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