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