2 * Copyright © 2010 Intel Corporation
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
26 * Building this file with MinGW g++ 7.3 or 7.4 with:
27 * scons platform=windows toolchain=crossmingw machine=x86 build=profile
28 * triggers an internal compiler error.
29 * Overriding the optimization level to -O1 works around the issue.
30 * MinGW 5.3.1 does not seem to have the bug, neither does 8.3. So for now
31 * we're simply testing for version 7.x here.
33 #if defined(__MINGW32__) && __GNUC__ == 7
34 #warning "disabling optimizations for this file to work around compiler bug in MinGW gcc 7.x"
35 #pragma GCC optimize("O1")
40 #include "ir_builder.h"
42 #include "glsl_parser_extras.h"
43 #include "glsl_symbol_table.h"
44 #include "main/mtypes.h"
45 #include "main/uniforms.h"
46 #include "program/prog_statevars.h"
47 #include "program/prog_instruction.h"
48 #include "builtin_functions.h"
50 using namespace ir_builder
;
52 static const struct gl_builtin_uniform_element gl_NumSamples_elements
[] = {
53 {NULL
, {STATE_NUM_SAMPLES
, 0, 0}, SWIZZLE_XXXX
}
56 static const struct gl_builtin_uniform_element gl_DepthRange_elements
[] = {
57 {"near", {STATE_DEPTH_RANGE
, 0, 0}, SWIZZLE_XXXX
},
58 {"far", {STATE_DEPTH_RANGE
, 0, 0}, SWIZZLE_YYYY
},
59 {"diff", {STATE_DEPTH_RANGE
, 0, 0}, SWIZZLE_ZZZZ
},
62 static const struct gl_builtin_uniform_element gl_ClipPlane_elements
[] = {
63 {NULL
, {STATE_CLIPPLANE
, 0, 0}, SWIZZLE_XYZW
}
66 static const struct gl_builtin_uniform_element gl_Point_elements
[] = {
67 {"size", {STATE_POINT_SIZE
}, SWIZZLE_XXXX
},
68 {"sizeMin", {STATE_POINT_SIZE
}, SWIZZLE_YYYY
},
69 {"sizeMax", {STATE_POINT_SIZE
}, SWIZZLE_ZZZZ
},
70 {"fadeThresholdSize", {STATE_POINT_SIZE
}, SWIZZLE_WWWW
},
71 {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION
}, SWIZZLE_XXXX
},
72 {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION
}, SWIZZLE_YYYY
},
73 {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION
}, SWIZZLE_ZZZZ
},
76 static const struct gl_builtin_uniform_element gl_FrontMaterial_elements
[] = {
77 {"emission", {STATE_MATERIAL
, 0, STATE_EMISSION
}, SWIZZLE_XYZW
},
78 {"ambient", {STATE_MATERIAL
, 0, STATE_AMBIENT
}, SWIZZLE_XYZW
},
79 {"diffuse", {STATE_MATERIAL
, 0, STATE_DIFFUSE
}, SWIZZLE_XYZW
},
80 {"specular", {STATE_MATERIAL
, 0, STATE_SPECULAR
}, SWIZZLE_XYZW
},
81 {"shininess", {STATE_MATERIAL
, 0, STATE_SHININESS
}, SWIZZLE_XXXX
},
84 static const struct gl_builtin_uniform_element gl_BackMaterial_elements
[] = {
85 {"emission", {STATE_MATERIAL
, 1, STATE_EMISSION
}, SWIZZLE_XYZW
},
86 {"ambient", {STATE_MATERIAL
, 1, STATE_AMBIENT
}, SWIZZLE_XYZW
},
87 {"diffuse", {STATE_MATERIAL
, 1, STATE_DIFFUSE
}, SWIZZLE_XYZW
},
88 {"specular", {STATE_MATERIAL
, 1, STATE_SPECULAR
}, SWIZZLE_XYZW
},
89 {"shininess", {STATE_MATERIAL
, 1, STATE_SHININESS
}, SWIZZLE_XXXX
},
92 static const struct gl_builtin_uniform_element gl_LightSource_elements
[] = {
93 {"ambient", {STATE_LIGHT
, 0, STATE_AMBIENT
}, SWIZZLE_XYZW
},
94 {"diffuse", {STATE_LIGHT
, 0, STATE_DIFFUSE
}, SWIZZLE_XYZW
},
95 {"specular", {STATE_LIGHT
, 0, STATE_SPECULAR
}, SWIZZLE_XYZW
},
96 {"position", {STATE_LIGHT
, 0, STATE_POSITION
}, SWIZZLE_XYZW
},
97 {"halfVector", {STATE_LIGHT
, 0, STATE_HALF_VECTOR
}, SWIZZLE_XYZW
},
98 {"spotDirection", {STATE_LIGHT
, 0, STATE_SPOT_DIRECTION
},
99 MAKE_SWIZZLE4(SWIZZLE_X
,
103 {"spotCosCutoff", {STATE_LIGHT
, 0, STATE_SPOT_DIRECTION
}, SWIZZLE_WWWW
},
104 {"constantAttenuation", {STATE_LIGHT
, 0, STATE_ATTENUATION
}, SWIZZLE_XXXX
},
105 {"linearAttenuation", {STATE_LIGHT
, 0, STATE_ATTENUATION
}, SWIZZLE_YYYY
},
106 {"quadraticAttenuation", {STATE_LIGHT
, 0, STATE_ATTENUATION
}, SWIZZLE_ZZZZ
},
107 {"spotExponent", {STATE_LIGHT
, 0, STATE_ATTENUATION
}, SWIZZLE_WWWW
},
108 {"spotCutoff", {STATE_LIGHT
, 0, STATE_SPOT_CUTOFF
}, SWIZZLE_XXXX
},
111 static const struct gl_builtin_uniform_element gl_LightModel_elements
[] = {
112 {"ambient", {STATE_LIGHTMODEL_AMBIENT
, 0}, SWIZZLE_XYZW
},
115 static const struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements
[] = {
116 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR
, 0}, SWIZZLE_XYZW
},
119 static const struct gl_builtin_uniform_element gl_BackLightModelProduct_elements
[] = {
120 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR
, 1}, SWIZZLE_XYZW
},
123 static const struct gl_builtin_uniform_element gl_FrontLightProduct_elements
[] = {
124 {"ambient", {STATE_LIGHTPROD
, 0, 0, STATE_AMBIENT
}, SWIZZLE_XYZW
},
125 {"diffuse", {STATE_LIGHTPROD
, 0, 0, STATE_DIFFUSE
}, SWIZZLE_XYZW
},
126 {"specular", {STATE_LIGHTPROD
, 0, 0, STATE_SPECULAR
}, SWIZZLE_XYZW
},
129 static const struct gl_builtin_uniform_element gl_BackLightProduct_elements
[] = {
130 {"ambient", {STATE_LIGHTPROD
, 0, 1, STATE_AMBIENT
}, SWIZZLE_XYZW
},
131 {"diffuse", {STATE_LIGHTPROD
, 0, 1, STATE_DIFFUSE
}, SWIZZLE_XYZW
},
132 {"specular", {STATE_LIGHTPROD
, 0, 1, STATE_SPECULAR
}, SWIZZLE_XYZW
},
135 static const struct gl_builtin_uniform_element gl_TextureEnvColor_elements
[] = {
136 {NULL
, {STATE_TEXENV_COLOR
, 0}, SWIZZLE_XYZW
},
139 static const struct gl_builtin_uniform_element gl_EyePlaneS_elements
[] = {
140 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_EYE_S
}, SWIZZLE_XYZW
},
143 static const struct gl_builtin_uniform_element gl_EyePlaneT_elements
[] = {
144 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_EYE_T
}, SWIZZLE_XYZW
},
147 static const struct gl_builtin_uniform_element gl_EyePlaneR_elements
[] = {
148 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_EYE_R
}, SWIZZLE_XYZW
},
151 static const struct gl_builtin_uniform_element gl_EyePlaneQ_elements
[] = {
152 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_EYE_Q
}, SWIZZLE_XYZW
},
155 static const struct gl_builtin_uniform_element gl_ObjectPlaneS_elements
[] = {
156 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_OBJECT_S
}, SWIZZLE_XYZW
},
159 static const struct gl_builtin_uniform_element gl_ObjectPlaneT_elements
[] = {
160 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_OBJECT_T
}, SWIZZLE_XYZW
},
163 static const struct gl_builtin_uniform_element gl_ObjectPlaneR_elements
[] = {
164 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_OBJECT_R
}, SWIZZLE_XYZW
},
167 static const struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements
[] = {
168 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_OBJECT_Q
}, SWIZZLE_XYZW
},
171 static const struct gl_builtin_uniform_element gl_Fog_elements
[] = {
172 {"color", {STATE_FOG_COLOR
}, SWIZZLE_XYZW
},
173 {"density", {STATE_FOG_PARAMS
}, SWIZZLE_XXXX
},
174 {"start", {STATE_FOG_PARAMS
}, SWIZZLE_YYYY
},
175 {"end", {STATE_FOG_PARAMS
}, SWIZZLE_ZZZZ
},
176 {"scale", {STATE_FOG_PARAMS
}, SWIZZLE_WWWW
},
179 static const struct gl_builtin_uniform_element gl_NormalScale_elements
[] = {
180 {NULL
, {STATE_NORMAL_SCALE
}, SWIZZLE_XXXX
},
183 static const struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements
[] = {
184 {NULL
, {STATE_INTERNAL
, STATE_FOG_PARAMS_OPTIMIZED
}, SWIZZLE_XYZW
},
187 static const struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements
[] = {
188 {NULL
, {STATE_INTERNAL
, STATE_CURRENT_ATTRIB
, 0}, SWIZZLE_XYZW
},
191 static const struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements
[] = {
192 {NULL
, {STATE_INTERNAL
, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED
, 0}, SWIZZLE_XYZW
},
195 #define MATRIX(name, statevar, modifier) \
196 static const struct gl_builtin_uniform_element name ## _elements[] = { \
197 { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW }, \
198 { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW }, \
199 { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW }, \
200 { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW }, \
203 MATRIX(gl_ModelViewMatrix
,
204 STATE_MODELVIEW_MATRIX
, STATE_MATRIX_TRANSPOSE
);
205 MATRIX(gl_ModelViewMatrixInverse
,
206 STATE_MODELVIEW_MATRIX
, STATE_MATRIX_INVTRANS
);
207 MATRIX(gl_ModelViewMatrixTranspose
,
208 STATE_MODELVIEW_MATRIX
, 0);
209 MATRIX(gl_ModelViewMatrixInverseTranspose
,
210 STATE_MODELVIEW_MATRIX
, STATE_MATRIX_INVERSE
);
212 MATRIX(gl_ProjectionMatrix
,
213 STATE_PROJECTION_MATRIX
, STATE_MATRIX_TRANSPOSE
);
214 MATRIX(gl_ProjectionMatrixInverse
,
215 STATE_PROJECTION_MATRIX
, STATE_MATRIX_INVTRANS
);
216 MATRIX(gl_ProjectionMatrixTranspose
,
217 STATE_PROJECTION_MATRIX
, 0);
218 MATRIX(gl_ProjectionMatrixInverseTranspose
,
219 STATE_PROJECTION_MATRIX
, STATE_MATRIX_INVERSE
);
221 MATRIX(gl_ModelViewProjectionMatrix
,
222 STATE_MVP_MATRIX
, STATE_MATRIX_TRANSPOSE
);
223 MATRIX(gl_ModelViewProjectionMatrixInverse
,
224 STATE_MVP_MATRIX
, STATE_MATRIX_INVTRANS
);
225 MATRIX(gl_ModelViewProjectionMatrixTranspose
,
226 STATE_MVP_MATRIX
, 0);
227 MATRIX(gl_ModelViewProjectionMatrixInverseTranspose
,
228 STATE_MVP_MATRIX
, STATE_MATRIX_INVERSE
);
230 MATRIX(gl_TextureMatrix
,
231 STATE_TEXTURE_MATRIX
, STATE_MATRIX_TRANSPOSE
);
232 MATRIX(gl_TextureMatrixInverse
,
233 STATE_TEXTURE_MATRIX
, STATE_MATRIX_INVTRANS
);
234 MATRIX(gl_TextureMatrixTranspose
,
235 STATE_TEXTURE_MATRIX
, 0);
236 MATRIX(gl_TextureMatrixInverseTranspose
,
237 STATE_TEXTURE_MATRIX
, STATE_MATRIX_INVERSE
);
239 static const struct gl_builtin_uniform_element gl_NormalMatrix_elements
[] = {
240 { NULL
, { STATE_MODELVIEW_MATRIX
, 0, 0, 0, STATE_MATRIX_INVERSE
},
241 MAKE_SWIZZLE4(SWIZZLE_X
, SWIZZLE_Y
, SWIZZLE_Z
, SWIZZLE_Z
) },
242 { NULL
, { STATE_MODELVIEW_MATRIX
, 0, 1, 1, STATE_MATRIX_INVERSE
},
243 MAKE_SWIZZLE4(SWIZZLE_X
, SWIZZLE_Y
, SWIZZLE_Z
, SWIZZLE_Z
) },
244 { NULL
, { STATE_MODELVIEW_MATRIX
, 0, 2, 2, STATE_MATRIX_INVERSE
},
245 MAKE_SWIZZLE4(SWIZZLE_X
, SWIZZLE_Y
, SWIZZLE_Z
, SWIZZLE_Z
) },
250 #define STATEVAR(name) {#name, name ## _elements, ARRAY_SIZE(name ## _elements)}
252 static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc
[] = {
253 STATEVAR(gl_NumSamples
),
254 STATEVAR(gl_DepthRange
),
255 STATEVAR(gl_ClipPlane
),
257 STATEVAR(gl_FrontMaterial
),
258 STATEVAR(gl_BackMaterial
),
259 STATEVAR(gl_LightSource
),
260 STATEVAR(gl_LightModel
),
261 STATEVAR(gl_FrontLightModelProduct
),
262 STATEVAR(gl_BackLightModelProduct
),
263 STATEVAR(gl_FrontLightProduct
),
264 STATEVAR(gl_BackLightProduct
),
265 STATEVAR(gl_TextureEnvColor
),
266 STATEVAR(gl_EyePlaneS
),
267 STATEVAR(gl_EyePlaneT
),
268 STATEVAR(gl_EyePlaneR
),
269 STATEVAR(gl_EyePlaneQ
),
270 STATEVAR(gl_ObjectPlaneS
),
271 STATEVAR(gl_ObjectPlaneT
),
272 STATEVAR(gl_ObjectPlaneR
),
273 STATEVAR(gl_ObjectPlaneQ
),
276 STATEVAR(gl_ModelViewMatrix
),
277 STATEVAR(gl_ModelViewMatrixInverse
),
278 STATEVAR(gl_ModelViewMatrixTranspose
),
279 STATEVAR(gl_ModelViewMatrixInverseTranspose
),
281 STATEVAR(gl_ProjectionMatrix
),
282 STATEVAR(gl_ProjectionMatrixInverse
),
283 STATEVAR(gl_ProjectionMatrixTranspose
),
284 STATEVAR(gl_ProjectionMatrixInverseTranspose
),
286 STATEVAR(gl_ModelViewProjectionMatrix
),
287 STATEVAR(gl_ModelViewProjectionMatrixInverse
),
288 STATEVAR(gl_ModelViewProjectionMatrixTranspose
),
289 STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose
),
291 STATEVAR(gl_TextureMatrix
),
292 STATEVAR(gl_TextureMatrixInverse
),
293 STATEVAR(gl_TextureMatrixTranspose
),
294 STATEVAR(gl_TextureMatrixInverseTranspose
),
296 STATEVAR(gl_NormalMatrix
),
297 STATEVAR(gl_NormalScale
),
299 STATEVAR(gl_FogParamsOptimizedMESA
),
300 STATEVAR(gl_CurrentAttribVertMESA
),
301 STATEVAR(gl_CurrentAttribFragMESA
),
310 * Data structure that accumulates fields for the gl_PerVertex interface
313 class per_vertex_accumulator
316 per_vertex_accumulator();
317 void add_field(int slot
, const glsl_type
*type
, int precision
,
319 const glsl_type
*construct_interface_instance() const;
322 glsl_struct_field fields
[11];
327 per_vertex_accumulator::per_vertex_accumulator()
335 per_vertex_accumulator::add_field(int slot
, const glsl_type
*type
,
336 int precision
, const char *name
)
338 assert(this->num_fields
< ARRAY_SIZE(this->fields
));
339 this->fields
[this->num_fields
].type
= type
;
340 this->fields
[this->num_fields
].name
= name
;
341 this->fields
[this->num_fields
].matrix_layout
= GLSL_MATRIX_LAYOUT_INHERITED
;
342 this->fields
[this->num_fields
].location
= slot
;
343 this->fields
[this->num_fields
].offset
= -1;
344 this->fields
[this->num_fields
].interpolation
= INTERP_MODE_NONE
;
345 this->fields
[this->num_fields
].centroid
= 0;
346 this->fields
[this->num_fields
].sample
= 0;
347 this->fields
[this->num_fields
].patch
= 0;
348 this->fields
[this->num_fields
].precision
= precision
;
349 this->fields
[this->num_fields
].memory_read_only
= 0;
350 this->fields
[this->num_fields
].memory_write_only
= 0;
351 this->fields
[this->num_fields
].memory_coherent
= 0;
352 this->fields
[this->num_fields
].memory_volatile
= 0;
353 this->fields
[this->num_fields
].memory_restrict
= 0;
354 this->fields
[this->num_fields
].image_format
= PIPE_FORMAT_NONE
;
355 this->fields
[this->num_fields
].explicit_xfb_buffer
= 0;
356 this->fields
[this->num_fields
].xfb_buffer
= -1;
357 this->fields
[this->num_fields
].xfb_stride
= -1;
363 per_vertex_accumulator::construct_interface_instance() const
365 return glsl_type::get_interface_instance(this->fields
, this->num_fields
,
366 GLSL_INTERFACE_PACKING_STD140
,
372 class builtin_variable_generator
375 builtin_variable_generator(exec_list
*instructions
,
376 struct _mesa_glsl_parse_state
*state
);
377 void generate_constants();
378 void generate_uniforms();
379 void generate_special_vars();
380 void generate_vs_special_vars();
381 void generate_tcs_special_vars();
382 void generate_tes_special_vars();
383 void generate_gs_special_vars();
384 void generate_fs_special_vars();
385 void generate_cs_special_vars();
386 void generate_varyings();
389 const glsl_type
*array(const glsl_type
*base
, unsigned elements
)
391 return glsl_type::get_array_instance(base
, elements
);
394 const glsl_type
*type(const char *name
)
396 return symtab
->get_type(name
);
399 ir_variable
*add_input(int slot
, const glsl_type
*type
, int precision
,
402 return add_variable(name
, type
, precision
, ir_var_shader_in
, slot
);
405 ir_variable
*add_input(int slot
, const glsl_type
*type
, const char *name
)
407 return add_input(slot
, type
, GLSL_PRECISION_NONE
, name
);
410 ir_variable
*add_output(int slot
, const glsl_type
*type
, int precision
,
413 return add_variable(name
, type
, precision
, ir_var_shader_out
, slot
);
416 ir_variable
*add_output(int slot
, const glsl_type
*type
, const char *name
)
418 return add_output(slot
, type
, GLSL_PRECISION_NONE
, name
);
421 ir_variable
*add_index_output(int slot
, int index
, const glsl_type
*type
,
422 int precision
, const char *name
)
424 return add_index_variable(name
, type
, precision
, ir_var_shader_out
, slot
,
428 ir_variable
*add_system_value(int slot
, const glsl_type
*type
, int precision
,
431 return add_variable(name
, type
, precision
, ir_var_system_value
, slot
);
433 ir_variable
*add_system_value(int slot
, const glsl_type
*type
,
436 return add_system_value(slot
, type
, GLSL_PRECISION_NONE
, name
);
439 ir_variable
*add_variable(const char *name
, const glsl_type
*type
,
440 int precision
, enum ir_variable_mode mode
,
442 ir_variable
*add_index_variable(const char *name
, const glsl_type
*type
,
443 int precision
, enum ir_variable_mode mode
,
444 int slot
, int index
);
445 ir_variable
*add_uniform(const glsl_type
*type
, int precision
,
447 ir_variable
*add_uniform(const glsl_type
*type
, const char *name
)
449 return add_uniform(type
, GLSL_PRECISION_NONE
, name
);
451 ir_variable
*add_const(const char *name
, int precision
, int value
);
452 ir_variable
*add_const(const char *name
, int value
)
454 return add_const(name
, GLSL_PRECISION_MEDIUM
, value
);
456 ir_variable
*add_const_ivec3(const char *name
, int x
, int y
, int z
);
457 void add_varying(int slot
, const glsl_type
*type
, int precision
,
459 void add_varying(int slot
, const glsl_type
*type
, const char *name
)
461 add_varying(slot
, type
, GLSL_PRECISION_NONE
, name
);
464 exec_list
* const instructions
;
465 struct _mesa_glsl_parse_state
* const state
;
466 glsl_symbol_table
* const symtab
;
469 * True if compatibility-profile-only variables should be included. (In
470 * desktop GL, these are always included when the GLSL version is 1.30 and
473 const bool compatibility
;
475 const glsl_type
* const bool_t
;
476 const glsl_type
* const int_t
;
477 const glsl_type
* const uint_t
;
478 const glsl_type
* const uint64_t;
479 const glsl_type
* const float_t
;
480 const glsl_type
* const vec2_t
;
481 const glsl_type
* const vec3_t
;
482 const glsl_type
* const vec4_t
;
483 const glsl_type
* const uvec3_t
;
484 const glsl_type
* const mat3_t
;
485 const glsl_type
* const mat4_t
;
487 per_vertex_accumulator per_vertex_in
;
488 per_vertex_accumulator per_vertex_out
;
492 builtin_variable_generator::builtin_variable_generator(
493 exec_list
*instructions
, struct _mesa_glsl_parse_state
*state
)
494 : instructions(instructions
), state(state
), symtab(state
->symbols
),
495 compatibility(state
->compat_shader
|| state
->ARB_compatibility_enable
),
496 bool_t(glsl_type::bool_type
), int_t(glsl_type::int_type
),
497 uint_t(glsl_type::uint_type
),
498 uint64_t(glsl_type::uint64_t_type
),
499 float_t(glsl_type::float_type
), vec2_t(glsl_type::vec2_type
),
500 vec3_t(glsl_type::vec3_type
), vec4_t(glsl_type::vec4_type
),
501 uvec3_t(glsl_type::uvec3_type
),
502 mat3_t(glsl_type::mat3_type
), mat4_t(glsl_type::mat4_type
)
507 builtin_variable_generator::add_index_variable(const char *name
,
508 const glsl_type
*type
,
510 enum ir_variable_mode mode
,
513 ir_variable
*var
= new(symtab
) ir_variable(type
, name
, mode
);
514 var
->data
.how_declared
= ir_var_declared_implicitly
;
516 switch (var
->data
.mode
) {
518 case ir_var_shader_in
:
520 case ir_var_system_value
:
521 var
->data
.read_only
= true;
523 case ir_var_shader_out
:
524 case ir_var_shader_storage
:
527 /* The only variables that are added using this function should be
528 * uniforms, shader storage, shader inputs, and shader outputs, constants
529 * (which use ir_var_auto), and system values.
535 var
->data
.location
= slot
;
536 var
->data
.explicit_location
= (slot
>= 0);
537 var
->data
.explicit_index
= 1;
538 var
->data
.index
= index
;
540 if (state
->es_shader
)
541 var
->data
.precision
= precision
;
543 /* Once the variable is created an initialized, add it to the symbol table
544 * and add the declaration to the IR stream.
546 instructions
->push_tail(var
);
548 symtab
->add_variable(var
);
553 builtin_variable_generator::add_variable(const char *name
,
554 const glsl_type
*type
,
556 enum ir_variable_mode mode
, int slot
)
558 ir_variable
*var
= new(symtab
) ir_variable(type
, name
, mode
);
559 var
->data
.how_declared
= ir_var_declared_implicitly
;
561 switch (var
->data
.mode
) {
563 case ir_var_shader_in
:
565 case ir_var_system_value
:
566 var
->data
.read_only
= true;
568 case ir_var_shader_out
:
569 case ir_var_shader_storage
:
572 /* The only variables that are added using this function should be
573 * uniforms, shader storage, shader inputs, and shader outputs, constants
574 * (which use ir_var_auto), and system values.
580 var
->data
.location
= slot
;
581 var
->data
.explicit_location
= (slot
>= 0);
582 var
->data
.explicit_index
= 0;
584 if (state
->es_shader
)
585 var
->data
.precision
= precision
;
587 /* Once the variable is created an initialized, add it to the symbol table
588 * and add the declaration to the IR stream.
590 instructions
->push_tail(var
);
592 symtab
->add_variable(var
);
596 extern "C" const struct gl_builtin_uniform_desc
*
597 _mesa_glsl_get_builtin_uniform_desc(const char *name
)
599 for (unsigned i
= 0; _mesa_builtin_uniform_desc
[i
].name
!= NULL
; i
++) {
600 if (strcmp(_mesa_builtin_uniform_desc
[i
].name
, name
) == 0) {
601 return &_mesa_builtin_uniform_desc
[i
];
608 builtin_variable_generator::add_uniform(const glsl_type
*type
,
612 ir_variable
*const uni
=
613 add_variable(name
, type
, precision
, ir_var_uniform
, -1);
615 const struct gl_builtin_uniform_desc
* const statevar
=
616 _mesa_glsl_get_builtin_uniform_desc(name
);
617 assert(statevar
!= NULL
);
619 const unsigned array_count
= type
->is_array() ? type
->length
: 1;
621 ir_state_slot
*slots
=
622 uni
->allocate_state_slots(array_count
* statevar
->num_elements
);
624 for (unsigned a
= 0; a
< array_count
; a
++) {
625 for (unsigned j
= 0; j
< statevar
->num_elements
; j
++) {
626 const struct gl_builtin_uniform_element
*element
=
627 &statevar
->elements
[j
];
629 memcpy(slots
->tokens
, element
->tokens
, sizeof(element
->tokens
));
630 if (type
->is_array()) {
631 if (strcmp(name
, "gl_CurrentAttribVertMESA") == 0 ||
632 strcmp(name
, "gl_CurrentAttribFragMESA") == 0) {
633 slots
->tokens
[2] = a
;
635 slots
->tokens
[1] = a
;
639 slots
->swizzle
= element
->swizzle
;
649 builtin_variable_generator::add_const(const char *name
, int precision
,
652 ir_variable
*const var
= add_variable(name
, glsl_type::int_type
,
653 precision
, ir_var_auto
, -1);
654 var
->constant_value
= new(var
) ir_constant(value
);
655 var
->constant_initializer
= new(var
) ir_constant(value
);
656 var
->data
.has_initializer
= true;
662 builtin_variable_generator::add_const_ivec3(const char *name
, int x
, int y
,
665 ir_variable
*const var
= add_variable(name
, glsl_type::ivec3_type
,
668 ir_constant_data data
;
669 memset(&data
, 0, sizeof(data
));
673 var
->constant_value
= new(var
) ir_constant(glsl_type::ivec3_type
, &data
);
674 var
->constant_initializer
=
675 new(var
) ir_constant(glsl_type::ivec3_type
, &data
);
676 var
->data
.has_initializer
= true;
682 builtin_variable_generator::generate_constants()
684 add_const("gl_MaxVertexAttribs", state
->Const
.MaxVertexAttribs
);
685 add_const("gl_MaxVertexTextureImageUnits",
686 state
->Const
.MaxVertexTextureImageUnits
);
687 add_const("gl_MaxCombinedTextureImageUnits",
688 state
->Const
.MaxCombinedTextureImageUnits
);
689 add_const("gl_MaxTextureImageUnits", state
->Const
.MaxTextureImageUnits
);
690 add_const("gl_MaxDrawBuffers", state
->Const
.MaxDrawBuffers
);
692 /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
693 * GL counts them in units of "components" or "floats" and also in units
694 * of vectors since GL 4.1
696 if (!state
->es_shader
) {
697 add_const("gl_MaxFragmentUniformComponents",
698 state
->Const
.MaxFragmentUniformComponents
);
699 add_const("gl_MaxVertexUniformComponents",
700 state
->Const
.MaxVertexUniformComponents
);
703 if (state
->is_version(410, 100)) {
704 add_const("gl_MaxVertexUniformVectors",
705 state
->Const
.MaxVertexUniformComponents
/ 4);
706 add_const("gl_MaxFragmentUniformVectors",
707 state
->Const
.MaxFragmentUniformComponents
/ 4);
709 /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
710 * vertex and fragment shader constants.
712 if (state
->is_version(0, 300)) {
713 add_const("gl_MaxVertexOutputVectors",
714 state
->ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxOutputComponents
/ 4);
715 add_const("gl_MaxFragmentInputVectors",
716 state
->ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxInputComponents
/ 4);
718 add_const("gl_MaxVaryingVectors",
719 state
->ctx
->Const
.MaxVarying
);
722 /* EXT_blend_func_extended brings a built in constant
723 * for determining number of dual source draw buffers
725 if (state
->EXT_blend_func_extended_enable
) {
726 add_const("gl_MaxDualSourceDrawBuffersEXT",
727 state
->Const
.MaxDualSourceDrawBuffers
);
730 /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
733 add_const("gl_MaxVaryingFloats", state
->ctx
->Const
.MaxVarying
* 4);
736 /* Texel offsets were introduced in ARB_shading_language_420pack (which
737 * requires desktop GLSL version 130), and adopted into desktop GLSL
738 * version 4.20 and GLSL ES version 3.00.
740 if ((state
->is_version(130, 0) &&
741 state
->ARB_shading_language_420pack_enable
) ||
742 state
->is_version(420, 300)) {
743 add_const("gl_MinProgramTexelOffset",
744 state
->Const
.MinProgramTexelOffset
);
745 add_const("gl_MaxProgramTexelOffset",
746 state
->Const
.MaxProgramTexelOffset
);
749 if (state
->has_clip_distance()) {
750 add_const("gl_MaxClipDistances", state
->Const
.MaxClipPlanes
);
752 if (state
->is_version(130, 0)) {
753 add_const("gl_MaxVaryingComponents", state
->ctx
->Const
.MaxVarying
* 4);
755 if (state
->has_cull_distance()) {
756 add_const("gl_MaxCullDistances", state
->Const
.MaxClipPlanes
);
757 add_const("gl_MaxCombinedClipAndCullDistances",
758 state
->Const
.MaxClipPlanes
);
761 if (state
->has_geometry_shader()) {
762 add_const("gl_MaxVertexOutputComponents",
763 state
->Const
.MaxVertexOutputComponents
);
764 add_const("gl_MaxGeometryInputComponents",
765 state
->Const
.MaxGeometryInputComponents
);
766 add_const("gl_MaxGeometryOutputComponents",
767 state
->Const
.MaxGeometryOutputComponents
);
768 add_const("gl_MaxFragmentInputComponents",
769 state
->Const
.MaxFragmentInputComponents
);
770 add_const("gl_MaxGeometryTextureImageUnits",
771 state
->Const
.MaxGeometryTextureImageUnits
);
772 add_const("gl_MaxGeometryOutputVertices",
773 state
->Const
.MaxGeometryOutputVertices
);
774 add_const("gl_MaxGeometryTotalOutputComponents",
775 state
->Const
.MaxGeometryTotalOutputComponents
);
776 add_const("gl_MaxGeometryUniformComponents",
777 state
->Const
.MaxGeometryUniformComponents
);
779 /* Note: the GLSL 1.50-4.40 specs require
780 * gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
781 * But they do not define what it means (and there does not appear to be
782 * any corresponding constant in the GL specs). However,
783 * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
784 * be the maximum number of components available for use as geometry
785 * outputs. So we assume this is a synonym for
786 * gl_MaxGeometryOutputComponents.
788 add_const("gl_MaxGeometryVaryingComponents",
789 state
->Const
.MaxGeometryOutputComponents
);
793 /* Note: gl_MaxLights stopped being listed as an explicit constant in
794 * GLSL 1.30, however it continues to be referred to (as a minimum size
795 * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
796 * this seems like it was probably an oversight.
798 add_const("gl_MaxLights", state
->Const
.MaxLights
);
800 add_const("gl_MaxClipPlanes", state
->Const
.MaxClipPlanes
);
802 /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
803 * 1.50, however this seems like it was probably an oversight.
805 add_const("gl_MaxTextureUnits", state
->Const
.MaxTextureUnits
);
807 /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
808 * re-introduced in GLSL 1.50, so this seems like it was probably an
811 add_const("gl_MaxTextureCoords", state
->Const
.MaxTextureCoords
);
814 if (state
->has_atomic_counters()) {
815 add_const("gl_MaxVertexAtomicCounters",
816 state
->Const
.MaxVertexAtomicCounters
);
817 add_const("gl_MaxFragmentAtomicCounters",
818 state
->Const
.MaxFragmentAtomicCounters
);
819 add_const("gl_MaxCombinedAtomicCounters",
820 state
->Const
.MaxCombinedAtomicCounters
);
821 add_const("gl_MaxAtomicCounterBindings",
822 state
->Const
.MaxAtomicBufferBindings
);
824 if (state
->has_geometry_shader()) {
825 add_const("gl_MaxGeometryAtomicCounters",
826 state
->Const
.MaxGeometryAtomicCounters
);
828 if (state
->is_version(110, 320)) {
829 add_const("gl_MaxTessControlAtomicCounters",
830 state
->Const
.MaxTessControlAtomicCounters
);
831 add_const("gl_MaxTessEvaluationAtomicCounters",
832 state
->Const
.MaxTessEvaluationAtomicCounters
);
836 if (state
->is_version(420, 310)) {
837 add_const("gl_MaxVertexAtomicCounterBuffers",
838 state
->Const
.MaxVertexAtomicCounterBuffers
);
839 add_const("gl_MaxFragmentAtomicCounterBuffers",
840 state
->Const
.MaxFragmentAtomicCounterBuffers
);
841 add_const("gl_MaxCombinedAtomicCounterBuffers",
842 state
->Const
.MaxCombinedAtomicCounterBuffers
);
843 add_const("gl_MaxAtomicCounterBufferSize",
844 state
->Const
.MaxAtomicCounterBufferSize
);
846 if (state
->has_geometry_shader()) {
847 add_const("gl_MaxGeometryAtomicCounterBuffers",
848 state
->Const
.MaxGeometryAtomicCounterBuffers
);
850 if (state
->is_version(110, 320)) {
851 add_const("gl_MaxTessControlAtomicCounterBuffers",
852 state
->Const
.MaxTessControlAtomicCounterBuffers
);
853 add_const("gl_MaxTessEvaluationAtomicCounterBuffers",
854 state
->Const
.MaxTessEvaluationAtomicCounterBuffers
);
858 if (state
->is_version(430, 310) || state
->ARB_compute_shader_enable
) {
859 add_const("gl_MaxComputeAtomicCounterBuffers",
860 state
->Const
.MaxComputeAtomicCounterBuffers
);
861 add_const("gl_MaxComputeAtomicCounters",
862 state
->Const
.MaxComputeAtomicCounters
);
863 add_const("gl_MaxComputeImageUniforms",
864 state
->Const
.MaxComputeImageUniforms
);
865 add_const("gl_MaxComputeTextureImageUnits",
866 state
->Const
.MaxComputeTextureImageUnits
);
867 add_const("gl_MaxComputeUniformComponents",
868 state
->Const
.MaxComputeUniformComponents
);
870 add_const_ivec3("gl_MaxComputeWorkGroupCount",
871 state
->Const
.MaxComputeWorkGroupCount
[0],
872 state
->Const
.MaxComputeWorkGroupCount
[1],
873 state
->Const
.MaxComputeWorkGroupCount
[2]);
874 add_const_ivec3("gl_MaxComputeWorkGroupSize",
875 state
->Const
.MaxComputeWorkGroupSize
[0],
876 state
->Const
.MaxComputeWorkGroupSize
[1],
877 state
->Const
.MaxComputeWorkGroupSize
[2]);
879 /* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables):
881 * The built-in constant gl_WorkGroupSize is a compute-shader
882 * constant containing the local work-group size of the shader. The
883 * size of the work group in the X, Y, and Z dimensions is stored in
884 * the x, y, and z components. The constants values in
885 * gl_WorkGroupSize will match those specified in the required
886 * local_size_x, local_size_y, and local_size_z layout qualifiers
887 * for the current shader. This is a constant so that it can be
888 * used to size arrays of memory that can be shared within the local
889 * work group. It is a compile-time error to use gl_WorkGroupSize
890 * in a shader that does not declare a fixed local group size, or
891 * before that shader has declared a fixed local group size, using
892 * local_size_x, local_size_y, and local_size_z.
894 * To prevent the shader from trying to refer to gl_WorkGroupSize before
895 * the layout declaration, we don't define it here. Intead we define it
896 * in ast_cs_input_layout::hir().
900 if (state
->has_enhanced_layouts()) {
901 add_const("gl_MaxTransformFeedbackBuffers",
902 state
->Const
.MaxTransformFeedbackBuffers
);
903 add_const("gl_MaxTransformFeedbackInterleavedComponents",
904 state
->Const
.MaxTransformFeedbackInterleavedComponents
);
907 if (state
->has_shader_image_load_store()) {
908 add_const("gl_MaxImageUnits",
909 state
->Const
.MaxImageUnits
);
910 add_const("gl_MaxVertexImageUniforms",
911 state
->Const
.MaxVertexImageUniforms
);
912 add_const("gl_MaxFragmentImageUniforms",
913 state
->Const
.MaxFragmentImageUniforms
);
914 add_const("gl_MaxCombinedImageUniforms",
915 state
->Const
.MaxCombinedImageUniforms
);
917 if (state
->has_geometry_shader()) {
918 add_const("gl_MaxGeometryImageUniforms",
919 state
->Const
.MaxGeometryImageUniforms
);
922 if (!state
->es_shader
) {
923 add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs",
924 state
->Const
.MaxCombinedShaderOutputResources
);
925 add_const("gl_MaxImageSamples",
926 state
->Const
.MaxImageSamples
);
929 if (state
->has_tessellation_shader()) {
930 add_const("gl_MaxTessControlImageUniforms",
931 state
->Const
.MaxTessControlImageUniforms
);
932 add_const("gl_MaxTessEvaluationImageUniforms",
933 state
->Const
.MaxTessEvaluationImageUniforms
);
937 if (state
->is_version(440, 310) ||
938 state
->ARB_ES3_1_compatibility_enable
) {
939 add_const("gl_MaxCombinedShaderOutputResources",
940 state
->Const
.MaxCombinedShaderOutputResources
);
943 if (state
->is_version(410, 0) ||
944 state
->ARB_viewport_array_enable
||
945 state
->OES_viewport_array_enable
) {
946 add_const("gl_MaxViewports", GLSL_PRECISION_HIGH
,
947 state
->Const
.MaxViewports
);
950 if (state
->has_tessellation_shader()) {
951 add_const("gl_MaxPatchVertices", state
->Const
.MaxPatchVertices
);
952 add_const("gl_MaxTessGenLevel", state
->Const
.MaxTessGenLevel
);
953 add_const("gl_MaxTessControlInputComponents", state
->Const
.MaxTessControlInputComponents
);
954 add_const("gl_MaxTessControlOutputComponents", state
->Const
.MaxTessControlOutputComponents
);
955 add_const("gl_MaxTessControlTextureImageUnits", state
->Const
.MaxTessControlTextureImageUnits
);
956 add_const("gl_MaxTessEvaluationInputComponents", state
->Const
.MaxTessEvaluationInputComponents
);
957 add_const("gl_MaxTessEvaluationOutputComponents", state
->Const
.MaxTessEvaluationOutputComponents
);
958 add_const("gl_MaxTessEvaluationTextureImageUnits", state
->Const
.MaxTessEvaluationTextureImageUnits
);
959 add_const("gl_MaxTessPatchComponents", state
->Const
.MaxTessPatchComponents
);
960 add_const("gl_MaxTessControlTotalOutputComponents", state
->Const
.MaxTessControlTotalOutputComponents
);
961 add_const("gl_MaxTessControlUniformComponents", state
->Const
.MaxTessControlUniformComponents
);
962 add_const("gl_MaxTessEvaluationUniformComponents", state
->Const
.MaxTessEvaluationUniformComponents
);
965 if (state
->is_version(450, 320) ||
966 state
->OES_sample_variables_enable
||
967 state
->ARB_ES3_1_compatibility_enable
)
968 add_const("gl_MaxSamples", state
->Const
.MaxSamples
);
973 * Generate uniform variables (which exist in all types of shaders).
976 builtin_variable_generator::generate_uniforms()
978 if (state
->is_version(400, 320) ||
979 state
->ARB_sample_shading_enable
||
980 state
->OES_sample_variables_enable
)
981 add_uniform(int_t
, GLSL_PRECISION_LOW
, "gl_NumSamples");
982 add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
983 add_uniform(array(vec4_t
, VERT_ATTRIB_MAX
), "gl_CurrentAttribVertMESA");
984 add_uniform(array(vec4_t
, VARYING_SLOT_MAX
), "gl_CurrentAttribFragMESA");
987 add_uniform(mat4_t
, "gl_ModelViewMatrix");
988 add_uniform(mat4_t
, "gl_ProjectionMatrix");
989 add_uniform(mat4_t
, "gl_ModelViewProjectionMatrix");
990 add_uniform(mat3_t
, "gl_NormalMatrix");
991 add_uniform(mat4_t
, "gl_ModelViewMatrixInverse");
992 add_uniform(mat4_t
, "gl_ProjectionMatrixInverse");
993 add_uniform(mat4_t
, "gl_ModelViewProjectionMatrixInverse");
994 add_uniform(mat4_t
, "gl_ModelViewMatrixTranspose");
995 add_uniform(mat4_t
, "gl_ProjectionMatrixTranspose");
996 add_uniform(mat4_t
, "gl_ModelViewProjectionMatrixTranspose");
997 add_uniform(mat4_t
, "gl_ModelViewMatrixInverseTranspose");
998 add_uniform(mat4_t
, "gl_ProjectionMatrixInverseTranspose");
999 add_uniform(mat4_t
, "gl_ModelViewProjectionMatrixInverseTranspose");
1000 add_uniform(float_t
, "gl_NormalScale");
1001 add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
1002 add_uniform(vec4_t
, "gl_FogParamsOptimizedMESA");
1004 const glsl_type
*const mat4_array_type
=
1005 array(mat4_t
, state
->Const
.MaxTextureCoords
);
1006 add_uniform(mat4_array_type
, "gl_TextureMatrix");
1007 add_uniform(mat4_array_type
, "gl_TextureMatrixInverse");
1008 add_uniform(mat4_array_type
, "gl_TextureMatrixTranspose");
1009 add_uniform(mat4_array_type
, "gl_TextureMatrixInverseTranspose");
1011 add_uniform(array(vec4_t
, state
->Const
.MaxClipPlanes
), "gl_ClipPlane");
1012 add_uniform(type("gl_PointParameters"), "gl_Point");
1014 const glsl_type
*const material_parameters_type
=
1015 type("gl_MaterialParameters");
1016 add_uniform(material_parameters_type
, "gl_FrontMaterial");
1017 add_uniform(material_parameters_type
, "gl_BackMaterial");
1019 add_uniform(array(type("gl_LightSourceParameters"),
1020 state
->Const
.MaxLights
),
1023 const glsl_type
*const light_model_products_type
=
1024 type("gl_LightModelProducts");
1025 add_uniform(light_model_products_type
, "gl_FrontLightModelProduct");
1026 add_uniform(light_model_products_type
, "gl_BackLightModelProduct");
1028 const glsl_type
*const light_products_type
=
1029 array(type("gl_LightProducts"), state
->Const
.MaxLights
);
1030 add_uniform(light_products_type
, "gl_FrontLightProduct");
1031 add_uniform(light_products_type
, "gl_BackLightProduct");
1033 add_uniform(array(vec4_t
, state
->Const
.MaxTextureUnits
),
1034 "gl_TextureEnvColor");
1036 const glsl_type
*const texcoords_vec4
=
1037 array(vec4_t
, state
->Const
.MaxTextureCoords
);
1038 add_uniform(texcoords_vec4
, "gl_EyePlaneS");
1039 add_uniform(texcoords_vec4
, "gl_EyePlaneT");
1040 add_uniform(texcoords_vec4
, "gl_EyePlaneR");
1041 add_uniform(texcoords_vec4
, "gl_EyePlaneQ");
1042 add_uniform(texcoords_vec4
, "gl_ObjectPlaneS");
1043 add_uniform(texcoords_vec4
, "gl_ObjectPlaneT");
1044 add_uniform(texcoords_vec4
, "gl_ObjectPlaneR");
1045 add_uniform(texcoords_vec4
, "gl_ObjectPlaneQ");
1047 add_uniform(type("gl_FogParameters"), "gl_Fog");
1053 * Generate special variables which exist in all shaders.
1056 builtin_variable_generator::generate_special_vars()
1058 if (state
->ARB_shader_ballot_enable
) {
1059 add_system_value(SYSTEM_VALUE_SUBGROUP_SIZE
, uint_t
, "gl_SubGroupSizeARB");
1060 add_system_value(SYSTEM_VALUE_SUBGROUP_INVOCATION
, uint_t
, "gl_SubGroupInvocationARB");
1061 add_system_value(SYSTEM_VALUE_SUBGROUP_EQ_MASK
, uint64_t, "gl_SubGroupEqMaskARB");
1062 add_system_value(SYSTEM_VALUE_SUBGROUP_GE_MASK
, uint64_t, "gl_SubGroupGeMaskARB");
1063 add_system_value(SYSTEM_VALUE_SUBGROUP_GT_MASK
, uint64_t, "gl_SubGroupGtMaskARB");
1064 add_system_value(SYSTEM_VALUE_SUBGROUP_LE_MASK
, uint64_t, "gl_SubGroupLeMaskARB");
1065 add_system_value(SYSTEM_VALUE_SUBGROUP_LT_MASK
, uint64_t, "gl_SubGroupLtMaskARB");
1071 * Generate variables which only exist in vertex shaders.
1074 builtin_variable_generator::generate_vs_special_vars()
1078 if (state
->is_version(130, 300) || state
->EXT_gpu_shader4_enable
) {
1079 add_system_value(SYSTEM_VALUE_VERTEX_ID
, int_t
, GLSL_PRECISION_HIGH
,
1082 if (state
->is_version(460, 0)) {
1083 add_system_value(SYSTEM_VALUE_BASE_VERTEX
, int_t
, "gl_BaseVertex");
1084 add_system_value(SYSTEM_VALUE_BASE_INSTANCE
, int_t
, "gl_BaseInstance");
1085 add_system_value(SYSTEM_VALUE_DRAW_ID
, int_t
, "gl_DrawID");
1087 if (state
->EXT_draw_instanced_enable
&& state
->is_version(0, 100))
1088 add_system_value(SYSTEM_VALUE_INSTANCE_ID
, int_t
, GLSL_PRECISION_HIGH
,
1089 "gl_InstanceIDEXT");
1091 if (state
->ARB_draw_instanced_enable
)
1092 add_system_value(SYSTEM_VALUE_INSTANCE_ID
, int_t
, "gl_InstanceIDARB");
1094 if (state
->ARB_draw_instanced_enable
|| state
->is_version(140, 300) ||
1095 state
->EXT_gpu_shader4_enable
) {
1096 add_system_value(SYSTEM_VALUE_INSTANCE_ID
, int_t
, GLSL_PRECISION_HIGH
,
1099 if (state
->ARB_shader_draw_parameters_enable
) {
1100 add_system_value(SYSTEM_VALUE_BASE_VERTEX
, int_t
, "gl_BaseVertexARB");
1101 add_system_value(SYSTEM_VALUE_BASE_INSTANCE
, int_t
, "gl_BaseInstanceARB");
1102 add_system_value(SYSTEM_VALUE_DRAW_ID
, int_t
, "gl_DrawIDARB");
1104 if (state
->AMD_vertex_shader_layer_enable
||
1105 state
->ARB_shader_viewport_layer_array_enable
||
1106 state
->NV_viewport_array2_enable
) {
1107 var
= add_output(VARYING_SLOT_LAYER
, int_t
, "gl_Layer");
1108 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1110 if (state
->AMD_vertex_shader_viewport_index_enable
||
1111 state
->ARB_shader_viewport_layer_array_enable
||
1112 state
->NV_viewport_array2_enable
) {
1113 var
= add_output(VARYING_SLOT_VIEWPORT
, int_t
, "gl_ViewportIndex");
1114 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1116 if (state
->NV_viewport_array2_enable
) {
1117 /* From the NV_viewport_array2 specification:
1119 * "The variable gl_ViewportMask[] is available as an output variable
1120 * in the VTG languages. The array has ceil(v/32) elements where v is
1121 * the maximum number of viewports supported by the implementation."
1123 * Since no drivers expose more than 16 viewports, we can simply set the
1124 * array size to 1 rather than computing it and dealing with varying
1125 * slot complication.
1127 var
= add_output(VARYING_SLOT_VIEWPORT_MASK
, array(int_t
, 1),
1129 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1131 if (compatibility
) {
1132 add_input(VERT_ATTRIB_POS
, vec4_t
, "gl_Vertex");
1133 add_input(VERT_ATTRIB_NORMAL
, vec3_t
, "gl_Normal");
1134 add_input(VERT_ATTRIB_COLOR0
, vec4_t
, "gl_Color");
1135 add_input(VERT_ATTRIB_COLOR1
, vec4_t
, "gl_SecondaryColor");
1136 add_input(VERT_ATTRIB_TEX0
, vec4_t
, "gl_MultiTexCoord0");
1137 add_input(VERT_ATTRIB_TEX1
, vec4_t
, "gl_MultiTexCoord1");
1138 add_input(VERT_ATTRIB_TEX2
, vec4_t
, "gl_MultiTexCoord2");
1139 add_input(VERT_ATTRIB_TEX3
, vec4_t
, "gl_MultiTexCoord3");
1140 add_input(VERT_ATTRIB_TEX4
, vec4_t
, "gl_MultiTexCoord4");
1141 add_input(VERT_ATTRIB_TEX5
, vec4_t
, "gl_MultiTexCoord5");
1142 add_input(VERT_ATTRIB_TEX6
, vec4_t
, "gl_MultiTexCoord6");
1143 add_input(VERT_ATTRIB_TEX7
, vec4_t
, "gl_MultiTexCoord7");
1144 add_input(VERT_ATTRIB_FOG
, float_t
, "gl_FogCoord");
1150 * Generate variables which only exist in tessellation control shaders.
1153 builtin_variable_generator::generate_tcs_special_vars()
1155 add_system_value(SYSTEM_VALUE_PRIMITIVE_ID
, int_t
, GLSL_PRECISION_HIGH
,
1157 add_system_value(SYSTEM_VALUE_INVOCATION_ID
, int_t
, GLSL_PRECISION_HIGH
,
1159 add_system_value(SYSTEM_VALUE_VERTICES_IN
, int_t
, GLSL_PRECISION_HIGH
,
1160 "gl_PatchVerticesIn");
1162 add_output(VARYING_SLOT_TESS_LEVEL_OUTER
, array(float_t
, 4),
1163 GLSL_PRECISION_HIGH
, "gl_TessLevelOuter")->data
.patch
= 1;
1164 add_output(VARYING_SLOT_TESS_LEVEL_INNER
, array(float_t
, 2),
1165 GLSL_PRECISION_HIGH
, "gl_TessLevelInner")->data
.patch
= 1;
1166 /* XXX What to do if multiple are flipped on? */
1167 int bbox_slot
= state
->ctx
->Const
.NoPrimitiveBoundingBoxOutput
? -1 :
1168 VARYING_SLOT_BOUNDING_BOX0
;
1169 if (state
->EXT_primitive_bounding_box_enable
)
1170 add_output(bbox_slot
, array(vec4_t
, 2), "gl_BoundingBoxEXT")
1172 if (state
->OES_primitive_bounding_box_enable
) {
1173 add_output(bbox_slot
, array(vec4_t
, 2), GLSL_PRECISION_HIGH
,
1174 "gl_BoundingBoxOES")->data
.patch
= 1;
1176 if (state
->is_version(0, 320) || state
->ARB_ES3_2_compatibility_enable
) {
1177 add_output(bbox_slot
, array(vec4_t
, 2), GLSL_PRECISION_HIGH
,
1178 "gl_BoundingBox")->data
.patch
= 1;
1181 /* NOTE: These are completely pointless. Writing these will never go
1182 * anywhere. But the specs demands it. So we add them with a slot of -1,
1183 * which makes the data go nowhere.
1185 if (state
->NV_viewport_array2_enable
) {
1186 add_output(-1, int_t
, "gl_Layer");
1187 add_output(-1, int_t
, "gl_ViewportIndex");
1188 add_output(-1, array(int_t
, 1), "gl_ViewportMask");
1195 * Generate variables which only exist in tessellation evaluation shaders.
1198 builtin_variable_generator::generate_tes_special_vars()
1202 add_system_value(SYSTEM_VALUE_PRIMITIVE_ID
, int_t
, GLSL_PRECISION_HIGH
,
1204 add_system_value(SYSTEM_VALUE_VERTICES_IN
, int_t
, GLSL_PRECISION_HIGH
,
1205 "gl_PatchVerticesIn");
1206 add_system_value(SYSTEM_VALUE_TESS_COORD
, vec3_t
, GLSL_PRECISION_HIGH
,
1208 if (this->state
->ctx
->Const
.GLSLTessLevelsAsInputs
) {
1209 add_input(VARYING_SLOT_TESS_LEVEL_OUTER
, array(float_t
, 4),
1210 GLSL_PRECISION_HIGH
, "gl_TessLevelOuter")->data
.patch
= 1;
1211 add_input(VARYING_SLOT_TESS_LEVEL_INNER
, array(float_t
, 2),
1212 GLSL_PRECISION_HIGH
, "gl_TessLevelInner")->data
.patch
= 1;
1214 add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER
, array(float_t
, 4),
1215 GLSL_PRECISION_HIGH
, "gl_TessLevelOuter");
1216 add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER
, array(float_t
, 2),
1217 GLSL_PRECISION_HIGH
, "gl_TessLevelInner");
1219 if (state
->ARB_shader_viewport_layer_array_enable
||
1220 state
->NV_viewport_array2_enable
) {
1221 var
= add_output(VARYING_SLOT_LAYER
, int_t
, "gl_Layer");
1222 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1223 var
= add_output(VARYING_SLOT_VIEWPORT
, int_t
, "gl_ViewportIndex");
1224 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1226 if (state
->NV_viewport_array2_enable
) {
1227 var
= add_output(VARYING_SLOT_VIEWPORT_MASK
, array(int_t
, 1),
1229 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1235 * Generate variables which only exist in geometry shaders.
1238 builtin_variable_generator::generate_gs_special_vars()
1242 var
= add_output(VARYING_SLOT_LAYER
, int_t
, GLSL_PRECISION_HIGH
, "gl_Layer");
1243 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1244 if (state
->is_version(410, 0) || state
->ARB_viewport_array_enable
||
1245 state
->OES_viewport_array_enable
) {
1246 var
= add_output(VARYING_SLOT_VIEWPORT
, int_t
, GLSL_PRECISION_HIGH
,
1247 "gl_ViewportIndex");
1248 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1250 if (state
->NV_viewport_array2_enable
) {
1251 var
= add_output(VARYING_SLOT_VIEWPORT_MASK
, array(int_t
, 1),
1253 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1255 if (state
->is_version(400, 320) || state
->ARB_gpu_shader5_enable
||
1256 state
->OES_geometry_shader_enable
|| state
->EXT_geometry_shader_enable
) {
1257 add_system_value(SYSTEM_VALUE_INVOCATION_ID
, int_t
, GLSL_PRECISION_HIGH
,
1261 /* Although gl_PrimitiveID appears in tessellation control and tessellation
1262 * evaluation shaders, it has a different function there than it has in
1263 * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
1264 * as special geometry shader variables.
1266 * Note that although the general convention of suffixing geometry shader
1267 * input varyings with "In" was not adopted into GLSL 1.50, it is used in
1268 * the specific case of gl_PrimitiveIDIn. So we don't need to treat
1269 * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
1271 var
= add_input(VARYING_SLOT_PRIMITIVE_ID
, int_t
, GLSL_PRECISION_HIGH
,
1272 "gl_PrimitiveIDIn");
1273 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1274 var
= add_output(VARYING_SLOT_PRIMITIVE_ID
, int_t
, GLSL_PRECISION_HIGH
,
1276 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1281 * Generate variables which only exist in fragment shaders.
1284 builtin_variable_generator::generate_fs_special_vars()
1288 int frag_coord_precision
= (state
->is_version(0, 300) ?
1289 GLSL_PRECISION_HIGH
:
1290 GLSL_PRECISION_MEDIUM
);
1292 if (this->state
->ctx
->Const
.GLSLFragCoordIsSysVal
) {
1293 add_system_value(SYSTEM_VALUE_FRAG_COORD
, vec4_t
, frag_coord_precision
,
1296 add_input(VARYING_SLOT_POS
, vec4_t
, frag_coord_precision
, "gl_FragCoord");
1299 if (this->state
->ctx
->Const
.GLSLFrontFacingIsSysVal
) {
1300 var
= add_system_value(SYSTEM_VALUE_FRONT_FACE
, bool_t
, "gl_FrontFacing");
1301 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1303 var
= add_input(VARYING_SLOT_FACE
, bool_t
, "gl_FrontFacing");
1304 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1307 if (state
->is_version(120, 100)) {
1308 if (this->state
->ctx
->Const
.GLSLPointCoordIsSysVal
)
1309 add_system_value(SYSTEM_VALUE_POINT_COORD
, vec2_t
,
1310 GLSL_PRECISION_MEDIUM
, "gl_PointCoord");
1312 add_input(VARYING_SLOT_PNTC
, vec2_t
, GLSL_PRECISION_MEDIUM
,
1316 if (state
->has_geometry_shader() || state
->EXT_gpu_shader4_enable
) {
1317 var
= add_input(VARYING_SLOT_PRIMITIVE_ID
, int_t
, GLSL_PRECISION_HIGH
,
1319 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1322 /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
1323 * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
1324 * They were removed from GLSL ES 3.00.
1326 if (compatibility
|| !state
->is_version(420, 300)) {
1327 add_output(FRAG_RESULT_COLOR
, vec4_t
, GLSL_PRECISION_MEDIUM
,
1329 add_output(FRAG_RESULT_DATA0
,
1330 array(vec4_t
, state
->Const
.MaxDrawBuffers
),
1331 GLSL_PRECISION_MEDIUM
,
1335 if (state
->has_framebuffer_fetch() && !state
->is_version(130, 300)) {
1336 ir_variable
*const var
=
1337 add_output(FRAG_RESULT_DATA0
,
1338 array(vec4_t
, state
->Const
.MaxDrawBuffers
),
1340 var
->data
.precision
= GLSL_PRECISION_MEDIUM
;
1341 var
->data
.read_only
= 1;
1342 var
->data
.fb_fetch_output
= 1;
1343 var
->data
.memory_coherent
= 1;
1346 if (state
->es_shader
&& state
->language_version
== 100 && state
->EXT_blend_func_extended_enable
) {
1347 add_index_output(FRAG_RESULT_COLOR
, 1, vec4_t
,
1348 GLSL_PRECISION_MEDIUM
, "gl_SecondaryFragColorEXT");
1349 add_index_output(FRAG_RESULT_DATA0
, 1,
1350 array(vec4_t
, state
->Const
.MaxDualSourceDrawBuffers
),
1351 GLSL_PRECISION_MEDIUM
, "gl_SecondaryFragDataEXT");
1354 /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
1357 if (state
->is_version(110, 300)) {
1358 add_output(FRAG_RESULT_DEPTH
, float_t
, GLSL_PRECISION_HIGH
,
1362 if (state
->EXT_frag_depth_enable
)
1363 add_output(FRAG_RESULT_DEPTH
, float_t
, "gl_FragDepthEXT");
1365 if (state
->ARB_shader_stencil_export_enable
) {
1366 ir_variable
*const var
=
1367 add_output(FRAG_RESULT_STENCIL
, int_t
, "gl_FragStencilRefARB");
1368 if (state
->ARB_shader_stencil_export_warn
)
1369 var
->enable_extension_warning("GL_ARB_shader_stencil_export");
1372 if (state
->AMD_shader_stencil_export_enable
) {
1373 ir_variable
*const var
=
1374 add_output(FRAG_RESULT_STENCIL
, int_t
, "gl_FragStencilRefAMD");
1375 if (state
->AMD_shader_stencil_export_warn
)
1376 var
->enable_extension_warning("GL_AMD_shader_stencil_export");
1379 if (state
->is_version(400, 320) ||
1380 state
->ARB_sample_shading_enable
||
1381 state
->OES_sample_variables_enable
) {
1382 add_system_value(SYSTEM_VALUE_SAMPLE_ID
, int_t
, GLSL_PRECISION_LOW
,
1384 add_system_value(SYSTEM_VALUE_SAMPLE_POS
, vec2_t
, GLSL_PRECISION_MEDIUM
,
1385 "gl_SamplePosition");
1386 /* From the ARB_sample_shading specification:
1387 * "The number of elements in the array is ceil(<s>/32), where
1388 * <s> is the maximum number of color samples supported by the
1390 * Since no drivers expose more than 32x MSAA, we can simply set
1391 * the array size to 1 rather than computing it.
1393 add_output(FRAG_RESULT_SAMPLE_MASK
, array(int_t
, 1),
1394 GLSL_PRECISION_HIGH
, "gl_SampleMask");
1397 if (state
->is_version(400, 320) ||
1398 state
->ARB_gpu_shader5_enable
||
1399 state
->OES_sample_variables_enable
) {
1400 add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN
, array(int_t
, 1),
1401 GLSL_PRECISION_HIGH
, "gl_SampleMaskIn");
1404 if (state
->is_version(430, 320) ||
1405 state
->ARB_fragment_layer_viewport_enable
||
1406 state
->OES_geometry_shader_enable
||
1407 state
->EXT_geometry_shader_enable
) {
1408 var
= add_input(VARYING_SLOT_LAYER
, int_t
, GLSL_PRECISION_HIGH
,
1410 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1413 if (state
->is_version(430, 0) ||
1414 state
->ARB_fragment_layer_viewport_enable
||
1415 state
->OES_viewport_array_enable
) {
1416 var
= add_input(VARYING_SLOT_VIEWPORT
, int_t
, "gl_ViewportIndex");
1417 var
->data
.interpolation
= INTERP_MODE_FLAT
;
1420 if (state
->is_version(450, 310) || state
->ARB_ES3_1_compatibility_enable
)
1421 add_system_value(SYSTEM_VALUE_HELPER_INVOCATION
, bool_t
, "gl_HelperInvocation");
1426 * Generate variables which only exist in compute shaders.
1429 builtin_variable_generator::generate_cs_special_vars()
1431 add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_ID
, uvec3_t
,
1432 "gl_LocalInvocationID");
1433 add_system_value(SYSTEM_VALUE_WORK_GROUP_ID
, uvec3_t
, "gl_WorkGroupID");
1434 add_system_value(SYSTEM_VALUE_NUM_WORK_GROUPS
, uvec3_t
, "gl_NumWorkGroups");
1436 if (state
->ARB_compute_variable_group_size_enable
) {
1437 add_system_value(SYSTEM_VALUE_LOCAL_GROUP_SIZE
,
1438 uvec3_t
, "gl_LocalGroupSizeARB");
1441 add_system_value(SYSTEM_VALUE_GLOBAL_INVOCATION_ID
,
1442 uvec3_t
, "gl_GlobalInvocationID");
1443 add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_INDEX
,
1444 uint_t
, "gl_LocalInvocationIndex");
1449 * Add a single "varying" variable. The variable's type and direction (input
1450 * or output) are adjusted as appropriate for the type of shader being
1454 builtin_variable_generator::add_varying(int slot
, const glsl_type
*type
,
1455 int precision
, const char *name
)
1457 switch (state
->stage
) {
1458 case MESA_SHADER_TESS_CTRL
:
1459 case MESA_SHADER_TESS_EVAL
:
1460 case MESA_SHADER_GEOMETRY
:
1461 this->per_vertex_in
.add_field(slot
, type
, precision
, name
);
1463 case MESA_SHADER_VERTEX
:
1464 this->per_vertex_out
.add_field(slot
, type
, precision
, name
);
1466 case MESA_SHADER_FRAGMENT
:
1467 add_input(slot
, type
, precision
, name
);
1469 case MESA_SHADER_COMPUTE
:
1470 /* Compute shaders don't have varyings. */
1479 * Generate variables that are used to communicate data from one shader stage
1480 * to the next ("varyings").
1483 builtin_variable_generator::generate_varyings()
1485 struct gl_shader_compiler_options
*options
=
1486 &state
->ctx
->Const
.ShaderCompilerOptions
[state
->stage
];
1488 /* gl_Position and gl_PointSize are not visible from fragment shaders. */
1489 if (state
->stage
!= MESA_SHADER_FRAGMENT
) {
1490 add_varying(VARYING_SLOT_POS
, vec4_t
, GLSL_PRECISION_HIGH
, "gl_Position");
1491 if (!state
->es_shader
||
1492 state
->stage
== MESA_SHADER_VERTEX
||
1493 (state
->stage
== MESA_SHADER_GEOMETRY
&&
1494 (state
->OES_geometry_point_size_enable
||
1495 state
->EXT_geometry_point_size_enable
)) ||
1496 ((state
->stage
== MESA_SHADER_TESS_CTRL
||
1497 state
->stage
== MESA_SHADER_TESS_EVAL
) &&
1498 (state
->OES_tessellation_point_size_enable
||
1499 state
->EXT_tessellation_point_size_enable
))) {
1500 add_varying(VARYING_SLOT_PSIZ
,
1502 state
->is_version(0, 300) ?
1503 GLSL_PRECISION_HIGH
:
1504 GLSL_PRECISION_MEDIUM
,
1509 if (state
->has_clip_distance()) {
1510 add_varying(VARYING_SLOT_CLIP_DIST0
, array(float_t
, 0),
1511 GLSL_PRECISION_HIGH
, "gl_ClipDistance");
1513 if (state
->has_cull_distance()) {
1514 add_varying(VARYING_SLOT_CULL_DIST0
, array(float_t
, 0),
1515 GLSL_PRECISION_HIGH
, "gl_CullDistance");
1518 if (compatibility
) {
1519 add_varying(VARYING_SLOT_TEX0
, array(vec4_t
, 0), "gl_TexCoord");
1520 add_varying(VARYING_SLOT_FOGC
, float_t
, "gl_FogFragCoord");
1521 if (state
->stage
== MESA_SHADER_FRAGMENT
) {
1522 add_varying(VARYING_SLOT_COL0
, vec4_t
, "gl_Color");
1523 add_varying(VARYING_SLOT_COL1
, vec4_t
, "gl_SecondaryColor");
1525 add_varying(VARYING_SLOT_CLIP_VERTEX
, vec4_t
, "gl_ClipVertex");
1526 add_varying(VARYING_SLOT_COL0
, vec4_t
, "gl_FrontColor");
1527 add_varying(VARYING_SLOT_BFC0
, vec4_t
, "gl_BackColor");
1528 add_varying(VARYING_SLOT_COL1
, vec4_t
, "gl_FrontSecondaryColor");
1529 add_varying(VARYING_SLOT_BFC1
, vec4_t
, "gl_BackSecondaryColor");
1533 /* Section 7.1 (Built-In Language Variables) of the GLSL 4.00 spec
1536 * "In the tessellation control language, built-in variables are
1537 * intrinsically declared as:
1541 * float gl_PointSize;
1542 * float gl_ClipDistance[];
1543 * } gl_in[gl_MaxPatchVertices];"
1545 if (state
->stage
== MESA_SHADER_TESS_CTRL
||
1546 state
->stage
== MESA_SHADER_TESS_EVAL
) {
1547 const glsl_type
*per_vertex_in_type
=
1548 this->per_vertex_in
.construct_interface_instance();
1549 add_variable("gl_in", array(per_vertex_in_type
, state
->Const
.MaxPatchVertices
),
1550 GLSL_PRECISION_NONE
, ir_var_shader_in
, -1);
1552 if (state
->stage
== MESA_SHADER_GEOMETRY
) {
1553 const glsl_type
*per_vertex_in_type
=
1554 this->per_vertex_in
.construct_interface_instance();
1555 add_variable("gl_in", array(per_vertex_in_type
, 0),
1556 GLSL_PRECISION_NONE
, ir_var_shader_in
, -1);
1558 if (state
->stage
== MESA_SHADER_TESS_CTRL
) {
1559 const glsl_type
*per_vertex_out_type
=
1560 this->per_vertex_out
.construct_interface_instance();
1561 add_variable("gl_out", array(per_vertex_out_type
, 0),
1562 GLSL_PRECISION_NONE
, ir_var_shader_out
, -1);
1564 if (state
->stage
== MESA_SHADER_VERTEX
||
1565 state
->stage
== MESA_SHADER_TESS_EVAL
||
1566 state
->stage
== MESA_SHADER_GEOMETRY
) {
1567 const glsl_type
*per_vertex_out_type
=
1568 this->per_vertex_out
.construct_interface_instance();
1569 const glsl_struct_field
*fields
= per_vertex_out_type
->fields
.structure
;
1570 for (unsigned i
= 0; i
< per_vertex_out_type
->length
; i
++) {
1572 add_variable(fields
[i
].name
, fields
[i
].type
, fields
[i
].precision
,
1573 ir_var_shader_out
, fields
[i
].location
);
1574 var
->data
.interpolation
= fields
[i
].interpolation
;
1575 var
->data
.centroid
= fields
[i
].centroid
;
1576 var
->data
.sample
= fields
[i
].sample
;
1577 var
->data
.patch
= fields
[i
].patch
;
1578 var
->init_interface_type(per_vertex_out_type
);
1580 var
->data
.invariant
= fields
[i
].location
== VARYING_SLOT_POS
&&
1581 options
->PositionAlwaysInvariant
;
1587 }; /* Anonymous namespace */
1591 _mesa_glsl_initialize_variables(exec_list
*instructions
,
1592 struct _mesa_glsl_parse_state
*state
)
1594 builtin_variable_generator
gen(instructions
, state
);
1596 gen
.generate_constants();
1597 gen
.generate_uniforms();
1598 gen
.generate_special_vars();
1600 gen
.generate_varyings();
1602 switch (state
->stage
) {
1603 case MESA_SHADER_VERTEX
:
1604 gen
.generate_vs_special_vars();
1606 case MESA_SHADER_TESS_CTRL
:
1607 gen
.generate_tcs_special_vars();
1609 case MESA_SHADER_TESS_EVAL
:
1610 gen
.generate_tes_special_vars();
1612 case MESA_SHADER_GEOMETRY
:
1613 gen
.generate_gs_special_vars();
1615 case MESA_SHADER_FRAGMENT
:
1616 gen
.generate_fs_special_vars();
1618 case MESA_SHADER_COMPUTE
:
1619 gen
.generate_cs_special_vars();