glsl/cs: Initialize gl_GlobalInvocationID in main()
[mesa.git] / src / 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->num_fields++;
331 }
332
333
334 const glsl_type *
335 per_vertex_accumulator::construct_interface_instance() const
336 {
337 return glsl_type::get_interface_instance(this->fields, this->num_fields,
338 GLSL_INTERFACE_PACKING_STD140,
339 "gl_PerVertex");
340 }
341
342
343 class builtin_variable_generator
344 {
345 public:
346 builtin_variable_generator(exec_list *instructions,
347 struct _mesa_glsl_parse_state *state);
348 void generate_constants();
349 void generate_uniforms();
350 void generate_vs_special_vars();
351 void generate_tcs_special_vars();
352 void generate_tes_special_vars();
353 void generate_gs_special_vars();
354 void generate_fs_special_vars();
355 void generate_cs_special_vars();
356 void generate_varyings();
357
358 private:
359 const glsl_type *array(const glsl_type *base, unsigned elements)
360 {
361 return glsl_type::get_array_instance(base, elements);
362 }
363
364 const glsl_type *type(const char *name)
365 {
366 return symtab->get_type(name);
367 }
368
369 ir_variable *add_input(int slot, const glsl_type *type, const char *name)
370 {
371 return add_variable(name, type, ir_var_shader_in, slot);
372 }
373
374 ir_variable *add_output(int slot, const glsl_type *type, const char *name)
375 {
376 return add_variable(name, type, ir_var_shader_out, slot);
377 }
378
379 ir_variable *add_system_value(int slot, const glsl_type *type,
380 const char *name)
381 {
382 return add_variable(name, type, ir_var_system_value, slot);
383 }
384
385 ir_variable *add_variable(const char *name, const glsl_type *type,
386 enum ir_variable_mode mode, int slot);
387 ir_variable *add_uniform(const glsl_type *type, const char *name);
388 ir_variable *add_const(const char *name, int value);
389 ir_variable *add_const_ivec3(const char *name, int x, int y, int z);
390 void add_varying(int slot, const glsl_type *type, const char *name);
391
392 exec_list * const instructions;
393 struct _mesa_glsl_parse_state * const state;
394 glsl_symbol_table * const symtab;
395
396 /**
397 * True if compatibility-profile-only variables should be included. (In
398 * desktop GL, these are always included when the GLSL version is 1.30 and
399 * or below).
400 */
401 const bool compatibility;
402
403 const glsl_type * const bool_t;
404 const glsl_type * const int_t;
405 const glsl_type * const float_t;
406 const glsl_type * const vec2_t;
407 const glsl_type * const vec3_t;
408 const glsl_type * const vec4_t;
409 const glsl_type * const uvec3_t;
410 const glsl_type * const mat3_t;
411 const glsl_type * const mat4_t;
412
413 per_vertex_accumulator per_vertex_in;
414 per_vertex_accumulator per_vertex_out;
415 };
416
417
418 builtin_variable_generator::builtin_variable_generator(
419 exec_list *instructions, struct _mesa_glsl_parse_state *state)
420 : instructions(instructions), state(state), symtab(state->symbols),
421 compatibility(!state->is_version(140, 100)),
422 bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
423 float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
424 vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
425 uvec3_t(glsl_type::uvec3_type),
426 mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
427 {
428 }
429
430
431 ir_variable *
432 builtin_variable_generator::add_variable(const char *name,
433 const glsl_type *type,
434 enum ir_variable_mode mode, int slot)
435 {
436 ir_variable *var = new(symtab) ir_variable(type, name, mode);
437 var->data.how_declared = ir_var_declared_implicitly;
438
439 switch (var->data.mode) {
440 case ir_var_auto:
441 case ir_var_shader_in:
442 case ir_var_uniform:
443 case ir_var_system_value:
444 var->data.read_only = true;
445 break;
446 case ir_var_shader_out:
447 case ir_var_shader_storage:
448 break;
449 default:
450 /* The only variables that are added using this function should be
451 * uniforms, shader storage, shader inputs, and shader outputs, constants
452 * (which use ir_var_auto), and system values.
453 */
454 assert(0);
455 break;
456 }
457
458 var->data.location = slot;
459 var->data.explicit_location = (slot >= 0);
460 var->data.explicit_index = 0;
461
462 /* Once the variable is created an initialized, add it to the symbol table
463 * and add the declaration to the IR stream.
464 */
465 instructions->push_tail(var);
466
467 symtab->add_variable(var);
468 return var;
469 }
470
471
472 ir_variable *
473 builtin_variable_generator::add_uniform(const glsl_type *type,
474 const char *name)
475 {
476 ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1);
477
478 unsigned i;
479 for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
480 if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
481 break;
482 }
483 }
484
485 assert(_mesa_builtin_uniform_desc[i].name != NULL);
486 const struct gl_builtin_uniform_desc* const statevar =
487 &_mesa_builtin_uniform_desc[i];
488
489 const unsigned array_count = type->is_array() ? type->length : 1;
490
491 ir_state_slot *slots =
492 uni->allocate_state_slots(array_count * statevar->num_elements);
493
494 for (unsigned a = 0; a < array_count; a++) {
495 for (unsigned j = 0; j < statevar->num_elements; j++) {
496 const struct gl_builtin_uniform_element *element =
497 &statevar->elements[j];
498
499 memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
500 if (type->is_array()) {
501 if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
502 strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
503 slots->tokens[2] = a;
504 } else {
505 slots->tokens[1] = a;
506 }
507 }
508
509 slots->swizzle = element->swizzle;
510 slots++;
511 }
512 }
513
514 return uni;
515 }
516
517
518 ir_variable *
519 builtin_variable_generator::add_const(const char *name, int value)
520 {
521 ir_variable *const var = add_variable(name, glsl_type::int_type,
522 ir_var_auto, -1);
523 var->constant_value = new(var) ir_constant(value);
524 var->constant_initializer = new(var) ir_constant(value);
525 var->data.has_initializer = true;
526 return var;
527 }
528
529
530 ir_variable *
531 builtin_variable_generator::add_const_ivec3(const char *name, int x, int y,
532 int z)
533 {
534 ir_variable *const var = add_variable(name, glsl_type::ivec3_type,
535 ir_var_auto, -1);
536 ir_constant_data data;
537 memset(&data, 0, sizeof(data));
538 data.i[0] = x;
539 data.i[1] = y;
540 data.i[2] = z;
541 var->constant_value = new(var) ir_constant(glsl_type::ivec3_type, &data);
542 var->constant_initializer =
543 new(var) ir_constant(glsl_type::ivec3_type, &data);
544 var->data.has_initializer = true;
545 return var;
546 }
547
548
549 void
550 builtin_variable_generator::generate_constants()
551 {
552 add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
553 add_const("gl_MaxVertexTextureImageUnits",
554 state->Const.MaxVertexTextureImageUnits);
555 add_const("gl_MaxCombinedTextureImageUnits",
556 state->Const.MaxCombinedTextureImageUnits);
557 add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
558 add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
559
560 /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
561 * GL counts them in units of "components" or "floats".
562 */
563 if (state->es_shader) {
564 add_const("gl_MaxVertexUniformVectors",
565 state->Const.MaxVertexUniformComponents / 4);
566 add_const("gl_MaxFragmentUniformVectors",
567 state->Const.MaxFragmentUniformComponents / 4);
568
569 /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
570 * vertex and fragment shader constants.
571 */
572 if (state->is_version(0, 300)) {
573 add_const("gl_MaxVertexOutputVectors",
574 state->ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4);
575 add_const("gl_MaxFragmentInputVectors",
576 state->ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4);
577 } else {
578 add_const("gl_MaxVaryingVectors",
579 state->ctx->Const.MaxVarying);
580 }
581 } else {
582 add_const("gl_MaxVertexUniformComponents",
583 state->Const.MaxVertexUniformComponents);
584
585 /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
586 * removed
587 */
588 add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4);
589
590 add_const("gl_MaxFragmentUniformComponents",
591 state->Const.MaxFragmentUniformComponents);
592 }
593
594 /* Texel offsets were introduced in ARB_shading_language_420pack (which
595 * requires desktop GLSL version 130), and adopted into desktop GLSL
596 * version 4.20 and GLSL ES version 3.00.
597 */
598 if ((state->is_version(130, 0) &&
599 state->ARB_shading_language_420pack_enable) ||
600 state->is_version(420, 300)) {
601 add_const("gl_MinProgramTexelOffset",
602 state->Const.MinProgramTexelOffset);
603 add_const("gl_MaxProgramTexelOffset",
604 state->Const.MaxProgramTexelOffset);
605 }
606
607 if (state->is_version(130, 0)) {
608 add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
609 add_const("gl_MaxVaryingComponents", state->ctx->Const.MaxVarying * 4);
610 }
611
612 if (state->is_version(150, 0)) {
613 add_const("gl_MaxVertexOutputComponents",
614 state->Const.MaxVertexOutputComponents);
615 add_const("gl_MaxGeometryInputComponents",
616 state->Const.MaxGeometryInputComponents);
617 add_const("gl_MaxGeometryOutputComponents",
618 state->Const.MaxGeometryOutputComponents);
619 add_const("gl_MaxFragmentInputComponents",
620 state->Const.MaxFragmentInputComponents);
621 add_const("gl_MaxGeometryTextureImageUnits",
622 state->Const.MaxGeometryTextureImageUnits);
623 add_const("gl_MaxGeometryOutputVertices",
624 state->Const.MaxGeometryOutputVertices);
625 add_const("gl_MaxGeometryTotalOutputComponents",
626 state->Const.MaxGeometryTotalOutputComponents);
627 add_const("gl_MaxGeometryUniformComponents",
628 state->Const.MaxGeometryUniformComponents);
629
630 /* Note: the GLSL 1.50-4.40 specs require
631 * gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
632 * But they do not define what it means (and there does not appear to be
633 * any corresponding constant in the GL specs). However,
634 * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
635 * be the maximum number of components available for use as geometry
636 * outputs. So we assume this is a synonym for
637 * gl_MaxGeometryOutputComponents.
638 */
639 add_const("gl_MaxGeometryVaryingComponents",
640 state->Const.MaxGeometryOutputComponents);
641 }
642
643 if (compatibility) {
644 /* Note: gl_MaxLights stopped being listed as an explicit constant in
645 * GLSL 1.30, however it continues to be referred to (as a minimum size
646 * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
647 * this seems like it was probably an oversight.
648 */
649 add_const("gl_MaxLights", state->Const.MaxLights);
650
651 add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
652
653 /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
654 * 1.50, however this seems like it was probably an oversight.
655 */
656 add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
657
658 /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
659 * re-introduced in GLSL 1.50, so this seems like it was probably an
660 * oversight.
661 */
662 add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
663 }
664
665 if (state->has_atomic_counters()) {
666 add_const("gl_MaxVertexAtomicCounters",
667 state->Const.MaxVertexAtomicCounters);
668 add_const("gl_MaxFragmentAtomicCounters",
669 state->Const.MaxFragmentAtomicCounters);
670 add_const("gl_MaxCombinedAtomicCounters",
671 state->Const.MaxCombinedAtomicCounters);
672 add_const("gl_MaxAtomicCounterBindings",
673 state->Const.MaxAtomicBufferBindings);
674
675 /* When Mesa adds support for GL_OES_geometry_shader and
676 * GL_OES_tessellation_shader, this will need to change.
677 */
678 if (!state->es_shader) {
679 add_const("gl_MaxGeometryAtomicCounters",
680 state->Const.MaxGeometryAtomicCounters);
681
682 if (state->is_version(400, 0) ||
683 state->ARB_tessellation_shader_enable) {
684 add_const("gl_MaxTessControlAtomicCounters",
685 state->Const.MaxTessControlAtomicCounters);
686 add_const("gl_MaxTessEvaluationAtomicCounters",
687 state->Const.MaxTessEvaluationAtomicCounters);
688 }
689 }
690 }
691
692 if (state->is_version(420, 310)) {
693 add_const("gl_MaxVertexAtomicCounterBuffers",
694 state->Const.MaxVertexAtomicCounterBuffers);
695 add_const("gl_MaxFragmentAtomicCounterBuffers",
696 state->Const.MaxFragmentAtomicCounterBuffers);
697 add_const("gl_MaxCombinedAtomicCounterBuffers",
698 state->Const.MaxCombinedAtomicCounterBuffers);
699 add_const("gl_MaxAtomicCounterBufferSize",
700 state->Const.MaxAtomicCounterBufferSize);
701
702 /* When Mesa adds support for GL_OES_geometry_shader and
703 * GL_OES_tessellation_shader, this will need to change.
704 */
705 if (!state->es_shader) {
706 add_const("gl_MaxGeometryAtomicCounterBuffers",
707 state->Const.MaxGeometryAtomicCounterBuffers);
708 add_const("gl_MaxTessControlAtomicCounterBuffers",
709 state->Const.MaxTessControlAtomicCounterBuffers);
710 add_const("gl_MaxTessEvaluationAtomicCounterBuffers",
711 state->Const.MaxTessEvaluationAtomicCounterBuffers);
712 }
713 }
714
715 if (state->is_version(430, 0) || state->ARB_compute_shader_enable) {
716 add_const("gl_MaxComputeAtomicCounterBuffers", MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS);
717 add_const("gl_MaxComputeAtomicCounters", MAX_COMPUTE_ATOMIC_COUNTERS);
718 add_const("gl_MaxComputeImageUniforms", MAX_COMPUTE_IMAGE_UNIFORMS);
719 add_const("gl_MaxComputeTextureImageUnits", MAX_COMPUTE_TEXTURE_IMAGE_UNITS);
720 add_const("gl_MaxComputeUniformComponents", MAX_COMPUTE_UNIFORM_COMPONENTS);
721
722 add_const_ivec3("gl_MaxComputeWorkGroupCount",
723 state->Const.MaxComputeWorkGroupCount[0],
724 state->Const.MaxComputeWorkGroupCount[1],
725 state->Const.MaxComputeWorkGroupCount[2]);
726 add_const_ivec3("gl_MaxComputeWorkGroupSize",
727 state->Const.MaxComputeWorkGroupSize[0],
728 state->Const.MaxComputeWorkGroupSize[1],
729 state->Const.MaxComputeWorkGroupSize[2]);
730
731 /* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables):
732 *
733 * The built-in constant gl_WorkGroupSize is a compute-shader
734 * constant containing the local work-group size of the shader. The
735 * size of the work group in the X, Y, and Z dimensions is stored in
736 * the x, y, and z components. The constants values in
737 * gl_WorkGroupSize will match those specified in the required
738 * local_size_x, local_size_y, and local_size_z layout qualifiers
739 * for the current shader. This is a constant so that it can be
740 * used to size arrays of memory that can be shared within the local
741 * work group. It is a compile-time error to use gl_WorkGroupSize
742 * in a shader that does not declare a fixed local group size, or
743 * before that shader has declared a fixed local group size, using
744 * local_size_x, local_size_y, and local_size_z.
745 *
746 * To prevent the shader from trying to refer to gl_WorkGroupSize before
747 * the layout declaration, we don't define it here. Intead we define it
748 * in ast_cs_input_layout::hir().
749 */
750 }
751
752 if (state->is_version(420, 310) ||
753 state->ARB_shader_image_load_store_enable) {
754 add_const("gl_MaxImageUnits",
755 state->Const.MaxImageUnits);
756 add_const("gl_MaxVertexImageUniforms",
757 state->Const.MaxVertexImageUniforms);
758 add_const("gl_MaxFragmentImageUniforms",
759 state->Const.MaxFragmentImageUniforms);
760 add_const("gl_MaxCombinedImageUniforms",
761 state->Const.MaxCombinedImageUniforms);
762
763 if (!state->es_shader) {
764 add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs",
765 state->Const.MaxCombinedShaderOutputResources);
766 add_const("gl_MaxImageSamples",
767 state->Const.MaxImageSamples);
768 add_const("gl_MaxGeometryImageUniforms",
769 state->Const.MaxGeometryImageUniforms);
770 }
771
772 if (state->is_version(450, 310)) {
773 add_const("gl_MaxCombinedShaderOutputResources",
774 state->Const.MaxCombinedShaderOutputResources);
775 }
776
777 if (state->is_version(400, 0) ||
778 state->ARB_tessellation_shader_enable) {
779 add_const("gl_MaxTessControlImageUniforms",
780 state->Const.MaxTessControlImageUniforms);
781 add_const("gl_MaxTessEvaluationImageUniforms",
782 state->Const.MaxTessEvaluationImageUniforms);
783 }
784 }
785
786 if (state->is_version(410, 0) ||
787 state->ARB_viewport_array_enable)
788 add_const("gl_MaxViewports", state->Const.MaxViewports);
789
790 if (state->is_version(400, 0) ||
791 state->ARB_tessellation_shader_enable) {
792 add_const("gl_MaxPatchVertices", state->Const.MaxPatchVertices);
793 add_const("gl_MaxTessGenLevel", state->Const.MaxTessGenLevel);
794 add_const("gl_MaxTessControlInputComponents", state->Const.MaxTessControlInputComponents);
795 add_const("gl_MaxTessControlOutputComponents", state->Const.MaxTessControlOutputComponents);
796 add_const("gl_MaxTessControlTextureImageUnits", state->Const.MaxTessControlTextureImageUnits);
797 add_const("gl_MaxTessEvaluationInputComponents", state->Const.MaxTessEvaluationInputComponents);
798 add_const("gl_MaxTessEvaluationOutputComponents", state->Const.MaxTessEvaluationOutputComponents);
799 add_const("gl_MaxTessEvaluationTextureImageUnits", state->Const.MaxTessEvaluationTextureImageUnits);
800 add_const("gl_MaxTessPatchComponents", state->Const.MaxTessPatchComponents);
801 add_const("gl_MaxTessControlTotalOutputComponents", state->Const.MaxTessControlTotalOutputComponents);
802 add_const("gl_MaxTessControlUniformComponents", state->Const.MaxTessControlUniformComponents);
803 add_const("gl_MaxTessEvaluationUniformComponents", state->Const.MaxTessEvaluationUniformComponents);
804 }
805 }
806
807
808 /**
809 * Generate uniform variables (which exist in all types of shaders).
810 */
811 void
812 builtin_variable_generator::generate_uniforms()
813 {
814 if (state->is_version(400, 0) || state->ARB_sample_shading_enable)
815 add_uniform(int_t, "gl_NumSamples");
816 add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
817 add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
818 add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
819
820 if (compatibility) {
821 add_uniform(mat4_t, "gl_ModelViewMatrix");
822 add_uniform(mat4_t, "gl_ProjectionMatrix");
823 add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
824 add_uniform(mat3_t, "gl_NormalMatrix");
825 add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
826 add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
827 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
828 add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
829 add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
830 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
831 add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
832 add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
833 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
834 add_uniform(float_t, "gl_NormalScale");
835 add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
836 add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
837
838 const glsl_type *const mat4_array_type =
839 array(mat4_t, state->Const.MaxTextureCoords);
840 add_uniform(mat4_array_type, "gl_TextureMatrix");
841 add_uniform(mat4_array_type, "gl_TextureMatrixInverse");
842 add_uniform(mat4_array_type, "gl_TextureMatrixTranspose");
843 add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
844
845 add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
846 add_uniform(type("gl_PointParameters"), "gl_Point");
847
848 const glsl_type *const material_parameters_type =
849 type("gl_MaterialParameters");
850 add_uniform(material_parameters_type, "gl_FrontMaterial");
851 add_uniform(material_parameters_type, "gl_BackMaterial");
852
853 add_uniform(array(type("gl_LightSourceParameters"),
854 state->Const.MaxLights),
855 "gl_LightSource");
856
857 const glsl_type *const light_model_products_type =
858 type("gl_LightModelProducts");
859 add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
860 add_uniform(light_model_products_type, "gl_BackLightModelProduct");
861
862 const glsl_type *const light_products_type =
863 array(type("gl_LightProducts"), state->Const.MaxLights);
864 add_uniform(light_products_type, "gl_FrontLightProduct");
865 add_uniform(light_products_type, "gl_BackLightProduct");
866
867 add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
868 "gl_TextureEnvColor");
869
870 const glsl_type *const texcoords_vec4 =
871 array(vec4_t, state->Const.MaxTextureCoords);
872 add_uniform(texcoords_vec4, "gl_EyePlaneS");
873 add_uniform(texcoords_vec4, "gl_EyePlaneT");
874 add_uniform(texcoords_vec4, "gl_EyePlaneR");
875 add_uniform(texcoords_vec4, "gl_EyePlaneQ");
876 add_uniform(texcoords_vec4, "gl_ObjectPlaneS");
877 add_uniform(texcoords_vec4, "gl_ObjectPlaneT");
878 add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
879 add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
880
881 add_uniform(type("gl_FogParameters"), "gl_Fog");
882 }
883 }
884
885
886 /**
887 * Generate variables which only exist in vertex shaders.
888 */
889 void
890 builtin_variable_generator::generate_vs_special_vars()
891 {
892 if (state->is_version(130, 300))
893 add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
894 if (state->ARB_draw_instanced_enable)
895 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
896 if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
897 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
898 if (state->AMD_vertex_shader_layer_enable)
899 add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
900 if (state->AMD_vertex_shader_viewport_index_enable)
901 add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
902 if (compatibility) {
903 add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
904 add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
905 add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
906 add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
907 add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
908 add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
909 add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
910 add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
911 add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
912 add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
913 add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
914 add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
915 add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
916 }
917 }
918
919
920 /**
921 * Generate variables which only exist in tessellation control shaders.
922 */
923 void
924 builtin_variable_generator::generate_tcs_special_vars()
925 {
926 add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
927 add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
928 add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
929
930 add_output(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
931 "gl_TessLevelOuter")->data.patch = 1;
932 add_output(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
933 "gl_TessLevelInner")->data.patch = 1;
934 }
935
936
937 /**
938 * Generate variables which only exist in tessellation evaluation shaders.
939 */
940 void
941 builtin_variable_generator::generate_tes_special_vars()
942 {
943 add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
944 add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
945 add_system_value(SYSTEM_VALUE_TESS_COORD, vec3_t, "gl_TessCoord");
946 add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER, array(float_t, 4),
947 "gl_TessLevelOuter");
948 add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2),
949 "gl_TessLevelInner");
950 }
951
952
953 /**
954 * Generate variables which only exist in geometry shaders.
955 */
956 void
957 builtin_variable_generator::generate_gs_special_vars()
958 {
959 add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
960 if (state->is_version(410, 0) || state->ARB_viewport_array_enable)
961 add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
962 if (state->is_version(400, 0) || state->ARB_gpu_shader5_enable)
963 add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
964
965 /* Although gl_PrimitiveID appears in tessellation control and tessellation
966 * evaluation shaders, it has a different function there than it has in
967 * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
968 * as special geometry shader variables.
969 *
970 * Note that although the general convention of suffixing geometry shader
971 * input varyings with "In" was not adopted into GLSL 1.50, it is used in
972 * the specific case of gl_PrimitiveIDIn. So we don't need to treat
973 * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
974 */
975 ir_variable *var;
976 var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
977 var->data.interpolation = INTERP_QUALIFIER_FLAT;
978 var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
979 var->data.interpolation = INTERP_QUALIFIER_FLAT;
980 }
981
982
983 /**
984 * Generate variables which only exist in fragment shaders.
985 */
986 void
987 builtin_variable_generator::generate_fs_special_vars()
988 {
989 add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
990 add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
991 if (state->is_version(120, 100))
992 add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
993
994 if (state->is_version(150, 0)) {
995 ir_variable *var =
996 add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
997 var->data.interpolation = INTERP_QUALIFIER_FLAT;
998 }
999
1000 /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
1001 * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
1002 * They were removed from GLSL ES 3.00.
1003 */
1004 if (compatibility || !state->is_version(420, 300)) {
1005 add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor");
1006 add_output(FRAG_RESULT_DATA0,
1007 array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
1008 }
1009
1010 /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
1011 * ES 1.00.
1012 */
1013 if (state->is_version(110, 300))
1014 add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth");
1015
1016 if (state->ARB_shader_stencil_export_enable) {
1017 ir_variable *const var =
1018 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
1019 if (state->ARB_shader_stencil_export_warn)
1020 var->enable_extension_warning("GL_ARB_shader_stencil_export");
1021 }
1022
1023 if (state->AMD_shader_stencil_export_enable) {
1024 ir_variable *const var =
1025 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
1026 if (state->AMD_shader_stencil_export_warn)
1027 var->enable_extension_warning("GL_AMD_shader_stencil_export");
1028 }
1029
1030 if (state->is_version(400, 0) || state->ARB_sample_shading_enable) {
1031 add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, "gl_SampleID");
1032 add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, "gl_SamplePosition");
1033 /* From the ARB_sample_shading specification:
1034 * "The number of elements in the array is ceil(<s>/32), where
1035 * <s> is the maximum number of color samples supported by the
1036 * implementation."
1037 * Since no drivers expose more than 32x MSAA, we can simply set
1038 * the array size to 1 rather than computing it.
1039 */
1040 add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), "gl_SampleMask");
1041 }
1042
1043 if (state->is_version(400, 0) || state->ARB_gpu_shader5_enable) {
1044 add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1), "gl_SampleMaskIn");
1045 }
1046
1047 if (state->is_version(430, 0) || state->ARB_fragment_layer_viewport_enable) {
1048 add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1049 add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1050 }
1051 }
1052
1053
1054 /**
1055 * Generate variables which only exist in compute shaders.
1056 */
1057 void
1058 builtin_variable_generator::generate_cs_special_vars()
1059 {
1060 add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_ID, uvec3_t,
1061 "gl_LocalInvocationID");
1062 add_system_value(SYSTEM_VALUE_WORK_GROUP_ID, uvec3_t, "gl_WorkGroupID");
1063 add_variable("gl_GlobalInvocationID", uvec3_t, ir_var_auto, 0);
1064 /* TODO: finish this. */
1065 }
1066
1067
1068 /**
1069 * Add a single "varying" variable. The variable's type and direction (input
1070 * or output) are adjusted as appropriate for the type of shader being
1071 * compiled.
1072 */
1073 void
1074 builtin_variable_generator::add_varying(int slot, const glsl_type *type,
1075 const char *name)
1076 {
1077 switch (state->stage) {
1078 case MESA_SHADER_TESS_CTRL:
1079 case MESA_SHADER_TESS_EVAL:
1080 case MESA_SHADER_GEOMETRY:
1081 this->per_vertex_in.add_field(slot, type, name);
1082 /* FALLTHROUGH */
1083 case MESA_SHADER_VERTEX:
1084 this->per_vertex_out.add_field(slot, type, name);
1085 break;
1086 case MESA_SHADER_FRAGMENT:
1087 add_input(slot, type, name);
1088 break;
1089 case MESA_SHADER_COMPUTE:
1090 /* Compute shaders don't have varyings. */
1091 break;
1092 }
1093 }
1094
1095
1096 /**
1097 * Generate variables that are used to communicate data from one shader stage
1098 * to the next ("varyings").
1099 */
1100 void
1101 builtin_variable_generator::generate_varyings()
1102 {
1103 /* gl_Position and gl_PointSize are not visible from fragment shaders. */
1104 if (state->stage != MESA_SHADER_FRAGMENT) {
1105 add_varying(VARYING_SLOT_POS, vec4_t, "gl_Position");
1106 add_varying(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
1107 }
1108
1109 if (state->is_version(130, 0)) {
1110 add_varying(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
1111 "gl_ClipDistance");
1112 }
1113
1114 if (compatibility) {
1115 add_varying(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
1116 add_varying(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
1117 if (state->stage == MESA_SHADER_FRAGMENT) {
1118 add_varying(VARYING_SLOT_COL0, vec4_t, "gl_Color");
1119 add_varying(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
1120 } else {
1121 add_varying(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
1122 add_varying(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
1123 add_varying(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
1124 add_varying(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
1125 add_varying(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
1126 }
1127 }
1128
1129 /* Section 7.1 (Built-In Language Variables) of the GLSL 4.00 spec
1130 * says:
1131 *
1132 * "In the tessellation control language, built-in variables are
1133 * intrinsically declared as:
1134 *
1135 * in gl_PerVertex {
1136 * vec4 gl_Position;
1137 * float gl_PointSize;
1138 * float gl_ClipDistance[];
1139 * } gl_in[gl_MaxPatchVertices];"
1140 */
1141 if (state->stage == MESA_SHADER_TESS_CTRL ||
1142 state->stage == MESA_SHADER_TESS_EVAL) {
1143 const glsl_type *per_vertex_in_type =
1144 this->per_vertex_in.construct_interface_instance();
1145 add_variable("gl_in", array(per_vertex_in_type, state->Const.MaxPatchVertices),
1146 ir_var_shader_in, -1);
1147 }
1148 if (state->stage == MESA_SHADER_GEOMETRY) {
1149 const glsl_type *per_vertex_in_type =
1150 this->per_vertex_in.construct_interface_instance();
1151 add_variable("gl_in", array(per_vertex_in_type, 0),
1152 ir_var_shader_in, -1);
1153 }
1154 if (state->stage == MESA_SHADER_TESS_CTRL) {
1155 const glsl_type *per_vertex_out_type =
1156 this->per_vertex_out.construct_interface_instance();
1157 add_variable("gl_out", array(per_vertex_out_type, 0),
1158 ir_var_shader_out, -1);
1159 }
1160 if (state->stage == MESA_SHADER_VERTEX ||
1161 state->stage == MESA_SHADER_TESS_EVAL ||
1162 state->stage == MESA_SHADER_GEOMETRY) {
1163 const glsl_type *per_vertex_out_type =
1164 this->per_vertex_out.construct_interface_instance();
1165 const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
1166 for (unsigned i = 0; i < per_vertex_out_type->length; i++) {
1167 ir_variable *var =
1168 add_variable(fields[i].name, fields[i].type, ir_var_shader_out,
1169 fields[i].location);
1170 var->data.interpolation = fields[i].interpolation;
1171 var->data.centroid = fields[i].centroid;
1172 var->data.sample = fields[i].sample;
1173 var->data.patch = fields[i].patch;
1174 var->init_interface_type(per_vertex_out_type);
1175 }
1176 }
1177 }
1178
1179
1180 }; /* Anonymous namespace */
1181
1182
1183 void
1184 _mesa_glsl_initialize_variables(exec_list *instructions,
1185 struct _mesa_glsl_parse_state *state)
1186 {
1187 builtin_variable_generator gen(instructions, state);
1188
1189 gen.generate_constants();
1190 gen.generate_uniforms();
1191
1192 gen.generate_varyings();
1193
1194 switch (state->stage) {
1195 case MESA_SHADER_VERTEX:
1196 gen.generate_vs_special_vars();
1197 break;
1198 case MESA_SHADER_TESS_CTRL:
1199 gen.generate_tcs_special_vars();
1200 break;
1201 case MESA_SHADER_TESS_EVAL:
1202 gen.generate_tes_special_vars();
1203 break;
1204 case MESA_SHADER_GEOMETRY:
1205 gen.generate_gs_special_vars();
1206 break;
1207 case MESA_SHADER_FRAGMENT:
1208 gen.generate_fs_special_vars();
1209 break;
1210 case MESA_SHADER_COMPUTE:
1211 gen.generate_cs_special_vars();
1212 break;
1213 }
1214 }
1215
1216
1217 /**
1218 * Initialize compute shader variables with values that are derived from other
1219 * compute shader variable.
1220 */
1221 static void
1222 initialize_cs_derived_variables(gl_shader *shader,
1223 ir_function_signature *const main_sig)
1224 {
1225 assert(shader->Stage == MESA_SHADER_COMPUTE);
1226
1227 ir_variable *gl_GlobalInvocationID =
1228 shader->symbols->get_variable("gl_GlobalInvocationID");
1229 assert(gl_GlobalInvocationID);
1230 ir_variable *gl_WorkGroupID =
1231 shader->symbols->get_variable("gl_WorkGroupID");
1232 assert(gl_WorkGroupID);
1233 ir_variable *gl_WorkGroupSize =
1234 shader->symbols->get_variable("gl_WorkGroupSize");
1235 if (gl_WorkGroupSize == NULL) {
1236 void *const mem_ctx = ralloc_parent(shader->ir);
1237 gl_WorkGroupSize = new(mem_ctx) ir_variable(glsl_type::uvec3_type,
1238 "gl_WorkGroupSize",
1239 ir_var_auto);
1240 gl_WorkGroupSize->data.how_declared = ir_var_declared_implicitly;
1241 gl_WorkGroupSize->data.read_only = true;
1242 shader->ir->push_head(gl_WorkGroupSize);
1243 }
1244 ir_variable *gl_LocalInvocationID =
1245 shader->symbols->get_variable("gl_LocalInvocationID");
1246 assert(gl_LocalInvocationID);
1247
1248 /* gl_GlobalInvocationID =
1249 * gl_WorkGroupID * gl_WorkGroupSize + gl_LocalInvocationID
1250 */
1251 ir_instruction *inst =
1252 assign(gl_GlobalInvocationID,
1253 add(mul(gl_WorkGroupID, gl_WorkGroupSize),
1254 gl_LocalInvocationID));
1255 main_sig->body.push_head(inst);
1256 }
1257
1258
1259 /**
1260 * Initialize builtin variables with values based on other builtin variables.
1261 * These are initialized in the main function.
1262 */
1263 void
1264 _mesa_glsl_initialize_derived_variables(gl_shader *shader)
1265 {
1266 /* We only need to set CS variables currently. */
1267 if (shader->Stage != MESA_SHADER_COMPUTE)
1268 return;
1269
1270 ir_function_signature *const main_sig =
1271 _mesa_get_main_function_signature(shader);
1272 if (main_sig == NULL)
1273 return;
1274
1275 initialize_cs_derived_variables(shader, main_sig);
1276 }