS_CTRL:
1322 case MESA_SHADER_TESS_EVAL:
1323 case MESA_SHADER_GEOMETRY:
1324 this->per_vertex_in.add_field(slot, type, name);
1325 /* FALLTHROUGH */
1326 case MESA_SHADER_VERTEX:
1327 this->per_vertex_out.add_field(slot, type, name);
1328 break;
1329 case MESA_SHADER_FRAGMENT:
1330 add_input(slot, type, name);
1331 break;
1332 case MESA_SHADER_COMPUTE:
1333 /* Compute shaders don't have varyings. */
1334 break;
1335 default:
1336 break;
1337 }
1338 }
1339
1340
1341 /**
1342 * Generate variables that are used to communicate data from one shader stage
1343 * to the next ("varyings").
1344 */
1345 void
1346 builtin_variable_generator::generate_varyings()
1347 {
1348 /* gl_Position and gl_PointSize are not visible from fragment shaders. */
1349 if (state->stage != MESA_SHADER_FRAGMENT) {
1350 add_varying(VARYING_SLOT_POS, vec4_t, "gl_Position");
1351 if (!state->es_shader ||
1352 state->stage == MESA_SHADER_VERTEX ||
1353 (state->stage == MESA_SHADER_GEOMETRY &&
1354 (state->OES_geometry_point_size_enable ||
1355 state->EXT_geometry_point_size_enable)) ||
1356 ((state->stage == MESA_SHADER_TESS_CTRL ||
1357 state->stage == MESA_SHADER_TESS_EVAL) &&
1358 (state->OES_tessellation_point_size_enable ||
1359 state->EXT_tessellation_point_size_enable))) {
1360 add_varying(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
1361 }
1362 }
1363
1364 if (state->has_clip_distance()) {
1365 add_varying(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
1366 "gl_ClipDistance");
1367 }
1368 if (state->has_cull_distance()) {
1369 add_varying(VARYING_SLOT_CULL_DIST0, array(float_t, 0),
1370 "gl_CullDistance");
1371 }
1372
1373 if (compatibility) {
1374 add_varying(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
1375 add_varying(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
1376 if (state->stage == MESA_SHADER_FRAGMENT) {
1377 add_varying(VARYING_SLOT_COL0, vec4_t, "gl_Color");
1378 add_varying(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
1379 } else {
1380 add_varying(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
1381 add_varying(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
1382 add_varying(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
1383 add_varying(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
1384 add_varying(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
1385 }
1386 }
1387
1388 /* Section 7.1 (Built-In Language Variables) of the GLSL 4.00 spec
1389 * says:
1390 *
1391 * "In the tessellation control language, built-in variables are
1392 * intrinsically declared as:
1393 *
1394 * in gl_PerVertex {
1395 * vec4 gl_Position;
1396 * float gl_PointSize;
1397 * float gl_ClipDistance[];
1398 * } gl_in[gl_MaxPatchVertices];"
1399 */
1400 if (state->stage == MESA_SHADER_TESS_CTRL ||
1401 state->stage == MESA_SHADER_TESS_EVAL) {
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, state->Const.MaxPatchVertices),
1405 ir_var_shader_in, -1);
1406 }
1407 if (state->stage == MESA_SHADER_GEOMETRY) {
1408 const glsl_type *per_vertex_in_type =
1409 this->per_vertex_in.construct_interface_instance();
1410 add_variable("gl_in", array(per_vertex_in_type, 0),
1411 ir_var_shader_in, -1);
1412 }
1413 if (state->stage == MESA_SHADER_TESS_CTRL) {
1414 const glsl_type *per_vertex_out_type =
1415 this->per_vertex_out.construct_interface_instance();
1416 add_variable("gl_out", array(per_vertex_out_type, 0),
1417 ir_var_shader_out, -1);
1418 }
1419 if (state->stage == MESA_SHADER_VERTEX ||
1420 state->stage == MESA_SHADER_TESS_EVAL ||
1421 state->stage == MESA_SHADER_GEOMETRY) {
1422 const glsl_type *per_vertex_out_type =
1423 this->per_vertex_out.construct_interface_instance();
1424 const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
1425 for (unsigned i = 0; i < per_vertex_out_type->length; i++) {
1426 ir_variable *var =
1427 add_variable(fields[i].name, fields[i].type, ir_var_shader_out,
1428 fields[i].location);
1429 var->data.interpolation = fields[i].interpolation;
1430 var->data.centroid = fields[i].centroid;
1431 var->data.sample = fields[i].sample;
1432 var->data.patch = fields[i].patch;
1433 var->data.precision = fields[i].precision;
1434 var->init_interface_type(per_vertex_out_type);
1435 }
1436 }
1437 }
1438
1439
1440 }; /* Anonymous namespace */
1441
1442
1443 void
1444 _mesa_glsl_initialize_variables(exec_list *instructions,
1445 struct _mesa_glsl_parse_state *state)
1446 {
1447 builtin_variable_generator gen(instructions, state);
1448
1449 gen.generate_constants();
1450 gen.generate_uniforms();
1451 gen.generate_special_vars();
1452
1453 gen.generate_varyings();
1454
1455 switch (state->stage) {
1456 case MESA_SHADER_VERTEX:
1457 gen.generate_vs_special_vars();
1458 break;
1459 case MESA_SHADER_TESS_CTRL:
1460 gen.generate_tcs_special_vars();
1461 break;
1462 case MESA_SHADER_TESS_EVAL:
1463 gen.generate_tes_special_vars();
1464 break;
1465 case MESA_SHADER_GEOMETRY:
1466 gen.generate_gs_special_vars();
1467 break;
1468 case MESA_SHADER_FRAGMENT:
1469 gen.generate_fs_special_vars();
1470 break;
1471 case MESA_SHADER_COMPUTE:
1472 gen.generate_cs_special_vars();
1473 break;
1474 default:
1475 break;
1476 }
1477 }