2 * Copyright © 2010 Intel Corporation
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
25 #include "ir_builder.h"
27 #include "glsl_parser_extras.h"
28 #include "glsl_symbol_table.h"
29 #include "main/core.h"
30 #include "main/uniforms.h"
31 #include "program/prog_statevars.h"
32 #include "program/prog_instruction.h"
34 using namespace ir_builder
;
36 static const struct gl_builtin_uniform_element gl_NumSamples_elements
[] = {
37 {NULL
, {STATE_NUM_SAMPLES
, 0, 0}, SWIZZLE_XXXX
}
40 static const struct gl_builtin_uniform_element gl_DepthRange_elements
[] = {
41 {"near", {STATE_DEPTH_RANGE
, 0, 0}, SWIZZLE_XXXX
},
42 {"far", {STATE_DEPTH_RANGE
, 0, 0}, SWIZZLE_YYYY
},
43 {"diff", {STATE_DEPTH_RANGE
, 0, 0}, SWIZZLE_ZZZZ
},
46 static const struct gl_builtin_uniform_element gl_ClipPlane_elements
[] = {
47 {NULL
, {STATE_CLIPPLANE
, 0, 0}, SWIZZLE_XYZW
}
50 static const struct gl_builtin_uniform_element gl_Point_elements
[] = {
51 {"size", {STATE_POINT_SIZE
}, SWIZZLE_XXXX
},
52 {"sizeMin", {STATE_POINT_SIZE
}, SWIZZLE_YYYY
},
53 {"sizeMax", {STATE_POINT_SIZE
}, SWIZZLE_ZZZZ
},
54 {"fadeThresholdSize", {STATE_POINT_SIZE
}, SWIZZLE_WWWW
},
55 {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION
}, SWIZZLE_XXXX
},
56 {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION
}, SWIZZLE_YYYY
},
57 {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION
}, SWIZZLE_ZZZZ
},
60 static const struct gl_builtin_uniform_element gl_FrontMaterial_elements
[] = {
61 {"emission", {STATE_MATERIAL
, 0, STATE_EMISSION
}, SWIZZLE_XYZW
},
62 {"ambient", {STATE_MATERIAL
, 0, STATE_AMBIENT
}, SWIZZLE_XYZW
},
63 {"diffuse", {STATE_MATERIAL
, 0, STATE_DIFFUSE
}, SWIZZLE_XYZW
},
64 {"specular", {STATE_MATERIAL
, 0, STATE_SPECULAR
}, SWIZZLE_XYZW
},
65 {"shininess", {STATE_MATERIAL
, 0, STATE_SHININESS
}, SWIZZLE_XXXX
},
68 static const struct gl_builtin_uniform_element gl_BackMaterial_elements
[] = {
69 {"emission", {STATE_MATERIAL
, 1, STATE_EMISSION
}, SWIZZLE_XYZW
},
70 {"ambient", {STATE_MATERIAL
, 1, STATE_AMBIENT
}, SWIZZLE_XYZW
},
71 {"diffuse", {STATE_MATERIAL
, 1, STATE_DIFFUSE
}, SWIZZLE_XYZW
},
72 {"specular", {STATE_MATERIAL
, 1, STATE_SPECULAR
}, SWIZZLE_XYZW
},
73 {"shininess", {STATE_MATERIAL
, 1, STATE_SHININESS
}, SWIZZLE_XXXX
},
76 static const struct gl_builtin_uniform_element gl_LightSource_elements
[] = {
77 {"ambient", {STATE_LIGHT
, 0, STATE_AMBIENT
}, SWIZZLE_XYZW
},
78 {"diffuse", {STATE_LIGHT
, 0, STATE_DIFFUSE
}, SWIZZLE_XYZW
},
79 {"specular", {STATE_LIGHT
, 0, STATE_SPECULAR
}, SWIZZLE_XYZW
},
80 {"position", {STATE_LIGHT
, 0, STATE_POSITION
}, SWIZZLE_XYZW
},
81 {"halfVector", {STATE_LIGHT
, 0, STATE_HALF_VECTOR
}, SWIZZLE_XYZW
},
82 {"spotDirection", {STATE_LIGHT
, 0, STATE_SPOT_DIRECTION
},
83 MAKE_SWIZZLE4(SWIZZLE_X
,
87 {"spotCosCutoff", {STATE_LIGHT
, 0, STATE_SPOT_DIRECTION
}, SWIZZLE_WWWW
},
88 {"spotCutoff", {STATE_LIGHT
, 0, STATE_SPOT_CUTOFF
}, SWIZZLE_XXXX
},
89 {"spotExponent", {STATE_LIGHT
, 0, STATE_ATTENUATION
}, SWIZZLE_WWWW
},
90 {"constantAttenuation", {STATE_LIGHT
, 0, STATE_ATTENUATION
}, SWIZZLE_XXXX
},
91 {"linearAttenuation", {STATE_LIGHT
, 0, STATE_ATTENUATION
}, SWIZZLE_YYYY
},
92 {"quadraticAttenuation", {STATE_LIGHT
, 0, STATE_ATTENUATION
}, SWIZZLE_ZZZZ
},
95 static const struct gl_builtin_uniform_element gl_LightModel_elements
[] = {
96 {"ambient", {STATE_LIGHTMODEL_AMBIENT
, 0}, SWIZZLE_XYZW
},
99 static const struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements
[] = {
100 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR
, 0}, SWIZZLE_XYZW
},
103 static const struct gl_builtin_uniform_element gl_BackLightModelProduct_elements
[] = {
104 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR
, 1}, SWIZZLE_XYZW
},
107 static const struct gl_builtin_uniform_element gl_FrontLightProduct_elements
[] = {
108 {"ambient", {STATE_LIGHTPROD
, 0, 0, STATE_AMBIENT
}, SWIZZLE_XYZW
},
109 {"diffuse", {STATE_LIGHTPROD
, 0, 0, STATE_DIFFUSE
}, SWIZZLE_XYZW
},
110 {"specular", {STATE_LIGHTPROD
, 0, 0, STATE_SPECULAR
}, SWIZZLE_XYZW
},
113 static const struct gl_builtin_uniform_element gl_BackLightProduct_elements
[] = {
114 {"ambient", {STATE_LIGHTPROD
, 0, 1, STATE_AMBIENT
}, SWIZZLE_XYZW
},
115 {"diffuse", {STATE_LIGHTPROD
, 0, 1, STATE_DIFFUSE
}, SWIZZLE_XYZW
},
116 {"specular", {STATE_LIGHTPROD
, 0, 1, STATE_SPECULAR
}, SWIZZLE_XYZW
},
119 static const struct gl_builtin_uniform_element gl_TextureEnvColor_elements
[] = {
120 {NULL
, {STATE_TEXENV_COLOR
, 0}, SWIZZLE_XYZW
},
123 static const struct gl_builtin_uniform_element gl_EyePlaneS_elements
[] = {
124 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_EYE_S
}, SWIZZLE_XYZW
},
127 static const struct gl_builtin_uniform_element gl_EyePlaneT_elements
[] = {
128 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_EYE_T
}, SWIZZLE_XYZW
},
131 static const struct gl_builtin_uniform_element gl_EyePlaneR_elements
[] = {
132 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_EYE_R
}, SWIZZLE_XYZW
},
135 static const struct gl_builtin_uniform_element gl_EyePlaneQ_elements
[] = {
136 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_EYE_Q
}, SWIZZLE_XYZW
},
139 static const struct gl_builtin_uniform_element gl_ObjectPlaneS_elements
[] = {
140 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_OBJECT_S
}, SWIZZLE_XYZW
},
143 static const struct gl_builtin_uniform_element gl_ObjectPlaneT_elements
[] = {
144 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_OBJECT_T
}, SWIZZLE_XYZW
},
147 static const struct gl_builtin_uniform_element gl_ObjectPlaneR_elements
[] = {
148 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_OBJECT_R
}, SWIZZLE_XYZW
},
151 static const struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements
[] = {
152 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_OBJECT_Q
}, SWIZZLE_XYZW
},
155 static const struct gl_builtin_uniform_element gl_Fog_elements
[] = {
156 {"color", {STATE_FOG_COLOR
}, SWIZZLE_XYZW
},
157 {"density", {STATE_FOG_PARAMS
}, SWIZZLE_XXXX
},
158 {"start", {STATE_FOG_PARAMS
}, SWIZZLE_YYYY
},
159 {"end", {STATE_FOG_PARAMS
}, SWIZZLE_ZZZZ
},
160 {"scale", {STATE_FOG_PARAMS
}, SWIZZLE_WWWW
},
163 static const struct gl_builtin_uniform_element gl_NormalScale_elements
[] = {
164 {NULL
, {STATE_NORMAL_SCALE
}, SWIZZLE_XXXX
},
167 static const struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements
[] = {
168 {NULL
, {STATE_INTERNAL
, STATE_FOG_PARAMS_OPTIMIZED
}, SWIZZLE_XYZW
},
171 static const struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements
[] = {
172 {NULL
, {STATE_INTERNAL
, STATE_CURRENT_ATTRIB
, 0}, SWIZZLE_XYZW
},
175 static const struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements
[] = {
176 {NULL
, {STATE_INTERNAL
, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED
, 0}, SWIZZLE_XYZW
},
179 #define MATRIX(name, statevar, modifier) \
180 static const struct gl_builtin_uniform_element name ## _elements[] = { \
181 { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW }, \
182 { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW }, \
183 { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW }, \
184 { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW }, \
187 MATRIX(gl_ModelViewMatrix
,
188 STATE_MODELVIEW_MATRIX
, STATE_MATRIX_TRANSPOSE
);
189 MATRIX(gl_ModelViewMatrixInverse
,
190 STATE_MODELVIEW_MATRIX
, STATE_MATRIX_INVTRANS
);
191 MATRIX(gl_ModelViewMatrixTranspose
,
192 STATE_MODELVIEW_MATRIX
, 0);
193 MATRIX(gl_ModelViewMatrixInverseTranspose
,
194 STATE_MODELVIEW_MATRIX
, STATE_MATRIX_INVERSE
);
196 MATRIX(gl_ProjectionMatrix
,
197 STATE_PROJECTION_MATRIX
, STATE_MATRIX_TRANSPOSE
);
198 MATRIX(gl_ProjectionMatrixInverse
,
199 STATE_PROJECTION_MATRIX
, STATE_MATRIX_INVTRANS
);
200 MATRIX(gl_ProjectionMatrixTranspose
,
201 STATE_PROJECTION_MATRIX
, 0);
202 MATRIX(gl_ProjectionMatrixInverseTranspose
,
203 STATE_PROJECTION_MATRIX
, STATE_MATRIX_INVERSE
);
205 MATRIX(gl_ModelViewProjectionMatrix
,
206 STATE_MVP_MATRIX
, STATE_MATRIX_TRANSPOSE
);
207 MATRIX(gl_ModelViewProjectionMatrixInverse
,
208 STATE_MVP_MATRIX
, STATE_MATRIX_INVTRANS
);
209 MATRIX(gl_ModelViewProjectionMatrixTranspose
,
210 STATE_MVP_MATRIX
, 0);
211 MATRIX(gl_ModelViewProjectionMatrixInverseTranspose
,
212 STATE_MVP_MATRIX
, STATE_MATRIX_INVERSE
);
214 MATRIX(gl_TextureMatrix
,
215 STATE_TEXTURE_MATRIX
, STATE_MATRIX_TRANSPOSE
);
216 MATRIX(gl_TextureMatrixInverse
,
217 STATE_TEXTURE_MATRIX
, STATE_MATRIX_INVTRANS
);
218 MATRIX(gl_TextureMatrixTranspose
,
219 STATE_TEXTURE_MATRIX
, 0);
220 MATRIX(gl_TextureMatrixInverseTranspose
,
221 STATE_TEXTURE_MATRIX
, STATE_MATRIX_INVERSE
);
223 static const struct gl_builtin_uniform_element gl_NormalMatrix_elements
[] = {
224 { NULL
, { STATE_MODELVIEW_MATRIX
, 0, 0, 0, STATE_MATRIX_INVERSE
},
225 MAKE_SWIZZLE4(SWIZZLE_X
, SWIZZLE_Y
, SWIZZLE_Z
, SWIZZLE_Z
) },
226 { NULL
, { STATE_MODELVIEW_MATRIX
, 0, 1, 1, STATE_MATRIX_INVERSE
},
227 MAKE_SWIZZLE4(SWIZZLE_X
, SWIZZLE_Y
, SWIZZLE_Z
, SWIZZLE_Z
) },
228 { NULL
, { STATE_MODELVIEW_MATRIX
, 0, 2, 2, STATE_MATRIX_INVERSE
},
229 MAKE_SWIZZLE4(SWIZZLE_X
, SWIZZLE_Y
, SWIZZLE_Z
, SWIZZLE_Z
) },
234 #define STATEVAR(name) {#name, name ## _elements, ARRAY_SIZE(name ## _elements)}
236 static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc
[] = {
237 STATEVAR(gl_NumSamples
),
238 STATEVAR(gl_DepthRange
),
239 STATEVAR(gl_ClipPlane
),
241 STATEVAR(gl_FrontMaterial
),
242 STATEVAR(gl_BackMaterial
),
243 STATEVAR(gl_LightSource
),
244 STATEVAR(gl_LightModel
),
245 STATEVAR(gl_FrontLightModelProduct
),
246 STATEVAR(gl_BackLightModelProduct
),
247 STATEVAR(gl_FrontLightProduct
),
248 STATEVAR(gl_BackLightProduct
),
249 STATEVAR(gl_TextureEnvColor
),
250 STATEVAR(gl_EyePlaneS
),
251 STATEVAR(gl_EyePlaneT
),
252 STATEVAR(gl_EyePlaneR
),
253 STATEVAR(gl_EyePlaneQ
),
254 STATEVAR(gl_ObjectPlaneS
),
255 STATEVAR(gl_ObjectPlaneT
),
256 STATEVAR(gl_ObjectPlaneR
),
257 STATEVAR(gl_ObjectPlaneQ
),
260 STATEVAR(gl_ModelViewMatrix
),
261 STATEVAR(gl_ModelViewMatrixInverse
),
262 STATEVAR(gl_ModelViewMatrixTranspose
),
263 STATEVAR(gl_ModelViewMatrixInverseTranspose
),
265 STATEVAR(gl_ProjectionMatrix
),
266 STATEVAR(gl_ProjectionMatrixInverse
),
267 STATEVAR(gl_ProjectionMatrixTranspose
),
268 STATEVAR(gl_ProjectionMatrixInverseTranspose
),
270 STATEVAR(gl_ModelViewProjectionMatrix
),
271 STATEVAR(gl_ModelViewProjectionMatrixInverse
),
272 STATEVAR(gl_ModelViewProjectionMatrixTranspose
),
273 STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose
),
275 STATEVAR(gl_TextureMatrix
),
276 STATEVAR(gl_TextureMatrixInverse
),
277 STATEVAR(gl_TextureMatrixTranspose
),
278 STATEVAR(gl_TextureMatrixInverseTranspose
),
280 STATEVAR(gl_NormalMatrix
),
281 STATEVAR(gl_NormalScale
),
283 STATEVAR(gl_FogParamsOptimizedMESA
),
284 STATEVAR(gl_CurrentAttribVertMESA
),
285 STATEVAR(gl_CurrentAttribFragMESA
),
294 * Data structure that accumulates fields for the gl_PerVertex interface
297 class per_vertex_accumulator
300 per_vertex_accumulator();
301 void add_field(int slot
, const glsl_type
*type
, const char *name
);
302 const glsl_type
*construct_interface_instance() const;
305 glsl_struct_field fields
[10];
310 per_vertex_accumulator::per_vertex_accumulator()
318 per_vertex_accumulator::add_field(int slot
, const glsl_type
*type
,
321 assert(this->num_fields
< ARRAY_SIZE(this->fields
));
322 this->fields
[this->num_fields
].type
= type
;
323 this->fields
[this->num_fields
].name
= name
;
324 this->fields
[this->num_fields
].matrix_layout
= GLSL_MATRIX_LAYOUT_INHERITED
;
325 this->fields
[this->num_fields
].location
= slot
;
326 this->fields
[this->num_fields
].offset
= -1;
327 this->fields
[this->num_fields
].interpolation
= INTERP_QUALIFIER_NONE
;
328 this->fields
[this->num_fields
].centroid
= 0;
329 this->fields
[this->num_fields
].sample
= 0;
330 this->fields
[this->num_fields
].patch
= 0;
331 this->fields
[this->num_fields
].precision
= GLSL_PRECISION_NONE
;
332 this->fields
[this->num_fields
].image_read_only
= 0;
333 this->fields
[this->num_fields
].image_write_only
= 0;
334 this->fields
[this->num_fields
].image_coherent
= 0;
335 this->fields
[this->num_fields
].image_volatile
= 0;
336 this->fields
[this->num_fields
].image_restrict
= 0;
337 this->fields
[this->num_fields
].xfb_buffer
= -1;
338 this->fields
[this->num_fields
].xfb_stride
= -1;
344 per_vertex_accumulator::construct_interface_instance() const
346 return glsl_type::get_interface_instance(this->fields
, this->num_fields
,
347 GLSL_INTERFACE_PACKING_STD140
,
352 class builtin_variable_generator
355 builtin_variable_generator(exec_list
*instructions
,
356 struct _mesa_glsl_parse_state
*state
);
357 void generate_constants();
358 void generate_uniforms();
359 void generate_vs_special_vars();
360 void generate_tcs_special_vars();
361 void generate_tes_special_vars();
362 void generate_gs_special_vars();
363 void generate_fs_special_vars();
364 void generate_cs_special_vars();
365 void generate_varyings();
368 const glsl_type
*array(const glsl_type
*base
, unsigned elements
)
370 return glsl_type::get_array_instance(base
, elements
);
373 const glsl_type
*type(const char *name
)
375 return symtab
->get_type(name
);
378 ir_variable
*add_input(int slot
, const glsl_type
*type
, const char *name
)
380 return add_variable(name
, type
, ir_var_shader_in
, slot
);
383 ir_variable
*add_output(int slot
, const glsl_type
*type
, const char *name
)
385 return add_variable(name
, type
, ir_var_shader_out
, slot
);
388 ir_variable
*add_index_output(int slot
, int index
, const glsl_type
*type
, const char *name
)
390 return add_index_variable(name
, type
, ir_var_shader_out
, slot
, index
);
393 ir_variable
*add_system_value(int slot
, const glsl_type
*type
,
396 return add_variable(name
, type
, ir_var_system_value
, slot
);
399 ir_variable
*add_variable(const char *name
, const glsl_type
*type
,
400 enum ir_variable_mode mode
, int slot
);
401 ir_variable
*add_index_variable(const char *name
, const glsl_type
*type
,
402 enum ir_variable_mode mode
, int slot
, int index
);
403 ir_variable
*add_uniform(const glsl_type
*type
, const char *name
);
404 ir_variable
*add_const(const char *name
, int value
);
405 ir_variable
*add_const_ivec3(const char *name
, int x
, int y
, int z
);
406 void add_varying(int slot
, const glsl_type
*type
, const char *name
);
408 exec_list
* const instructions
;
409 struct _mesa_glsl_parse_state
* const state
;
410 glsl_symbol_table
* const symtab
;
413 * True if compatibility-profile-only variables should be included. (In
414 * desktop GL, these are always included when the GLSL version is 1.30 and
417 const bool compatibility
;
419 const glsl_type
* const bool_t
;
420 const glsl_type
* const int_t
;
421 const glsl_type
* const uint_t
;
422 const glsl_type
* const float_t
;
423 const glsl_type
* const vec2_t
;
424 const glsl_type
* const vec3_t
;
425 const glsl_type
* const vec4_t
;
426 const glsl_type
* const uvec3_t
;
427 const glsl_type
* const mat3_t
;
428 const glsl_type
* const mat4_t
;
430 per_vertex_accumulator per_vertex_in
;
431 per_vertex_accumulator per_vertex_out
;
435 builtin_variable_generator::builtin_variable_generator(
436 exec_list
*instructions
, struct _mesa_glsl_parse_state
*state
)
437 : instructions(instructions
), state(state
), symtab(state
->symbols
),
438 compatibility(!state
->is_version(140, 100)),
439 bool_t(glsl_type::bool_type
), int_t(glsl_type::int_type
),
440 uint_t(glsl_type::uint_type
),
441 float_t(glsl_type::float_type
), vec2_t(glsl_type::vec2_type
),
442 vec3_t(glsl_type::vec3_type
), vec4_t(glsl_type::vec4_type
),
443 uvec3_t(glsl_type::uvec3_type
),
444 mat3_t(glsl_type::mat3_type
), mat4_t(glsl_type::mat4_type
)
449 builtin_variable_generator::add_index_variable(const char *name
,
450 const glsl_type
*type
,
451 enum ir_variable_mode mode
, int slot
, int index
)
453 ir_variable
*var
= new(symtab
) ir_variable(type
, name
, mode
);
454 var
->data
.how_declared
= ir_var_declared_implicitly
;
456 switch (var
->data
.mode
) {
458 case ir_var_shader_in
:
460 case ir_var_system_value
:
461 var
->data
.read_only
= true;
463 case ir_var_shader_out
:
464 case ir_var_shader_storage
:
467 /* The only variables that are added using this function should be
468 * uniforms, shader storage, shader inputs, and shader outputs, constants
469 * (which use ir_var_auto), and system values.
475 var
->data
.location
= slot
;
476 var
->data
.explicit_location
= (slot
>= 0);
477 var
->data
.explicit_index
= 1;
478 var
->data
.index
= index
;
480 /* Once the variable is created an initialized, add it to the symbol table
481 * and add the declaration to the IR stream.
483 instructions
->push_tail(var
);
485 symtab
->add_variable(var
);
490 builtin_variable_generator::add_variable(const char *name
,
491 const glsl_type
*type
,
492 enum ir_variable_mode mode
, int slot
)
494 ir_variable
*var
= new(symtab
) ir_variable(type
, name
, mode
);
495 var
->data
.how_declared
= ir_var_declared_implicitly
;
497 switch (var
->data
.mode
) {
499 case ir_var_shader_in
:
501 case ir_var_system_value
:
502 var
->data
.read_only
= true;
504 case ir_var_shader_out
:
505 case ir_var_shader_storage
:
508 /* The only variables that are added using this function should be
509 * uniforms, shader storage, shader inputs, and shader outputs, constants
510 * (which use ir_var_auto), and system values.
516 var
->data
.location
= slot
;
517 var
->data
.explicit_location
= (slot
>= 0);
518 var
->data
.explicit_index
= 0;
520 /* Once the variable is created an initialized, add it to the symbol table
521 * and add the declaration to the IR stream.
523 instructions
->push_tail(var
);
525 symtab
->add_variable(var
);
531 builtin_variable_generator::add_uniform(const glsl_type
*type
,
534 ir_variable
*const uni
= add_variable(name
, type
, ir_var_uniform
, -1);
537 for (i
= 0; _mesa_builtin_uniform_desc
[i
].name
!= NULL
; i
++) {
538 if (strcmp(_mesa_builtin_uniform_desc
[i
].name
, name
) == 0) {
543 assert(_mesa_builtin_uniform_desc
[i
].name
!= NULL
);
544 const struct gl_builtin_uniform_desc
* const statevar
=
545 &_mesa_builtin_uniform_desc
[i
];
547 const unsigned array_count
= type
->is_array() ? type
->length
: 1;
549 ir_state_slot
*slots
=
550 uni
->allocate_state_slots(array_count
* statevar
->num_elements
);
552 for (unsigned a
= 0; a
< array_count
; a
++) {
553 for (unsigned j
= 0; j
< statevar
->num_elements
; j
++) {
554 const struct gl_builtin_uniform_element
*element
=
555 &statevar
->elements
[j
];
557 memcpy(slots
->tokens
, element
->tokens
, sizeof(element
->tokens
));
558 if (type
->is_array()) {
559 if (strcmp(name
, "gl_CurrentAttribVertMESA") == 0 ||
560 strcmp(name
, "gl_CurrentAttribFragMESA") == 0) {
561 slots
->tokens
[2] = a
;
563 slots
->tokens
[1] = a
;
567 slots
->swizzle
= element
->swizzle
;
577 builtin_variable_generator::add_const(const char *name
, int value
)
579 ir_variable
*const var
= add_variable(name
, glsl_type::int_type
,
581 var
->constant_value
= new(var
) ir_constant(value
);
582 var
->constant_initializer
= new(var
) ir_constant(value
);
583 var
->data
.has_initializer
= true;
589 builtin_variable_generator::add_const_ivec3(const char *name
, int x
, int y
,
592 ir_variable
*const var
= add_variable(name
, glsl_type::ivec3_type
,
594 ir_constant_data data
;
595 memset(&data
, 0, sizeof(data
));
599 var
->constant_value
= new(var
) ir_constant(glsl_type::ivec3_type
, &data
);
600 var
->constant_initializer
=
601 new(var
) ir_constant(glsl_type::ivec3_type
, &data
);
602 var
->data
.has_initializer
= true;
608 builtin_variable_generator::generate_constants()
610 add_const("gl_MaxVertexAttribs", state
->Const
.MaxVertexAttribs
);
611 add_const("gl_MaxVertexTextureImageUnits",
612 state
->Const
.MaxVertexTextureImageUnits
);
613 add_const("gl_MaxCombinedTextureImageUnits",
614 state
->Const
.MaxCombinedTextureImageUnits
);
615 add_const("gl_MaxTextureImageUnits", state
->Const
.MaxTextureImageUnits
);
616 add_const("gl_MaxDrawBuffers", state
->Const
.MaxDrawBuffers
);
618 /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
619 * GL counts them in units of "components" or "floats".
621 if (state
->es_shader
) {
622 add_const("gl_MaxVertexUniformVectors",
623 state
->Const
.MaxVertexUniformComponents
/ 4);
624 add_const("gl_MaxFragmentUniformVectors",
625 state
->Const
.MaxFragmentUniformComponents
/ 4);
627 /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
628 * vertex and fragment shader constants.
630 if (state
->is_version(0, 300)) {
631 add_const("gl_MaxVertexOutputVectors",
632 state
->ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxOutputComponents
/ 4);
633 add_const("gl_MaxFragmentInputVectors",
634 state
->ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxInputComponents
/ 4);
636 add_const("gl_MaxVaryingVectors",
637 state
->ctx
->Const
.MaxVarying
);
640 /* EXT_blend_func_extended brings a built in constant
641 * for determining number of dual source draw buffers
643 if (state
->EXT_blend_func_extended_enable
) {
644 add_const("gl_MaxDualSourceDrawBuffersEXT",
645 state
->Const
.MaxDualSourceDrawBuffers
);
648 add_const("gl_MaxVertexUniformComponents",
649 state
->Const
.MaxVertexUniformComponents
);
651 /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
654 add_const("gl_MaxVaryingFloats", state
->ctx
->Const
.MaxVarying
* 4);
656 add_const("gl_MaxFragmentUniformComponents",
657 state
->Const
.MaxFragmentUniformComponents
);
660 /* Texel offsets were introduced in ARB_shading_language_420pack (which
661 * requires desktop GLSL version 130), and adopted into desktop GLSL
662 * version 4.20 and GLSL ES version 3.00.
664 if ((state
->is_version(130, 0) &&
665 state
->ARB_shading_language_420pack_enable
) ||
666 state
->is_version(420, 300)) {
667 add_const("gl_MinProgramTexelOffset",
668 state
->Const
.MinProgramTexelOffset
);
669 add_const("gl_MaxProgramTexelOffset",
670 state
->Const
.MaxProgramTexelOffset
);
673 if (state
->is_version(130, 0)) {
674 add_const("gl_MaxClipDistances", state
->Const
.MaxClipPlanes
);
675 add_const("gl_MaxVaryingComponents", state
->ctx
->Const
.MaxVarying
* 4);
678 if (state
->has_geometry_shader()) {
679 add_const("gl_MaxVertexOutputComponents",
680 state
->Const
.MaxVertexOutputComponents
);
681 add_const("gl_MaxGeometryInputComponents",
682 state
->Const
.MaxGeometryInputComponents
);
683 add_const("gl_MaxGeometryOutputComponents",
684 state
->Const
.MaxGeometryOutputComponents
);
685 add_const("gl_MaxFragmentInputComponents",
686 state
->Const
.MaxFragmentInputComponents
);
687 add_const("gl_MaxGeometryTextureImageUnits",
688 state
->Const
.MaxGeometryTextureImageUnits
);
689 add_const("gl_MaxGeometryOutputVertices",
690 state
->Const
.MaxGeometryOutputVertices
);
691 add_const("gl_MaxGeometryTotalOutputComponents",
692 state
->Const
.MaxGeometryTotalOutputComponents
);
693 add_const("gl_MaxGeometryUniformComponents",
694 state
->Const
.MaxGeometryUniformComponents
);
696 /* Note: the GLSL 1.50-4.40 specs require
697 * gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
698 * But they do not define what it means (and there does not appear to be
699 * any corresponding constant in the GL specs). However,
700 * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
701 * be the maximum number of components available for use as geometry
702 * outputs. So we assume this is a synonym for
703 * gl_MaxGeometryOutputComponents.
705 add_const("gl_MaxGeometryVaryingComponents",
706 state
->Const
.MaxGeometryOutputComponents
);
710 /* Note: gl_MaxLights stopped being listed as an explicit constant in
711 * GLSL 1.30, however it continues to be referred to (as a minimum size
712 * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
713 * this seems like it was probably an oversight.
715 add_const("gl_MaxLights", state
->Const
.MaxLights
);
717 add_const("gl_MaxClipPlanes", state
->Const
.MaxClipPlanes
);
719 /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
720 * 1.50, however this seems like it was probably an oversight.
722 add_const("gl_MaxTextureUnits", state
->Const
.MaxTextureUnits
);
724 /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
725 * re-introduced in GLSL 1.50, so this seems like it was probably an
728 add_const("gl_MaxTextureCoords", state
->Const
.MaxTextureCoords
);
731 if (state
->has_atomic_counters()) {
732 add_const("gl_MaxVertexAtomicCounters",
733 state
->Const
.MaxVertexAtomicCounters
);
734 add_const("gl_MaxFragmentAtomicCounters",
735 state
->Const
.MaxFragmentAtomicCounters
);
736 add_const("gl_MaxCombinedAtomicCounters",
737 state
->Const
.MaxCombinedAtomicCounters
);
738 add_const("gl_MaxAtomicCounterBindings",
739 state
->Const
.MaxAtomicBufferBindings
);
741 if (state
->has_geometry_shader()) {
742 add_const("gl_MaxGeometryAtomicCounters",
743 state
->Const
.MaxGeometryAtomicCounters
);
745 if (!state
->es_shader
) {
746 add_const("gl_MaxTessControlAtomicCounters",
747 state
->Const
.MaxTessControlAtomicCounters
);
748 add_const("gl_MaxTessEvaluationAtomicCounters",
749 state
->Const
.MaxTessEvaluationAtomicCounters
);
753 if (state
->is_version(420, 310)) {
754 add_const("gl_MaxVertexAtomicCounterBuffers",
755 state
->Const
.MaxVertexAtomicCounterBuffers
);
756 add_const("gl_MaxFragmentAtomicCounterBuffers",
757 state
->Const
.MaxFragmentAtomicCounterBuffers
);
758 add_const("gl_MaxCombinedAtomicCounterBuffers",
759 state
->Const
.MaxCombinedAtomicCounterBuffers
);
760 add_const("gl_MaxAtomicCounterBufferSize",
761 state
->Const
.MaxAtomicCounterBufferSize
);
763 if (state
->has_geometry_shader()) {
764 add_const("gl_MaxGeometryAtomicCounterBuffers",
765 state
->Const
.MaxGeometryAtomicCounterBuffers
);
767 if (!state
->es_shader
) {
768 add_const("gl_MaxTessControlAtomicCounterBuffers",
769 state
->Const
.MaxTessControlAtomicCounterBuffers
);
770 add_const("gl_MaxTessEvaluationAtomicCounterBuffers",
771 state
->Const
.MaxTessEvaluationAtomicCounterBuffers
);
775 if (state
->is_version(430, 310) || state
->ARB_compute_shader_enable
) {
776 add_const("gl_MaxComputeAtomicCounterBuffers",
777 state
->Const
.MaxComputeAtomicCounterBuffers
);
778 add_const("gl_MaxComputeAtomicCounters",
779 state
->Const
.MaxComputeAtomicCounters
);
780 add_const("gl_MaxComputeImageUniforms",
781 state
->Const
.MaxComputeImageUniforms
);
782 add_const("gl_MaxComputeTextureImageUnits",
783 state
->Const
.MaxComputeTextureImageUnits
);
784 add_const("gl_MaxComputeUniformComponents",
785 state
->Const
.MaxComputeUniformComponents
);
787 add_const_ivec3("gl_MaxComputeWorkGroupCount",
788 state
->Const
.MaxComputeWorkGroupCount
[0],
789 state
->Const
.MaxComputeWorkGroupCount
[1],
790 state
->Const
.MaxComputeWorkGroupCount
[2]);
791 add_const_ivec3("gl_MaxComputeWorkGroupSize",
792 state
->Const
.MaxComputeWorkGroupSize
[0],
793 state
->Const
.MaxComputeWorkGroupSize
[1],
794 state
->Const
.MaxComputeWorkGroupSize
[2]);
796 /* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables):
798 * The built-in constant gl_WorkGroupSize is a compute-shader
799 * constant containing the local work-group size of the shader. The
800 * size of the work group in the X, Y, and Z dimensions is stored in
801 * the x, y, and z components. The constants values in
802 * gl_WorkGroupSize will match those specified in the required
803 * local_size_x, local_size_y, and local_size_z layout qualifiers
804 * for the current shader. This is a constant so that it can be
805 * used to size arrays of memory that can be shared within the local
806 * work group. It is a compile-time error to use gl_WorkGroupSize
807 * in a shader that does not declare a fixed local group size, or
808 * before that shader has declared a fixed local group size, using
809 * local_size_x, local_size_y, and local_size_z.
811 * To prevent the shader from trying to refer to gl_WorkGroupSize before
812 * the layout declaration, we don't define it here. Intead we define it
813 * in ast_cs_input_layout::hir().
817 if (state
->has_enhanced_layouts()) {
818 add_const("gl_MaxTransformFeedbackBuffers",
819 state
->Const
.MaxTransformFeedbackBuffers
);
820 add_const("gl_MaxTransformFeedbackInterleavedComponents",
821 state
->Const
.MaxTransformFeedbackInterleavedComponents
);
824 if (state
->is_version(420, 310) ||
825 state
->ARB_shader_image_load_store_enable
) {
826 add_const("gl_MaxImageUnits",
827 state
->Const
.MaxImageUnits
);
828 add_const("gl_MaxVertexImageUniforms",
829 state
->Const
.MaxVertexImageUniforms
);
830 add_const("gl_MaxFragmentImageUniforms",
831 state
->Const
.MaxFragmentImageUniforms
);
832 add_const("gl_MaxCombinedImageUniforms",
833 state
->Const
.MaxCombinedImageUniforms
);
835 if (state
->has_geometry_shader()) {
836 add_const("gl_MaxGeometryImageUniforms",
837 state
->Const
.MaxGeometryImageUniforms
);
840 if (!state
->es_shader
) {
841 add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs",
842 state
->Const
.MaxCombinedShaderOutputResources
);
843 add_const("gl_MaxImageSamples",
844 state
->Const
.MaxImageSamples
);
847 if (state
->is_version(450, 310)) {
848 add_const("gl_MaxCombinedShaderOutputResources",
849 state
->Const
.MaxCombinedShaderOutputResources
);
852 if (state
->is_version(400, 0) ||
853 state
->ARB_tessellation_shader_enable
) {
854 add_const("gl_MaxTessControlImageUniforms",
855 state
->Const
.MaxTessControlImageUniforms
);
856 add_const("gl_MaxTessEvaluationImageUniforms",
857 state
->Const
.MaxTessEvaluationImageUniforms
);
861 if (state
->is_version(410, 0) ||
862 state
->ARB_viewport_array_enable
)
863 add_const("gl_MaxViewports", state
->Const
.MaxViewports
);
865 if (state
->is_version(400, 0) ||
866 state
->ARB_tessellation_shader_enable
) {
867 add_const("gl_MaxPatchVertices", state
->Const
.MaxPatchVertices
);
868 add_const("gl_MaxTessGenLevel", state
->Const
.MaxTessGenLevel
);
869 add_const("gl_MaxTessControlInputComponents", state
->Const
.MaxTessControlInputComponents
);
870 add_const("gl_MaxTessControlOutputComponents", state
->Const
.MaxTessControlOutputComponents
);
871 add_const("gl_MaxTessControlTextureImageUnits", state
->Const
.MaxTessControlTextureImageUnits
);
872 add_const("gl_MaxTessEvaluationInputComponents", state
->Const
.MaxTessEvaluationInputComponents
);
873 add_const("gl_MaxTessEvaluationOutputComponents", state
->Const
.MaxTessEvaluationOutputComponents
);
874 add_const("gl_MaxTessEvaluationTextureImageUnits", state
->Const
.MaxTessEvaluationTextureImageUnits
);
875 add_const("gl_MaxTessPatchComponents", state
->Const
.MaxTessPatchComponents
);
876 add_const("gl_MaxTessControlTotalOutputComponents", state
->Const
.MaxTessControlTotalOutputComponents
);
877 add_const("gl_MaxTessControlUniformComponents", state
->Const
.MaxTessControlUniformComponents
);
878 add_const("gl_MaxTessEvaluationUniformComponents", state
->Const
.MaxTessEvaluationUniformComponents
);
884 * Generate uniform variables (which exist in all types of shaders).
887 builtin_variable_generator::generate_uniforms()
889 if (state
->is_version(400, 0) || state
->ARB_sample_shading_enable
)
890 add_uniform(int_t
, "gl_NumSamples");
891 add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
892 add_uniform(array(vec4_t
, VERT_ATTRIB_MAX
), "gl_CurrentAttribVertMESA");
893 add_uniform(array(vec4_t
, VARYING_SLOT_MAX
), "gl_CurrentAttribFragMESA");
896 add_uniform(mat4_t
, "gl_ModelViewMatrix");
897 add_uniform(mat4_t
, "gl_ProjectionMatrix");
898 add_uniform(mat4_t
, "gl_ModelViewProjectionMatrix");
899 add_uniform(mat3_t
, "gl_NormalMatrix");
900 add_uniform(mat4_t
, "gl_ModelViewMatrixInverse");
901 add_uniform(mat4_t
, "gl_ProjectionMatrixInverse");
902 add_uniform(mat4_t
, "gl_ModelViewProjectionMatrixInverse");
903 add_uniform(mat4_t
, "gl_ModelViewMatrixTranspose");
904 add_uniform(mat4_t
, "gl_ProjectionMatrixTranspose");
905 add_uniform(mat4_t
, "gl_ModelViewProjectionMatrixTranspose");
906 add_uniform(mat4_t
, "gl_ModelViewMatrixInverseTranspose");
907 add_uniform(mat4_t
, "gl_ProjectionMatrixInverseTranspose");
908 add_uniform(mat4_t
, "gl_ModelViewProjectionMatrixInverseTranspose");
909 add_uniform(float_t
, "gl_NormalScale");
910 add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
911 add_uniform(vec4_t
, "gl_FogParamsOptimizedMESA");
913 const glsl_type
*const mat4_array_type
=
914 array(mat4_t
, state
->Const
.MaxTextureCoords
);
915 add_uniform(mat4_array_type
, "gl_TextureMatrix");
916 add_uniform(mat4_array_type
, "gl_TextureMatrixInverse");
917 add_uniform(mat4_array_type
, "gl_TextureMatrixTranspose");
918 add_uniform(mat4_array_type
, "gl_TextureMatrixInverseTranspose");
920 add_uniform(array(vec4_t
, state
->Const
.MaxClipPlanes
), "gl_ClipPlane");
921 add_uniform(type("gl_PointParameters"), "gl_Point");
923 const glsl_type
*const material_parameters_type
=
924 type("gl_MaterialParameters");
925 add_uniform(material_parameters_type
, "gl_FrontMaterial");
926 add_uniform(material_parameters_type
, "gl_BackMaterial");
928 add_uniform(array(type("gl_LightSourceParameters"),
929 state
->Const
.MaxLights
),
932 const glsl_type
*const light_model_products_type
=
933 type("gl_LightModelProducts");
934 add_uniform(light_model_products_type
, "gl_FrontLightModelProduct");
935 add_uniform(light_model_products_type
, "gl_BackLightModelProduct");
937 const glsl_type
*const light_products_type
=
938 array(type("gl_LightProducts"), state
->Const
.MaxLights
);
939 add_uniform(light_products_type
, "gl_FrontLightProduct");
940 add_uniform(light_products_type
, "gl_BackLightProduct");
942 add_uniform(array(vec4_t
, state
->Const
.MaxTextureUnits
),
943 "gl_TextureEnvColor");
945 const glsl_type
*const texcoords_vec4
=
946 array(vec4_t
, state
->Const
.MaxTextureCoords
);
947 add_uniform(texcoords_vec4
, "gl_EyePlaneS");
948 add_uniform(texcoords_vec4
, "gl_EyePlaneT");
949 add_uniform(texcoords_vec4
, "gl_EyePlaneR");
950 add_uniform(texcoords_vec4
, "gl_EyePlaneQ");
951 add_uniform(texcoords_vec4
, "gl_ObjectPlaneS");
952 add_uniform(texcoords_vec4
, "gl_ObjectPlaneT");
953 add_uniform(texcoords_vec4
, "gl_ObjectPlaneR");
954 add_uniform(texcoords_vec4
, "gl_ObjectPlaneQ");
956 add_uniform(type("gl_FogParameters"), "gl_Fog");
962 * Generate variables which only exist in vertex shaders.
965 builtin_variable_generator::generate_vs_special_vars()
969 if (state
->is_version(130, 300))
970 add_system_value(SYSTEM_VALUE_VERTEX_ID
, int_t
, "gl_VertexID");
971 if (state
->ARB_draw_instanced_enable
)
972 add_system_value(SYSTEM_VALUE_INSTANCE_ID
, int_t
, "gl_InstanceIDARB");
973 if (state
->ARB_draw_instanced_enable
|| state
->is_version(140, 300))
974 add_system_value(SYSTEM_VALUE_INSTANCE_ID
, int_t
, "gl_InstanceID");
975 if (state
->ARB_shader_draw_parameters_enable
) {
976 add_system_value(SYSTEM_VALUE_BASE_VERTEX
, int_t
, "gl_BaseVertexARB");
977 add_system_value(SYSTEM_VALUE_BASE_INSTANCE
, int_t
, "gl_BaseInstanceARB");
978 add_system_value(SYSTEM_VALUE_DRAW_ID
, int_t
, "gl_DrawIDARB");
980 if (state
->AMD_vertex_shader_layer_enable
) {
981 var
= add_output(VARYING_SLOT_LAYER
, int_t
, "gl_Layer");
982 var
->data
.interpolation
= INTERP_QUALIFIER_FLAT
;
984 if (state
->AMD_vertex_shader_viewport_index_enable
) {
985 var
= add_output(VARYING_SLOT_VIEWPORT
, int_t
, "gl_ViewportIndex");
986 var
->data
.interpolation
= INTERP_QUALIFIER_FLAT
;
989 add_input(VERT_ATTRIB_POS
, vec4_t
, "gl_Vertex");
990 add_input(VERT_ATTRIB_NORMAL
, vec3_t
, "gl_Normal");
991 add_input(VERT_ATTRIB_COLOR0
, vec4_t
, "gl_Color");
992 add_input(VERT_ATTRIB_COLOR1
, vec4_t
, "gl_SecondaryColor");
993 add_input(VERT_ATTRIB_TEX0
, vec4_t
, "gl_MultiTexCoord0");
994 add_input(VERT_ATTRIB_TEX1
, vec4_t
, "gl_MultiTexCoord1");
995 add_input(VERT_ATTRIB_TEX2
, vec4_t
, "gl_MultiTexCoord2");
996 add_input(VERT_ATTRIB_TEX3
, vec4_t
, "gl_MultiTexCoord3");
997 add_input(VERT_ATTRIB_TEX4
, vec4_t
, "gl_MultiTexCoord4");
998 add_input(VERT_ATTRIB_TEX5
, vec4_t
, "gl_MultiTexCoord5");
999 add_input(VERT_ATTRIB_TEX6
, vec4_t
, "gl_MultiTexCoord6");
1000 add_input(VERT_ATTRIB_TEX7
, vec4_t
, "gl_MultiTexCoord7");
1001 add_input(VERT_ATTRIB_FOG
, float_t
, "gl_FogCoord");
1007 * Generate variables which only exist in tessellation control shaders.
1010 builtin_variable_generator::generate_tcs_special_vars()
1012 add_system_value(SYSTEM_VALUE_PRIMITIVE_ID
, int_t
, "gl_PrimitiveID");
1013 add_system_value(SYSTEM_VALUE_VERTICES_IN
, int_t
, "gl_PatchVerticesIn");
1014 add_system_value(SYSTEM_VALUE_INVOCATION_ID
, int_t
, "gl_InvocationID");
1016 add_output(VARYING_SLOT_TESS_LEVEL_OUTER
, array(float_t
, 4),
1017 "gl_TessLevelOuter")->data
.patch
= 1;
1018 add_output(VARYING_SLOT_TESS_LEVEL_INNER
, array(float_t
, 2),
1019 "gl_TessLevelInner")->data
.patch
= 1;
1024 * Generate variables which only exist in tessellation evaluation shaders.
1027 builtin_variable_generator::generate_tes_special_vars()
1029 add_system_value(SYSTEM_VALUE_PRIMITIVE_ID
, int_t
, "gl_PrimitiveID");
1030 add_system_value(SYSTEM_VALUE_VERTICES_IN
, int_t
, "gl_PatchVerticesIn");
1031 add_system_value(SYSTEM_VALUE_TESS_COORD
, vec3_t
, "gl_TessCoord");
1032 add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER
, array(float_t
, 4),
1033 "gl_TessLevelOuter");
1034 add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER
, array(float_t
, 2),
1035 "gl_TessLevelInner");
1040 * Generate variables which only exist in geometry shaders.
1043 builtin_variable_generator::generate_gs_special_vars()
1047 var
= add_output(VARYING_SLOT_LAYER
, int_t
, "gl_Layer");
1048 var
->data
.interpolation
= INTERP_QUALIFIER_FLAT
;
1049 if (state
->is_version(410, 0) || state
->ARB_viewport_array_enable
) {
1050 var
= add_output(VARYING_SLOT_VIEWPORT
, int_t
, "gl_ViewportIndex");
1051 var
->data
.interpolation
= INTERP_QUALIFIER_FLAT
;
1053 if (state
->is_version(400, 0) || state
->ARB_gpu_shader5_enable
)
1054 add_system_value(SYSTEM_VALUE_INVOCATION_ID
, int_t
, "gl_InvocationID");
1056 /* Although gl_PrimitiveID appears in tessellation control and tessellation
1057 * evaluation shaders, it has a different function there than it has in
1058 * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
1059 * as special geometry shader variables.
1061 * Note that although the general convention of suffixing geometry shader
1062 * input varyings with "In" was not adopted into GLSL 1.50, it is used in
1063 * the specific case of gl_PrimitiveIDIn. So we don't need to treat
1064 * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
1066 var
= add_input(VARYING_SLOT_PRIMITIVE_ID
, int_t
, "gl_PrimitiveIDIn");
1067 var
->data
.interpolation
= INTERP_QUALIFIER_FLAT
;
1068 var
= add_output(VARYING_SLOT_PRIMITIVE_ID
, int_t
, "gl_PrimitiveID");
1069 var
->data
.interpolation
= INTERP_QUALIFIER_FLAT
;
1074 * Generate variables which only exist in fragment shaders.
1077 builtin_variable_generator::generate_fs_special_vars()
1081 if (this->state
->ctx
->Const
.GLSLFragCoordIsSysVal
)
1082 add_system_value(SYSTEM_VALUE_FRAG_COORD
, vec4_t
, "gl_FragCoord");
1084 add_input(VARYING_SLOT_POS
, vec4_t
, "gl_FragCoord");
1086 if (this->state
->ctx
->Const
.GLSLFrontFacingIsSysVal
)
1087 add_system_value(SYSTEM_VALUE_FRONT_FACE
, bool_t
, "gl_FrontFacing");
1089 add_input(VARYING_SLOT_FACE
, bool_t
, "gl_FrontFacing");
1091 if (state
->is_version(120, 100))
1092 add_input(VARYING_SLOT_PNTC
, vec2_t
, "gl_PointCoord");
1094 if (state
->has_geometry_shader()) {
1095 var
= add_input(VARYING_SLOT_PRIMITIVE_ID
, int_t
, "gl_PrimitiveID");
1096 var
->data
.interpolation
= INTERP_QUALIFIER_FLAT
;
1099 /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
1100 * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
1101 * They were removed from GLSL ES 3.00.
1103 if (compatibility
|| !state
->is_version(420, 300)) {
1104 add_output(FRAG_RESULT_COLOR
, vec4_t
, "gl_FragColor");
1105 add_output(FRAG_RESULT_DATA0
,
1106 array(vec4_t
, state
->Const
.MaxDrawBuffers
), "gl_FragData");
1109 if (state
->es_shader
&& state
->language_version
== 100 && state
->EXT_blend_func_extended_enable
) {
1110 /* We make an assumption here that there will only ever be one dual-source draw buffer
1111 * In case this assumption is ever proven to be false, make sure to assert here
1112 * since we don't handle this case.
1113 * In practice, this issue will never arise since no hardware will support it.
1115 assert(state
->Const
.MaxDualSourceDrawBuffers
<= 1);
1116 add_index_output(FRAG_RESULT_DATA0
, 1, vec4_t
, "gl_SecondaryFragColorEXT");
1117 add_index_output(FRAG_RESULT_DATA0
, 1,
1118 array(vec4_t
, state
->Const
.MaxDualSourceDrawBuffers
),
1119 "gl_SecondaryFragDataEXT");
1122 /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
1125 if (state
->is_version(110, 300))
1126 add_output(FRAG_RESULT_DEPTH
, float_t
, "gl_FragDepth");
1128 if (state
->ARB_shader_stencil_export_enable
) {
1129 ir_variable
*const var
=
1130 add_output(FRAG_RESULT_STENCIL
, int_t
, "gl_FragStencilRefARB");
1131 if (state
->ARB_shader_stencil_export_warn
)
1132 var
->enable_extension_warning("GL_ARB_shader_stencil_export");
1135 if (state
->AMD_shader_stencil_export_enable
) {
1136 ir_variable
*const var
=
1137 add_output(FRAG_RESULT_STENCIL
, int_t
, "gl_FragStencilRefAMD");
1138 if (state
->AMD_shader_stencil_export_warn
)
1139 var
->enable_extension_warning("GL_AMD_shader_stencil_export");
1142 if (state
->is_version(400, 0) || state
->ARB_sample_shading_enable
) {
1143 add_system_value(SYSTEM_VALUE_SAMPLE_ID
, int_t
, "gl_SampleID");
1144 add_system_value(SYSTEM_VALUE_SAMPLE_POS
, vec2_t
, "gl_SamplePosition");
1145 /* From the ARB_sample_shading specification:
1146 * "The number of elements in the array is ceil(<s>/32), where
1147 * <s> is the maximum number of color samples supported by the
1149 * Since no drivers expose more than 32x MSAA, we can simply set
1150 * the array size to 1 rather than computing it.
1152 add_output(FRAG_RESULT_SAMPLE_MASK
, array(int_t
, 1), "gl_SampleMask");
1155 if (state
->is_version(400, 0) || state
->ARB_gpu_shader5_enable
) {
1156 add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN
, array(int_t
, 1), "gl_SampleMaskIn");
1159 if (state
->is_version(430, 0) || state
->ARB_fragment_layer_viewport_enable
) {
1160 var
= add_input(VARYING_SLOT_LAYER
, int_t
, "gl_Layer");
1161 var
->data
.interpolation
= INTERP_QUALIFIER_FLAT
;
1162 var
= add_input(VARYING_SLOT_VIEWPORT
, int_t
, "gl_ViewportIndex");
1163 var
->data
.interpolation
= INTERP_QUALIFIER_FLAT
;
1166 if (state
->is_version(450, 310)/* || state->ARB_ES3_1_compatibility_enable*/)
1167 add_system_value(SYSTEM_VALUE_HELPER_INVOCATION
, bool_t
, "gl_HelperInvocation");
1172 * Generate variables which only exist in compute shaders.
1175 builtin_variable_generator::generate_cs_special_vars()
1177 add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_ID
, uvec3_t
,
1178 "gl_LocalInvocationID");
1179 add_system_value(SYSTEM_VALUE_WORK_GROUP_ID
, uvec3_t
, "gl_WorkGroupID");
1180 add_system_value(SYSTEM_VALUE_NUM_WORK_GROUPS
, uvec3_t
, "gl_NumWorkGroups");
1181 add_variable("gl_GlobalInvocationID", uvec3_t
, ir_var_auto
, 0);
1182 add_variable("gl_LocalInvocationIndex", uint_t
, ir_var_auto
, 0);
1187 * Add a single "varying" variable. The variable's type and direction (input
1188 * or output) are adjusted as appropriate for the type of shader being
1192 builtin_variable_generator::add_varying(int slot
, const glsl_type
*type
,
1195 switch (state
->stage
) {
1196 case MESA_SHADER_TESS_CTRL
:
1197 case MESA_SHADER_TESS_EVAL
:
1198 case MESA_SHADER_GEOMETRY
:
1199 this->per_vertex_in
.add_field(slot
, type
, name
);
1201 case MESA_SHADER_VERTEX
:
1202 this->per_vertex_out
.add_field(slot
, type
, name
);
1204 case MESA_SHADER_FRAGMENT
:
1205 add_input(slot
, type
, name
);
1207 case MESA_SHADER_COMPUTE
:
1208 /* Compute shaders don't have varyings. */
1215 * Generate variables that are used to communicate data from one shader stage
1216 * to the next ("varyings").
1219 builtin_variable_generator::generate_varyings()
1221 /* gl_Position and gl_PointSize are not visible from fragment shaders. */
1222 if (state
->stage
!= MESA_SHADER_FRAGMENT
) {
1223 add_varying(VARYING_SLOT_POS
, vec4_t
, "gl_Position");
1224 if (!state
->es_shader
||
1225 state
->stage
== MESA_SHADER_VERTEX
||
1226 (state
->stage
== MESA_SHADER_GEOMETRY
&&
1227 state
->OES_geometry_point_size_enable
)) {
1228 add_varying(VARYING_SLOT_PSIZ
, float_t
, "gl_PointSize");
1232 if (state
->is_version(130, 0)) {
1233 add_varying(VARYING_SLOT_CLIP_DIST0
, array(float_t
, 0),
1237 if (compatibility
) {
1238 add_varying(VARYING_SLOT_TEX0
, array(vec4_t
, 0), "gl_TexCoord");
1239 add_varying(VARYING_SLOT_FOGC
, float_t
, "gl_FogFragCoord");
1240 if (state
->stage
== MESA_SHADER_FRAGMENT
) {
1241 add_varying(VARYING_SLOT_COL0
, vec4_t
, "gl_Color");
1242 add_varying(VARYING_SLOT_COL1
, vec4_t
, "gl_SecondaryColor");
1244 add_varying(VARYING_SLOT_CLIP_VERTEX
, vec4_t
, "gl_ClipVertex");
1245 add_varying(VARYING_SLOT_COL0
, vec4_t
, "gl_FrontColor");
1246 add_varying(VARYING_SLOT_BFC0
, vec4_t
, "gl_BackColor");
1247 add_varying(VARYING_SLOT_COL1
, vec4_t
, "gl_FrontSecondaryColor");
1248 add_varying(VARYING_SLOT_BFC1
, vec4_t
, "gl_BackSecondaryColor");
1252 /* Section 7.1 (Built-In Language Variables) of the GLSL 4.00 spec
1255 * "In the tessellation control language, built-in variables are
1256 * intrinsically declared as:
1260 * float gl_PointSize;
1261 * float gl_ClipDistance[];
1262 * } gl_in[gl_MaxPatchVertices];"
1264 if (state
->stage
== MESA_SHADER_TESS_CTRL
||
1265 state
->stage
== MESA_SHADER_TESS_EVAL
) {
1266 const glsl_type
*per_vertex_in_type
=
1267 this->per_vertex_in
.construct_interface_instance();
1268 add_variable("gl_in", array(per_vertex_in_type
, state
->Const
.MaxPatchVertices
),
1269 ir_var_shader_in
, -1);
1271 if (state
->stage
== MESA_SHADER_GEOMETRY
) {
1272 const glsl_type
*per_vertex_in_type
=
1273 this->per_vertex_in
.construct_interface_instance();
1274 add_variable("gl_in", array(per_vertex_in_type
, 0),
1275 ir_var_shader_in
, -1);
1277 if (state
->stage
== MESA_SHADER_TESS_CTRL
) {
1278 const glsl_type
*per_vertex_out_type
=
1279 this->per_vertex_out
.construct_interface_instance();
1280 add_variable("gl_out", array(per_vertex_out_type
, 0),
1281 ir_var_shader_out
, -1);
1283 if (state
->stage
== MESA_SHADER_VERTEX
||
1284 state
->stage
== MESA_SHADER_TESS_EVAL
||
1285 state
->stage
== MESA_SHADER_GEOMETRY
) {
1286 const glsl_type
*per_vertex_out_type
=
1287 this->per_vertex_out
.construct_interface_instance();
1288 const glsl_struct_field
*fields
= per_vertex_out_type
->fields
.structure
;
1289 for (unsigned i
= 0; i
< per_vertex_out_type
->length
; i
++) {
1291 add_variable(fields
[i
].name
, fields
[i
].type
, ir_var_shader_out
,
1292 fields
[i
].location
);
1293 var
->data
.interpolation
= fields
[i
].interpolation
;
1294 var
->data
.centroid
= fields
[i
].centroid
;
1295 var
->data
.sample
= fields
[i
].sample
;
1296 var
->data
.patch
= fields
[i
].patch
;
1297 var
->data
.precision
= fields
[i
].precision
;
1298 var
->init_interface_type(per_vertex_out_type
);
1304 }; /* Anonymous namespace */
1308 _mesa_glsl_initialize_variables(exec_list
*instructions
,
1309 struct _mesa_glsl_parse_state
*state
)
1311 builtin_variable_generator
gen(instructions
, state
);
1313 gen
.generate_constants();
1314 gen
.generate_uniforms();
1316 gen
.generate_varyings();
1318 switch (state
->stage
) {
1319 case MESA_SHADER_VERTEX
:
1320 gen
.generate_vs_special_vars();
1322 case MESA_SHADER_TESS_CTRL
:
1323 gen
.generate_tcs_special_vars();
1325 case MESA_SHADER_TESS_EVAL
:
1326 gen
.generate_tes_special_vars();
1328 case MESA_SHADER_GEOMETRY
:
1329 gen
.generate_gs_special_vars();
1331 case MESA_SHADER_FRAGMENT
:
1332 gen
.generate_fs_special_vars();
1334 case MESA_SHADER_COMPUTE
:
1335 gen
.generate_cs_special_vars();
1342 * Initialize compute shader variables with values that are derived from other
1343 * compute shader variable.
1346 initialize_cs_derived_variables(gl_shader
*shader
,
1347 ir_function_signature
*const main_sig
)
1349 assert(shader
->Stage
== MESA_SHADER_COMPUTE
);
1351 ir_variable
*gl_GlobalInvocationID
=
1352 shader
->symbols
->get_variable("gl_GlobalInvocationID");
1353 assert(gl_GlobalInvocationID
);
1354 ir_variable
*gl_WorkGroupID
=
1355 shader
->symbols
->get_variable("gl_WorkGroupID");
1356 assert(gl_WorkGroupID
);
1357 ir_variable
*gl_WorkGroupSize
=
1358 shader
->symbols
->get_variable("gl_WorkGroupSize");
1359 if (gl_WorkGroupSize
== NULL
) {
1360 void *const mem_ctx
= ralloc_parent(shader
->ir
);
1361 gl_WorkGroupSize
= new(mem_ctx
) ir_variable(glsl_type::uvec3_type
,
1364 gl_WorkGroupSize
->data
.how_declared
= ir_var_declared_implicitly
;
1365 gl_WorkGroupSize
->data
.read_only
= true;
1366 shader
->ir
->push_head(gl_WorkGroupSize
);
1368 ir_variable
*gl_LocalInvocationID
=
1369 shader
->symbols
->get_variable("gl_LocalInvocationID");
1370 assert(gl_LocalInvocationID
);
1372 /* gl_GlobalInvocationID =
1373 * gl_WorkGroupID * gl_WorkGroupSize + gl_LocalInvocationID
1375 ir_instruction
*inst
=
1376 assign(gl_GlobalInvocationID
,
1377 add(mul(gl_WorkGroupID
, gl_WorkGroupSize
),
1378 gl_LocalInvocationID
));
1379 main_sig
->body
.push_head(inst
);
1381 /* gl_LocalInvocationIndex =
1382 * gl_LocalInvocationID.z * gl_WorkGroupSize.x * gl_WorkGroupSize.y +
1383 * gl_LocalInvocationID.y * gl_WorkGroupSize.x +
1384 * gl_LocalInvocationID.x;
1386 ir_expression
*index_z
=
1387 mul(mul(swizzle_z(gl_LocalInvocationID
), swizzle_x(gl_WorkGroupSize
)),
1388 swizzle_y(gl_WorkGroupSize
));
1389 ir_expression
*index_y
=
1390 mul(swizzle_y(gl_LocalInvocationID
), swizzle_x(gl_WorkGroupSize
));
1391 ir_expression
*index_y_plus_z
= add(index_y
, index_z
);
1392 operand
index_x(swizzle_x(gl_LocalInvocationID
));
1393 ir_expression
*index_x_plus_y_plus_z
= add(index_y_plus_z
, index_x
);
1394 ir_variable
*gl_LocalInvocationIndex
=
1395 shader
->symbols
->get_variable("gl_LocalInvocationIndex");
1396 assert(gl_LocalInvocationIndex
);
1397 inst
= assign(gl_LocalInvocationIndex
, index_x_plus_y_plus_z
);
1398 main_sig
->body
.push_head(inst
);
1403 * Initialize builtin variables with values based on other builtin variables.
1404 * These are initialized in the main function.
1407 _mesa_glsl_initialize_derived_variables(gl_shader
*shader
)
1409 /* We only need to set CS variables currently. */
1410 if (shader
->Stage
!= MESA_SHADER_COMPUTE
)
1413 ir_function_signature
*const main_sig
=
1414 _mesa_get_main_function_signature(shader
);
1415 if (main_sig
== NULL
)
1418 initialize_cs_derived_variables(shader
, main_sig
);