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