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