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