2 * Copyright © 2010 Intel Corporation
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
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.
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")
40 #include "ir_builder.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"
50 using namespace ir_builder
;
52 static const struct gl_builtin_uniform_element gl_NumSamples_elements
[] = {
53 {NULL
, {STATE_NUM_SAMPLES
, 0, 0}, SWIZZLE_XXXX
}
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
},
62 static const struct gl_builtin_uniform_element gl_ClipPlane_elements
[] = {
63 {NULL
, {STATE_CLIPPLANE
, 0, 0}, SWIZZLE_XYZW
}
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
},
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
},
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
},
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
,
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
},
111 static const struct gl_builtin_uniform_element gl_LightModel_elements
[] = {
112 {"ambient", {STATE_LIGHTMODEL_AMBIENT
, 0}, SWIZZLE_XYZW
},
115 static const struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements
[] = {
116 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR
, 0}, SWIZZLE_XYZW
},
119 static const struct gl_builtin_uniform_element gl_BackLightModelProduct_elements
[] = {
120 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR
, 1}, SWIZZLE_XYZW
},
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
},
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
},
135 static const struct gl_builtin_uniform_element gl_TextureEnvColor_elements
[] = {
136 {NULL
, {STATE_TEXENV_COLOR
, 0}, SWIZZLE_XYZW
},
139 static const struct gl_builtin_uniform_element gl_EyePlaneS_elements
[] = {
140 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_EYE_S
}, SWIZZLE_XYZW
},
143 static const struct gl_builtin_uniform_element gl_EyePlaneT_elements
[] = {
144 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_EYE_T
}, SWIZZLE_XYZW
},
147 static const struct gl_builtin_uniform_element gl_EyePlaneR_elements
[] = {
148 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_EYE_R
}, SWIZZLE_XYZW
},
151 static const struct gl_builtin_uniform_element gl_EyePlaneQ_elements
[] = {
152 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_EYE_Q
}, SWIZZLE_XYZW
},
155 static const struct gl_builtin_uniform_element gl_ObjectPlaneS_elements
[] = {
156 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_OBJECT_S
}, SWIZZLE_XYZW
},
159 static const struct gl_builtin_uniform_element gl_ObjectPlaneT_elements
[] = {
160 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_OBJECT_T
}, SWIZZLE_XYZW
},
163 static const struct gl_builtin_uniform_element gl_ObjectPlaneR_elements
[] = {
164 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_OBJECT_R
}, SWIZZLE_XYZW
},
167 static const struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements
[] = {
168 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_OBJECT_Q
}, SWIZZLE_XYZW
},
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
},
179 static const struct gl_builtin_uniform_element gl_NormalScale_elements
[] = {
180 {NULL
, {STATE_NORMAL_SCALE
}, SWIZZLE_XXXX
},
183 static const struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements
[] = {
184 {NULL
, {STATE_INTERNAL
, STATE_FOG_PARAMS_OPTIMIZED
}, SWIZZLE_XYZW
},
187 static const struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements
[] = {
188 {NULL
, {STATE_INTERNAL
, STATE_CURRENT_ATTRIB
, 0}, SWIZZLE_XYZW
},
191 static const struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements
[] = {
192 {NULL
, {STATE_INTERNAL
, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED
, 0}, SWIZZLE_XYZW
},
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 }, \
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
);
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
);
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
);
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
);
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
) },
250 #define STATEVAR(name) {#name, name ## _elements, ARRAY_SIZE(name ## _elements)}
252 static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc
[] = {
253 STATEVAR(gl_NumSamples
),
254 STATEVAR(gl_DepthRange
),
255 STATEVAR(gl_ClipPlane
),
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
),
276 STATEVAR(gl_ModelViewMatrix
),
277 STATEVAR(gl_ModelViewMatrixInverse
),
278 STATEVAR(gl_ModelViewMatrixTranspose
),
279 STATEVAR(gl_ModelViewMatrixInverseTranspose
),
281 STATEVAR(gl_ProjectionMatrix
),
282 STATEVAR(gl_ProjectionMatrixInverse
),
283 STATEVAR(gl_ProjectionMatrixTranspose
),
284 STATEVAR(gl_ProjectionMatrixInverseTranspose
),
286 STATEVAR(gl_ModelViewProjectionMatrix
),
287 STATEVAR(gl_ModelViewProjectionMatrixInverse
),
288 STATEVAR(gl_ModelViewProjectionMatrixTranspose
),
289 STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose
),
291 STATEVAR(gl_TextureMatrix
),
292 STATEVAR(gl_TextureMatrixInverse
),
293 STATEVAR(gl_TextureMatrixTranspose
),
294 STATEVAR(gl_TextureMatrixInverseTranspose
),
296 STATEVAR(gl_NormalMatrix
),
297 STATEVAR(gl_NormalScale
),
299 STATEVAR(gl_FogParamsOptimizedMESA
),
300 STATEVAR(gl_CurrentAttribVertMESA
),
301 STATEVAR(gl_CurrentAttribFragMESA
),
310 * Data structure that accumulates fields for the gl_PerVertex interface
313 class per_vertex_accumulator
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;
321 glsl_struct_field fields
[11];
326 per_vertex_accumulator::per_vertex_accumulator()
334 per_vertex_accumulator::add_field(int slot
, const glsl_type
*type
,
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;
362 per_vertex_accumulator::construct_interface_instance() const
364 return glsl_type::get_interface_instance(this->fields
, this->num_fields
,
365 GLSL_INTERFACE_PACKING_STD140
,
371 class builtin_variable_generator
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();
388 const glsl_type
*array(const glsl_type
*base
, unsigned elements
)
390 return glsl_type::get_array_instance(base
, elements
);
393 const glsl_type
*type(const char *name
)
395 return symtab
->get_type(name
);
398 ir_variable
*add_input(int slot
, const glsl_type
*type
, const char *name
)
400 return add_variable(name
, type
, ir_var_shader_in
, slot
);
403 ir_variable
*add_output(int slot
, const glsl_type
*type
, const char *name
)
405 return add_variable(name
, type
, ir_var_shader_out
, slot
);
408 ir_variable
*add_index_output(int slot
, int index
, const glsl_type
*type
, const char *name
)
410 return add_index_variable(name
, type
, ir_var_shader_out
, slot
, index
);
413 ir_variable
*add_system_value(int slot
, const glsl_type
*type
,
416 return add_variable(name
, type
, ir_var_system_value
, slot
);
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
);
428 exec_list
* const instructions
;
429 struct _mesa_glsl_parse_state
* const state
;
430 glsl_symbol_table
* const symtab
;
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
437 const bool compatibility
;
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
;
451 per_vertex_accumulator per_vertex_in
;
452 per_vertex_accumulator per_vertex_out
;
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
)
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
)
475 ir_variable
*var
= new(symtab
) ir_variable(type
, name
, mode
);
476 var
->data
.how_declared
= ir_var_declared_implicitly
;
478 switch (var
->data
.mode
) {
480 case ir_var_shader_in
:
482 case ir_var_system_value
:
483 var
->data
.read_only
= true;
485 case ir_var_shader_out
:
486 case ir_var_shader_storage
:
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.
497 var
->data
.location
= slot
;
498 var
->data
.explicit_location
= (slot
>= 0);
499 var
->data
.explicit_index
= 1;
500 var
->data
.index
= index
;
502 /* Once the variable is created an initialized, add it to the symbol table
503 * and add the declaration to the IR stream.
505 instructions
->push_tail(var
);
507 symtab
->add_variable(var
);
512 builtin_variable_generator::add_variable(const char *name
,
513 const glsl_type
*type
,
514 enum ir_variable_mode mode
, int slot
)
516 ir_variable
*var
= new(symtab
) ir_variable(type
, name
, mode
);
517 var
->data
.how_declared
= ir_var_declared_implicitly
;
519 switch (var
->data
.mode
) {
521 case ir_var_shader_in
:
523 case ir_var_system_value
:
524 var
->data
.read_only
= true;
526 case ir_var_shader_out
:
527 case ir_var_shader_storage
:
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.
538 var
->data
.location
= slot
;
539 var
->data
.explicit_location
= (slot
>= 0);
540 var
->data
.explicit_index
= 0;
542 /* Once the variable is created an initialized, add it to the symbol table
543 * and add the declaration to the IR stream.
545 instructions
->push_tail(var
);
547 symtab
->add_variable(var
);
551 extern "C" const struct gl_builtin_uniform_desc
*
552 _mesa_glsl_get_builtin_uniform_desc(const char *name
)
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
];
563 builtin_variable_generator::add_uniform(const glsl_type
*type
,
566 ir_variable
*const uni
= add_variable(name
, type
, ir_var_uniform
, -1);
568 const struct gl_builtin_uniform_desc
* const statevar
=
569 _mesa_glsl_get_builtin_uniform_desc(name
);
570 assert(statevar
!= NULL
);
572 const unsigned array_count
= type
->is_array() ? type
->length
: 1;
574 ir_state_slot
*slots
=
575 uni
->allocate_state_slots(array_count
* statevar
->num_elements
);
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
];
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
;
588 slots
->tokens
[1] = a
;
592 slots
->swizzle
= element
->swizzle
;
602 builtin_variable_generator::add_const(const char *name
, int value
)
604 ir_variable
*const var
= add_variable(name
, glsl_type::int_type
,
606 var
->constant_value
= new(var
) ir_constant(value
);
607 var
->constant_initializer
= new(var
) ir_constant(value
);
608 var
->data
.has_initializer
= true;
614 builtin_variable_generator::add_const_ivec3(const char *name
, int x
, int y
,
617 ir_variable
*const var
= add_variable(name
, glsl_type::ivec3_type
,
619 ir_constant_data data
;
620 memset(&data
, 0, sizeof(data
));
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;
633 builtin_variable_generator::generate_constants()
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
);
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
647 if (!state
->es_shader
) {
648 add_const("gl_MaxFragmentUniformComponents",
649 state
->Const
.MaxFragmentUniformComponents
);
650 add_const("gl_MaxVertexUniformComponents",
651 state
->Const
.MaxVertexUniformComponents
);
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);
660 /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
661 * vertex and fragment shader constants.
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);
669 add_const("gl_MaxVaryingVectors",
670 state
->ctx
->Const
.MaxVarying
);
673 /* EXT_blend_func_extended brings a built in constant
674 * for determining number of dual source draw buffers
676 if (state
->EXT_blend_func_extended_enable
) {
677 add_const("gl_MaxDualSourceDrawBuffersEXT",
678 state
->Const
.MaxDualSourceDrawBuffers
);
681 /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
684 add_const("gl_MaxVaryingFloats", state
->ctx
->Const
.MaxVarying
* 4);
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.
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
);
700 if (state
->has_clip_distance()) {
701 add_const("gl_MaxClipDistances", state
->Const
.MaxClipPlanes
);
703 if (state
->is_version(130, 0)) {
704 add_const("gl_MaxVaryingComponents", state
->ctx
->Const
.MaxVarying
* 4);
706 if (state
->has_cull_distance()) {
707 add_const("gl_MaxCullDistances", state
->Const
.MaxClipPlanes
);
708 add_const("gl_MaxCombinedClipAndCullDistances",
709 state
->Const
.MaxClipPlanes
);
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
);
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.
739 add_const("gl_MaxGeometryVaryingComponents",
740 state
->Const
.MaxGeometryOutputComponents
);
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.
749 add_const("gl_MaxLights", state
->Const
.MaxLights
);
751 add_const("gl_MaxClipPlanes", state
->Const
.MaxClipPlanes
);
753 /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
754 * 1.50, however this seems like it was probably an oversight.
756 add_const("gl_MaxTextureUnits", state
->Const
.MaxTextureUnits
);
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
762 add_const("gl_MaxTextureCoords", state
->Const
.MaxTextureCoords
);
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
);
775 if (state
->has_geometry_shader()) {
776 add_const("gl_MaxGeometryAtomicCounters",
777 state
->Const
.MaxGeometryAtomicCounters
);
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
);
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
);
797 if (state
->has_geometry_shader()) {
798 add_const("gl_MaxGeometryAtomicCounterBuffers",
799 state
->Const
.MaxGeometryAtomicCounterBuffers
);
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
);
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
);
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]);
830 /* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables):
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.
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().
851 if (state
->has_enhanced_layouts()) {
852 add_const("gl_MaxTransformFeedbackBuffers",
853 state
->Const
.MaxTransformFeedbackBuffers
);
854 add_const("gl_MaxTransformFeedbackInterleavedComponents",
855 state
->Const
.MaxTransformFeedbackInterleavedComponents
);
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
);
868 if (state
->has_geometry_shader()) {
869 add_const("gl_MaxGeometryImageUniforms",
870 state
->Const
.MaxGeometryImageUniforms
);
873 if (!state
->es_shader
) {
874 add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs",
875 state
->Const
.MaxCombinedShaderOutputResources
);
876 add_const("gl_MaxImageSamples",
877 state
->Const
.MaxImageSamples
);
880 if (state
->has_tessellation_shader()) {
881 add_const("gl_MaxTessControlImageUniforms",
882 state
->Const
.MaxTessControlImageUniforms
);
883 add_const("gl_MaxTessEvaluationImageUniforms",
884 state
->Const
.MaxTessEvaluationImageUniforms
);
888 if (state
->is_version(440, 310) ||
889 state
->ARB_ES3_1_compatibility_enable
) {
890 add_const("gl_MaxCombinedShaderOutputResources",
891 state
->Const
.MaxCombinedShaderOutputResources
);
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
);
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
);
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
);
922 * Generate uniform variables (which exist in all types of shaders).
925 builtin_variable_generator::generate_uniforms()
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");
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");
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");
960 add_uniform(array(vec4_t
, state
->Const
.MaxClipPlanes
), "gl_ClipPlane");
961 add_uniform(type("gl_PointParameters"), "gl_Point");
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");
968 add_uniform(array(type("gl_LightSourceParameters"),
969 state
->Const
.MaxLights
),
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");
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");
982 add_uniform(array(vec4_t
, state
->Const
.MaxTextureUnits
),
983 "gl_TextureEnvColor");
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");
996 add_uniform(type("gl_FogParameters"), "gl_Fog");
1002 * Generate special variables which exist in all shaders.
1005 builtin_variable_generator::generate_special_vars()
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");
1020 * Generate variables which only exist in vertex shaders.
1023 builtin_variable_generator::generate_vs_special_vars()
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");
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");
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
;
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
;
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");
1073 * Generate variables which only exist in tessellation control shaders.
1076 builtin_variable_generator::generate_tcs_special_vars()
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");
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")
1092 if (state
->OES_primitive_bounding_box_enable
)
1093 add_output(bbox_slot
, array(vec4_t
, 2), "gl_BoundingBoxOES")
1095 if (state
->is_version(0, 320) || state
->ARB_ES3_2_compatibility_enable
)
1096 add_output(bbox_slot
, array(vec4_t
, 2), "gl_BoundingBox")
1102 * Generate variables which only exist in tessellation evaluation shaders.
1105 builtin_variable_generator::generate_tes_special_vars()
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;
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");
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
;
1133 * Generate variables which only exist in geometry shaders.
1136 builtin_variable_generator::generate_gs_special_vars()
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
;
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");
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.
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.
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
;
1170 * Generate variables which only exist in fragment shaders.
1173 builtin_variable_generator::generate_fs_special_vars()
1177 if (this->state
->ctx
->Const
.GLSLFragCoordIsSysVal
)
1178 add_system_value(SYSTEM_VALUE_FRAG_COORD
, vec4_t
, "gl_FragCoord");
1180 add_input(VARYING_SLOT_POS
, vec4_t
, "gl_FragCoord");
1182 if (this->state
->ctx
->Const
.GLSLFrontFacingIsSysVal
)
1183 add_system_value(SYSTEM_VALUE_FRONT_FACE
, bool_t
, "gl_FrontFacing");
1185 add_input(VARYING_SLOT_FACE
, bool_t
, "gl_FrontFacing");
1187 if (state
->is_version(120, 100))
1188 add_input(VARYING_SLOT_PNTC
, vec2_t
, "gl_PointCoord");
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
;
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.
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");
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
),
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;
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");
1224 /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
1227 if (state
->is_version(110, 300))
1228 add_output(FRAG_RESULT_DEPTH
, float_t
, "gl_FragDepth");
1230 if (state
->EXT_frag_depth_enable
)
1231 add_output(FRAG_RESULT_DEPTH
, float_t
, "gl_FragDepthEXT");
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");
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");
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
1256 * Since no drivers expose more than 32x MSAA, we can simply set
1257 * the array size to 1 rather than computing it.
1259 add_output(FRAG_RESULT_SAMPLE_MASK
, array(int_t
, 1), "gl_SampleMask");
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");
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
;
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
;
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");
1289 * Generate variables which only exist in compute shaders.
1292 builtin_variable_generator::generate_cs_special_vars()
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");
1299 if (state
->ARB_compute_variable_group_size_enable
) {
1300 add_system_value(SYSTEM_VALUE_LOCAL_GROUP_SIZE
,
1301 uvec3_t
, "gl_LocalGroupSizeARB");
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");
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
1317 builtin_variable_generator::add_varying(int slot
, const glsl_type
*type
,
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
);
1326 case MESA_SHADER_VERTEX
:
1327 this->per_vertex_out
.add_field(slot
, type
, name
);
1329 case MESA_SHADER_FRAGMENT
:
1330 add_input(slot
, type
, name
);
1332 case MESA_SHADER_COMPUTE
:
1333 /* Compute shaders don't have varyings. */
1342 * Generate variables that are used to communicate data from one shader stage
1343 * to the next ("varyings").
1346 builtin_variable_generator::generate_varyings()
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");
1364 if (state
->has_clip_distance()) {
1365 add_varying(VARYING_SLOT_CLIP_DIST0
, array(float_t
, 0),
1368 if (state
->has_cull_distance()) {
1369 add_varying(VARYING_SLOT_CULL_DIST0
, array(float_t
, 0),
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");
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");
1388 /* Section 7.1 (Built-In Language Variables) of the GLSL 4.00 spec
1391 * "In the tessellation control language, built-in variables are
1392 * intrinsically declared as:
1396 * float gl_PointSize;
1397 * float gl_ClipDistance[];
1398 * } gl_in[gl_MaxPatchVertices];"
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);
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);
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);
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
++) {
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
);
1440 }; /* Anonymous namespace */
1444 _mesa_glsl_initialize_variables(exec_list
*instructions
,
1445 struct _mesa_glsl_parse_state
*state
)
1447 builtin_variable_generator
gen(instructions
, state
);
1449 gen
.generate_constants();
1450 gen
.generate_uniforms();
1451 gen
.generate_special_vars();
1453 gen
.generate_varyings();
1455 switch (state
->stage
) {
1456 case MESA_SHADER_VERTEX
:
1457 gen
.generate_vs_special_vars();
1459 case MESA_SHADER_TESS_CTRL
:
1460 gen
.generate_tcs_special_vars();
1462 case MESA_SHADER_TESS_EVAL
:
1463 gen
.generate_tes_special_vars();
1465 case MESA_SHADER_GEOMETRY
:
1466 gen
.generate_gs_special_vars();
1468 case MESA_SHADER_FRAGMENT
:
1469 gen
.generate_fs_special_vars();
1471 case MESA_SHADER_COMPUTE
:
1472 gen
.generate_cs_special_vars();