nir/lower_tex: support for lowering RECT textures
[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 uint_t;
406 const glsl_type * const float_t;
407 const glsl_type * const vec2_t;
408 const glsl_type * const vec3_t;
409 const glsl_type * const vec4_t;
410 const glsl_type * const uvec3_t;
411 const glsl_type * const mat3_t;
412 const glsl_type * const mat4_t;
413
414 per_vertex_accumulator per_vertex_in;
415 per_vertex_accumulator per_vertex_out;
416 };
417
418
419 builtin_variable_generator::builtin_variable_generator(
420 exec_list *instructions, struct _mesa_glsl_parse_state *state)
421 : instructions(instructions), state(state), symtab(state->symbols),
422 compatibility(!state->is_version(140, 100)),
423 bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
424 uint_t(glsl_type::uint_type),
425 float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
426 vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
427 uvec3_t(glsl_type::uvec3_type),
428 mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
429 {
430 }
431
432
433 ir_variable *
434 builtin_variable_generator::add_variable(const char *name,
435 const glsl_type *type,
436 enum ir_variable_mode mode, int slot)
437 {
438 ir_variable *var = new(symtab) ir_variable(type, name, mode);
439 var->data.how_declared = ir_var_declared_implicitly;
440
441 switch (var->data.mode) {
442 case ir_var_auto:
443 case ir_var_shader_in:
444 case ir_var_uniform:
445 case ir_var_system_value:
446 var->data.read_only = true;
447 break;
448 case ir_var_shader_out:
449 case ir_var_shader_storage:
450 break;
451 default:
452 /* The only variables that are added using this function should be
453 * uniforms, shader storage, shader inputs, and shader outputs, constants
454 * (which use ir_var_auto), and system values.
455 */
456 assert(0);
457 break;
458 }
459
460 var->data.location = slot;
461 var->data.explicit_location = (slot >= 0);
462 var->data.explicit_index = 0;
463
464 /* Once the variable is created an initialized, add it to the symbol table
465 * and add the declaration to the IR stream.
466 */
467 instructions->push_tail(var);
468
469 symtab->add_variable(var);
470 return var;
471 }
472
473
474 ir_variable *
475 builtin_variable_generator::add_uniform(const glsl_type *type,
476 const char *name)
477 {
478 ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1);
479
480 unsigned i;
481 for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
482 if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
483 break;
484 }
485 }
486
487 assert(_mesa_builtin_uniform_desc[i].name != NULL);
488 const struct gl_builtin_uniform_desc* const statevar =
489 &_mesa_builtin_uniform_desc[i];
490
491 const unsigned array_count = type->is_array() ? type->length : 1;
492
493 ir_state_slot *slots =
494 uni->allocate_state_slots(array_count * statevar->num_elements);
495
496 for (unsigned a = 0; a < array_count; a++) {
497 for (unsigned j = 0; j < statevar->num_elements; j++) {
498 const struct gl_builtin_uniform_element *element =
499 &statevar->elements[j];
500
501 memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
502 if (type->is_array()) {
503 if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
504 strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
505 slots->tokens[2] = a;
506 } else {
507 slots->tokens[1] = a;
508 }
509 }
510
511 slots->swizzle = element->swizzle;
512 slots++;
513 }
514 }
515
516 return uni;
517 }
518
519
520 ir_variable *
521 builtin_variable_generator::add_const(const char *name, int value)
522 {
523 ir_variable *const var = add_variable(name, glsl_type::int_type,
524 ir_var_auto, -1);
525 var->constant_value = new(var) ir_constant(value);
526 var->constant_initializer = new(var) ir_constant(value);
527 var->data.has_initializer = true;
528 return var;
529 }
530
531
532 ir_variable *
533 builtin_variable_generator::add_const_ivec3(const char *name, int x, int y,
534 int z)
535 {
536 ir_variable *const var = add_variable(name, glsl_type::ivec3_type,
537 ir_var_auto, -1);
538 ir_constant_data data;
539 memset(&data, 0, sizeof(data));
540 data.i[0] = x;
541 data.i[1] = y;
542 data.i[2] = z;
543 var->constant_value = new(var) ir_constant(glsl_type::ivec3_type, &data);
544 var->constant_initializer =
545 new(var) ir_constant(glsl_type::ivec3_type, &data);
546 var->data.has_initializer = true;
547 return var;
548 }
549
550
551 void
552 builtin_variable_generator::generate_constants()
553 {
554 add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
555 add_const("gl_MaxVertexTextureImageUnits",
556 state->Const.MaxVertexTextureImageUnits);
557 add_const("gl_MaxCombinedTextureImageUnits",
558 state->Const.MaxCombinedTextureImageUnits);
559 add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
560 add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
561
562 /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
563 * GL counts them in units of "components" or "floats".
564 */
565 if (state->es_shader) {
566 add_const("gl_MaxVertexUniformVectors",
567 state->Const.MaxVertexUniformComponents / 4);
568 add_const("gl_MaxFragmentUniformVectors",
569 state->Const.MaxFragmentUniformComponents / 4);
570
571 /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
572 * vertex and fragment shader constants.
573 */
574 if (state->is_version(0, 300)) {
575 add_const("gl_MaxVertexOutputVectors",
576 state->ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4);
577 add_const("gl_MaxFragmentInputVectors",
578 state->ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4);
579 } else {
580 add_const("gl_MaxVaryingVectors",
581 state->ctx->Const.MaxVarying);
582 }
583 } else {
584 add_const("gl_MaxVertexUniformComponents",
585 state->Const.MaxVertexUniformComponents);
586
587 /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
588 * removed
589 */
590 add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4);
591
592 add_const("gl_MaxFragmentUniformComponents",
593 state->Const.MaxFragmentUniformComponents);
594 }
595
596 /* Texel offsets were introduced in ARB_shading_language_420pack (which
597 * requires desktop GLSL version 130), and adopted into desktop GLSL
598 * version 4.20 and GLSL ES version 3.00.
599 */
600 if ((state->is_version(130, 0) &&
601 state->ARB_shading_language_420pack_enable) ||
602 state->is_version(420, 300)) {
603 add_const("gl_MinProgramTexelOffset",
604 state->Const.MinProgramTexelOffset);
605 add_const("gl_MaxProgramTexelOffset",
606 state->Const.MaxProgramTexelOffset);
607 }
608
609 if (state->is_version(130, 0)) {
610 add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
611 add_const("gl_MaxVaryingComponents", state->ctx->Const.MaxVarying * 4);
612 }
613
614 if (state->is_version(150, 0)) {
615 add_const("gl_MaxVertexOutputComponents",
616 state->Const.MaxVertexOutputComponents);
617 add_const("gl_MaxGeometryInputComponents",
618 state->Const.MaxGeometryInputComponents);
619 add_const("gl_MaxGeometryOutputComponents",
620 state->Const.MaxGeometryOutputComponents);
621 add_const("gl_MaxFragmentInputComponents",
622 state->Const.MaxFragmentInputComponents);
623 add_const("gl_MaxGeometryTextureImageUnits",
624 state->Const.MaxGeometryTextureImageUnits);
625 add_const("gl_MaxGeometryOutputVertices",
626 state->Const.MaxGeometryOutputVertices);
627 add_const("gl_MaxGeometryTotalOutputComponents",
628 state->Const.MaxGeometryTotalOutputComponents);
629 add_const("gl_MaxGeometryUniformComponents",
630 state->Const.MaxGeometryUniformComponents);
631
632 /* Note: the GLSL 1.50-4.40 specs require
633 * gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
634 * But they do not define what it means (and there does not appear to be
635 * any corresponding constant in the GL specs). However,
636 * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
637 * be the maximum number of components available for use as geometry
638 * outputs. So we assume this is a synonym for
639 * gl_MaxGeometryOutputComponents.
640 */
641 add_const("gl_MaxGeometryVaryingComponents",
642 state->Const.MaxGeometryOutputComponents);
643 }
644
645 if (compatibility) {
646 /* Note: gl_MaxLights stopped being listed as an explicit constant in
647 * GLSL 1.30, however it continues to be referred to (as a minimum size
648 * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
649 * this seems like it was probably an oversight.
650 */
651 add_const("gl_MaxLights", state->Const.MaxLights);
652
653 add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
654
655 /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
656 * 1.50, however this seems like it was probably an oversight.
657 */
658 add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
659
660 /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
661 * re-introduced in GLSL 1.50, so this seems like it was probably an
662 * oversight.
663 */
664 add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
665 }
666
667 if (state->has_atomic_counters()) {
668 add_const("gl_MaxVertexAtomicCounters",
669 state->Const.MaxVertexAtomicCounters);
670 add_const("gl_MaxFragmentAtomicCounters",
671 state->Const.MaxFragmentAtomicCounters);
672 add_const("gl_MaxCombinedAtomicCounters",
673 state->Const.MaxCombinedAtomicCounters);
674 add_const("gl_MaxAtomicCounterBindings",
675 state->Const.MaxAtomicBufferBindings);
676
677 /* When Mesa adds support for GL_OES_geometry_shader and
678 * GL_OES_tessellation_shader, this will need to change.
679 */
680 if (!state->es_shader) {
681 add_const("gl_MaxGeometryAtomicCounters",
682 state->Const.MaxGeometryAtomicCounters);
683
684 if (state->is_version(400, 0) ||
685 state->ARB_tessellation_shader_enable) {
686 add_const("gl_MaxTessControlAtomicCounters",
687 state->Const.MaxTessControlAtomicCounters);
688 add_const("gl_MaxTessEvaluationAtomicCounters",
689 state->Const.MaxTessEvaluationAtomicCounters);
690 }
691 }
692 }
693
694 if (state->is_version(420, 310)) {
695 add_const("gl_MaxVertexAtomicCounterBuffers",
696 state->Const.MaxVertexAtomicCounterBuffers);
697 add_const("gl_MaxFragmentAtomicCounterBuffers",
698 state->Const.MaxFragmentAtomicCounterBuffers);
699 add_const("gl_MaxCombinedAtomicCounterBuffers",
700 state->Const.MaxCombinedAtomicCounterBuffers);
701 add_const("gl_MaxAtomicCounterBufferSize",
702 state->Const.MaxAtomicCounterBufferSize);
703
704 /* When Mesa adds support for GL_OES_geometry_shader and
705 * GL_OES_tessellation_shader, this will need to change.
706 */
707 if (!state->es_shader) {
708 add_const("gl_MaxGeometryAtomicCounterBuffers",
709 state->Const.MaxGeometryAtomicCounterBuffers);
710 add_const("gl_MaxTessControlAtomicCounterBuffers",
711 state->Const.MaxTessControlAtomicCounterBuffers);
712 add_const("gl_MaxTessEvaluationAtomicCounterBuffers",
713 state->Const.MaxTessEvaluationAtomicCounterBuffers);
714 }
715 }
716
717 if (state->is_version(430, 0) || state->ARB_compute_shader_enable) {
718 add_const("gl_MaxComputeAtomicCounterBuffers", MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS);
719 add_const("gl_MaxComputeAtomicCounters", MAX_COMPUTE_ATOMIC_COUNTERS);
720 add_const("gl_MaxComputeImageUniforms", MAX_COMPUTE_IMAGE_UNIFORMS);
721 add_const("gl_MaxComputeTextureImageUnits", MAX_COMPUTE_TEXTURE_IMAGE_UNITS);
722 add_const("gl_MaxComputeUniformComponents", MAX_COMPUTE_UNIFORM_COMPONENTS);
723
724 add_const_ivec3("gl_MaxComputeWorkGroupCount",
725 state->Const.MaxComputeWorkGroupCount[0],
726 state->Const.MaxComputeWorkGroupCount[1],
727 state->Const.MaxComputeWorkGroupCount[2]);
728 add_const_ivec3("gl_MaxComputeWorkGroupSize",
729 state->Const.MaxComputeWorkGroupSize[0],
730 state->Const.MaxComputeWorkGroupSize[1],
731 state->Const.MaxComputeWorkGroupSize[2]);
732
733 /* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables):
734 *
735 * The built-in constant gl_WorkGroupSize is a compute-shader
736 * constant containing the local work-group size of the shader. The
737 * size of the work group in the X, Y, and Z dimensions is stored in
738 * the x, y, and z components. The constants values in
739 * gl_WorkGroupSize will match those specified in the required
740 * local_size_x, local_size_y, and local_size_z layout qualifiers
741 * for the current shader. This is a constant so that it can be
742 * used to size arrays of memory that can be shared within the local
743 * work group. It is a compile-time error to use gl_WorkGroupSize
744 * in a shader that does not declare a fixed local group size, or
745 * before that shader has declared a fixed local group size, using
746 * local_size_x, local_size_y, and local_size_z.
747 *
748 * To prevent the shader from trying to refer to gl_WorkGroupSize before
749 * the layout declaration, we don't define it here. Intead we define it
750 * in ast_cs_input_layout::hir().
751 */
752 }
753
754 if (state->is_version(420, 310) ||
755 state->ARB_shader_image_load_store_enable) {
756 add_const("gl_MaxImageUnits",
757 state->Const.MaxImageUnits);
758 add_const("gl_MaxVertexImageUniforms",
759 state->Const.MaxVertexImageUniforms);
760 add_const("gl_MaxFragmentImageUniforms",
761 state->Const.MaxFragmentImageUniforms);
762 add_const("gl_MaxCombinedImageUniforms",
763 state->Const.MaxCombinedImageUniforms);
764
765 if (!state->es_shader) {
766 add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs",
767 state->Const.MaxCombinedShaderOutputResources);
768 add_const("gl_MaxImageSamples",
769 state->Const.MaxImageSamples);
770 add_const("gl_MaxGeometryImageUniforms",
771 state->Const.MaxGeometryImageUniforms);
772 }
773
774 if (state->is_version(450, 310)) {
775 add_const("gl_MaxCombinedShaderOutputResources",
776 state->Const.MaxCombinedShaderOutputResources);
777 }
778
779 if (state->is_version(400, 0) ||
780 state->ARB_tessellation_shader_enable) {
781 add_const("gl_MaxTessControlImageUniforms",
782 state->Const.MaxTessControlImageUniforms);
783 add_const("gl_MaxTessEvaluationImageUniforms",
784 state->Const.MaxTessEvaluationImageUniforms);
785 }
786 }
787
788 if (state->is_version(410, 0) ||
789 state->ARB_viewport_array_enable)
790 add_const("gl_MaxViewports", state->Const.MaxViewports);
791
792 if (state->is_version(400, 0) ||
793 state->ARB_tessellation_shader_enable) {
794 add_const("gl_MaxPatchVertices", state->Const.MaxPatchVertices);
795 add_const("gl_MaxTessGenLevel", state->Const.MaxTessGenLevel);
796 add_const("gl_MaxTessControlInputComponents", state->Const.MaxTessControlInputComponents);
797 add_const("gl_MaxTessControlOutputComponents", state->Const.MaxTessControlOutputComponents);
798 add_const("gl_MaxTessControlTextureImageUnits", state->Const.MaxTessControlTextureImageUnits);
799 add_const("gl_MaxTessEvaluationInputComponents", state->Const.MaxTessEvaluationInputComponents);
800 add_const("gl_MaxTessEvaluationOutputComponents", state->Const.MaxTessEvaluationOutputComponents);
801 add_const("gl_MaxTessEvaluationTextureImageUnits", state->Const.MaxTessEvaluationTextureImageUnits);
802 add_const("gl_MaxTessPatchComponents", state->Const.MaxTessPatchComponents);
803 add_const("gl_MaxTessControlTotalOutputComponents", state->Const.MaxTessControlTotalOutputComponents);
804 add_const("gl_MaxTessControlUniformComponents", state->Const.MaxTessControlUniformComponents);
805 add_const("gl_MaxTessEvaluationUniformComponents", state->Const.MaxTessEvaluationUniformComponents);
806 }
807 }
808
809
810 /**
811 * Generate uniform variables (which exist in all types of shaders).
812 */
813 void
814 builtin_variable_generator::generate_uniforms()
815 {
816 if (state->is_version(400, 0) || state->ARB_sample_shading_enable)
817 add_uniform(int_t, "gl_NumSamples");
818 add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
819 add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
820 add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
821
822 if (compatibility) {
823 add_uniform(mat4_t, "gl_ModelViewMatrix");
824 add_uniform(mat4_t, "gl_ProjectionMatrix");
825 add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
826 add_uniform(mat3_t, "gl_NormalMatrix");
827 add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
828 add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
829 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
830 add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
831 add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
832 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
833 add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
834 add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
835 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
836 add_uniform(float_t, "gl_NormalScale");
837 add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
838 add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
839
840 const glsl_type *const mat4_array_type =
841 array(mat4_t, state->Const.MaxTextureCoords);
842 add_uniform(mat4_array_type, "gl_TextureMatrix");
843 add_uniform(mat4_array_type, "gl_TextureMatrixInverse");
844 add_uniform(mat4_array_type, "gl_TextureMatrixTranspose");
845 add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
846
847 add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
848 add_uniform(type("gl_PointParameters"), "gl_Point");
849
850 const glsl_type *const material_parameters_type =
851 type("gl_MaterialParameters");
852 add_uniform(material_parameters_type, "gl_FrontMaterial");
853 add_uniform(material_parameters_type, "gl_BackMaterial");
854
855 add_uniform(array(type("gl_LightSourceParameters"),
856 state->Const.MaxLights),
857 "gl_LightSource");
858
859 const glsl_type *const light_model_products_type =
860 type("gl_LightModelProducts");
861 add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
862 add_uniform(light_model_products_type, "gl_BackLightModelProduct");
863
864 const glsl_type *const light_products_type =
865 array(type("gl_LightProducts"), state->Const.MaxLights);
866 add_uniform(light_products_type, "gl_FrontLightProduct");
867 add_uniform(light_products_type, "gl_BackLightProduct");
868
869 add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
870 "gl_TextureEnvColor");
871
872 const glsl_type *const texcoords_vec4 =
873 array(vec4_t, state->Const.MaxTextureCoords);
874 add_uniform(texcoords_vec4, "gl_EyePlaneS");
875 add_uniform(texcoords_vec4, "gl_EyePlaneT");
876 add_uniform(texcoords_vec4, "gl_EyePlaneR");
877 add_uniform(texcoords_vec4, "gl_EyePlaneQ");
878 add_uniform(texcoords_vec4, "gl_ObjectPlaneS");
879 add_uniform(texcoords_vec4, "gl_ObjectPlaneT");
880 add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
881 add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
882
883 add_uniform(type("gl_FogParameters"), "gl_Fog");
884 }
885 }
886
887
888 /**
889 * Generate variables which only exist in vertex shaders.
890 */
891 void
892 builtin_variable_generator::generate_vs_special_vars()
893 {
894 if (state->is_version(130, 300))
895 add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
896 if (state->ARB_draw_instanced_enable)
897 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
898 if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
899 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
900 if (state->AMD_vertex_shader_layer_enable)
901 add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
902 if (state->AMD_vertex_shader_viewport_index_enable)
903 add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
904 if (compatibility) {
905 add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
906 add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
907 add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
908 add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
909 add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
910 add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
911 add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
912 add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
913 add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
914 add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
915 add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
916 add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
917 add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
918 }
919 }
920
921
922 /**
923 * Generate variables which only exist in tessellation control shaders.
924 */
925 void
926 builtin_variable_generator::generate_tcs_special_vars()
927 {
928 add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
929 add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
930 add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
931
932 add_output(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
933 "gl_TessLevelOuter")->data.patch = 1;
934 add_output(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
935 "gl_TessLevelInner")->data.patch = 1;
936 }
937
938
939 /**
940 * Generate variables which only exist in tessellation evaluation shaders.
941 */
942 void
943 builtin_variable_generator::generate_tes_special_vars()
944 {
945 add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
946 add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
947 add_system_value(SYSTEM_VALUE_TESS_COORD, vec3_t, "gl_TessCoord");
948 add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER, array(float_t, 4),
949 "gl_TessLevelOuter");
950 add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2),
951 "gl_TessLevelInner");
952 }
953
954
955 /**
956 * Generate variables which only exist in geometry shaders.
957 */
958 void
959 builtin_variable_generator::generate_gs_special_vars()
960 {
961 add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
962 if (state->is_version(410, 0) || state->ARB_viewport_array_enable)
963 add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
964 if (state->is_version(400, 0) || state->ARB_gpu_shader5_enable)
965 add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
966
967 /* Although gl_PrimitiveID appears in tessellation control and tessellation
968 * evaluation shaders, it has a different function there than it has in
969 * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
970 * as special geometry shader variables.
971 *
972 * Note that although the general convention of suffixing geometry shader
973 * input varyings with "In" was not adopted into GLSL 1.50, it is used in
974 * the specific case of gl_PrimitiveIDIn. So we don't need to treat
975 * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
976 */
977 ir_variable *var;
978 var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
979 var->data.interpolation = INTERP_QUALIFIER_FLAT;
980 var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
981 var->data.interpolation = INTERP_QUALIFIER_FLAT;
982 }
983
984
985 /**
986 * Generate variables which only exist in fragment shaders.
987 */
988 void
989 builtin_variable_generator::generate_fs_special_vars()
990 {
991 add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
992 add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
993 if (state->is_version(120, 100))
994 add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
995
996 if (state->is_version(150, 0)) {
997 ir_variable *var =
998 add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
999 var->data.interpolation = INTERP_QUALIFIER_FLAT;
1000 }
1001
1002 /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
1003 * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
1004 * They were removed from GLSL ES 3.00.
1005 */
1006 if (compatibility || !state->is_version(420, 300)) {
1007 add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor");
1008 add_output(FRAG_RESULT_DATA0,
1009 array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
1010 }
1011
1012 /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
1013 * ES 1.00.
1014 */
1015 if (state->is_version(110, 300))
1016 add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth");
1017
1018 if (state->ARB_shader_stencil_export_enable) {
1019 ir_variable *const var =
1020 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
1021 if (state->ARB_shader_stencil_export_warn)
1022 var->enable_extension_warning("GL_ARB_shader_stencil_export");
1023 }
1024
1025 if (state->AMD_shader_stencil_export_enable) {
1026 ir_variable *const var =
1027 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
1028 if (state->AMD_shader_stencil_export_warn)
1029 var->enable_extension_warning("GL_AMD_shader_stencil_export");
1030 }
1031
1032 if (state->is_version(400, 0) || state->ARB_sample_shading_enable) {
1033 add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, "gl_SampleID");
1034 add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, "gl_SamplePosition");
1035 /* From the ARB_sample_shading specification:
1036 * "The number of elements in the array is ceil(<s>/32), where
1037 * <s> is the maximum number of color samples supported by the
1038 * implementation."
1039 * Since no drivers expose more than 32x MSAA, we can simply set
1040 * the array size to 1 rather than computing it.
1041 */
1042 add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), "gl_SampleMask");
1043 }
1044
1045 if (state->is_version(400, 0) || state->ARB_gpu_shader5_enable) {
1046 add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1), "gl_SampleMaskIn");
1047 }
1048
1049 if (state->is_version(430, 0) || state->ARB_fragment_layer_viewport_enable) {
1050 add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1051 add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1052 }
1053 }
1054
1055
1056 /**
1057 * Generate variables which only exist in compute shaders.
1058 */
1059 void
1060 builtin_variable_generator::generate_cs_special_vars()
1061 {
1062 add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_ID, uvec3_t,
1063 "gl_LocalInvocationID");
1064 add_system_value(SYSTEM_VALUE_WORK_GROUP_ID, uvec3_t, "gl_WorkGroupID");
1065 add_variable("gl_GlobalInvocationID", uvec3_t, ir_var_auto, 0);
1066 add_variable("gl_LocalInvocationIndex", uint_t, ir_var_auto, 0);
1067 /* TODO: finish this. */
1068 }
1069
1070
1071 /**
1072 * Add a single "varying" variable. The variable's type and direction (input
1073 * or output) are adjusted as appropriate for the type of shader being
1074 * compiled.
1075 */
1076 void
1077 builtin_variable_generator::add_varying(int slot, const glsl_type *type,
1078 const char *name)
1079 {
1080 switch (state->stage) {
1081 case MESA_SHADER_TESS_CTRL:
1082 case MESA_SHADER_TESS_EVAL:
1083 case MESA_SHADER_GEOMETRY:
1084 this->per_vertex_in.add_field(slot, type, name);
1085 /* FALLTHROUGH */
1086 case MESA_SHADER_VERTEX:
1087 this->per_vertex_out.add_field(slot, type, name);
1088 break;
1089 case MESA_SHADER_FRAGMENT:
1090 add_input(slot, type, name);
1091 break;
1092 case MESA_SHADER_COMPUTE:
1093 /* Compute shaders don't have varyings. */
1094 break;
1095 }
1096 }
1097
1098
1099 /**
1100 * Generate variables that are used to communicate data from one shader stage
1101 * to the next ("varyings").
1102 */
1103 void
1104 builtin_variable_generator::generate_varyings()
1105 {
1106 /* gl_Position and gl_PointSize are not visible from fragment shaders. */
1107 if (state->stage != MESA_SHADER_FRAGMENT) {
1108 add_varying(VARYING_SLOT_POS, vec4_t, "gl_Position");
1109 add_varying(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
1110 }
1111
1112 if (state->is_version(130, 0)) {
1113 add_varying(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
1114 "gl_ClipDistance");
1115 }
1116
1117 if (compatibility) {
1118 add_varying(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
1119 add_varying(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
1120 if (state->stage == MESA_SHADER_FRAGMENT) {
1121 add_varying(VARYING_SLOT_COL0, vec4_t, "gl_Color");
1122 add_varying(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
1123 } else {
1124 add_varying(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
1125 add_varying(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
1126 add_varying(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
1127 add_varying(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
1128 add_varying(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
1129 }
1130 }
1131
1132 /* Section 7.1 (Built-In Language Variables) of the GLSL 4.00 spec
1133 * says:
1134 *
1135 * "In the tessellation control language, built-in variables are
1136 * intrinsically declared as:
1137 *
1138 * in gl_PerVertex {
1139 * vec4 gl_Position;
1140 * float gl_PointSize;
1141 * float gl_ClipDistance[];
1142 * } gl_in[gl_MaxPatchVertices];"
1143 */
1144 if (state->stage == MESA_SHADER_TESS_CTRL ||
1145 state->stage == MESA_SHADER_TESS_EVAL) {
1146 const glsl_type *per_vertex_in_type =
1147 this->per_vertex_in.construct_interface_instance();
1148 add_variable("gl_in", array(per_vertex_in_type, state->Const.MaxPatchVertices),
1149 ir_var_shader_in, -1);
1150 }
1151 if (state->stage == MESA_SHADER_GEOMETRY) {
1152 const glsl_type *per_vertex_in_type =
1153 this->per_vertex_in.construct_interface_instance();
1154 add_variable("gl_in", array(per_vertex_in_type, 0),
1155 ir_var_shader_in, -1);
1156 }
1157 if (state->stage == MESA_SHADER_TESS_CTRL) {
1158 const glsl_type *per_vertex_out_type =
1159 this->per_vertex_out.construct_interface_instance();
1160 add_variable("gl_out", array(per_vertex_out_type, 0),
1161 ir_var_shader_out, -1);
1162 }
1163 if (state->stage == MESA_SHADER_VERTEX ||
1164 state->stage == MESA_SHADER_TESS_EVAL ||
1165 state->stage == MESA_SHADER_GEOMETRY) {
1166 const glsl_type *per_vertex_out_type =
1167 this->per_vertex_out.construct_interface_instance();
1168 const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
1169 for (unsigned i = 0; i < per_vertex_out_type->length; i++) {
1170 ir_variable *var =
1171 add_variable(fields[i].name, fields[i].type, ir_var_shader_out,
1172 fields[i].location);
1173 var->data.interpolation = fields[i].interpolation;
1174 var->data.centroid = fields[i].centroid;
1175 var->data.sample = fields[i].sample;
1176 var->data.patch = fields[i].patch;
1177 var->init_interface_type(per_vertex_out_type);
1178 }
1179 }
1180 }
1181
1182
1183 }; /* Anonymous namespace */
1184
1185
1186 void
1187 _mesa_glsl_initialize_variables(exec_list *instructions,
1188 struct _mesa_glsl_parse_state *state)
1189 {
1190 builtin_variable_generator gen(instructions, state);
1191
1192 gen.generate_constants();
1193 gen.generate_uniforms();
1194
1195 gen.generate_varyings();
1196
1197 switch (state->stage) {
1198 case MESA_SHADER_VERTEX:
1199 gen.generate_vs_special_vars();
1200 break;
1201 case MESA_SHADER_TESS_CTRL:
1202 gen.generate_tcs_special_vars();
1203 break;
1204 case MESA_SHADER_TESS_EVAL:
1205 gen.generate_tes_special_vars();
1206 break;
1207 case MESA_SHADER_GEOMETRY:
1208 gen.generate_gs_special_vars();
1209 break;
1210 case MESA_SHADER_FRAGMENT:
1211 gen.generate_fs_special_vars();
1212 break;
1213 case MESA_SHADER_COMPUTE:
1214 gen.generate_cs_special_vars();
1215 break;
1216 }
1217 }
1218
1219
1220 /**
1221 * Initialize compute shader variables with values that are derived from other
1222 * compute shader variable.
1223 */
1224 static void
1225 initialize_cs_derived_variables(gl_shader *shader,
1226 ir_function_signature *const main_sig)
1227 {
1228 assert(shader->Stage == MESA_SHADER_COMPUTE);
1229
1230 ir_variable *gl_GlobalInvocationID =
1231 shader->symbols->get_variable("gl_GlobalInvocationID");
1232 assert(gl_GlobalInvocationID);
1233 ir_variable *gl_WorkGroupID =
1234 shader->symbols->get_variable("gl_WorkGroupID");
1235 assert(gl_WorkGroupID);
1236 ir_variable *gl_WorkGroupSize =
1237 shader->symbols->get_variable("gl_WorkGroupSize");
1238 if (gl_WorkGroupSize == NULL) {
1239 void *const mem_ctx = ralloc_parent(shader->ir);
1240 gl_WorkGroupSize = new(mem_ctx) ir_variable(glsl_type::uvec3_type,
1241 "gl_WorkGroupSize",
1242 ir_var_auto);
1243 gl_WorkGroupSize->data.how_declared = ir_var_declared_implicitly;
1244 gl_WorkGroupSize->data.read_only = true;
1245 shader->ir->push_head(gl_WorkGroupSize);
1246 }
1247 ir_variable *gl_LocalInvocationID =
1248 shader->symbols->get_variable("gl_LocalInvocationID");
1249 assert(gl_LocalInvocationID);
1250
1251 /* gl_GlobalInvocationID =
1252 * gl_WorkGroupID * gl_WorkGroupSize + gl_LocalInvocationID
1253 */
1254 ir_instruction *inst =
1255 assign(gl_GlobalInvocationID,
1256 add(mul(gl_WorkGroupID, gl_WorkGroupSize),
1257 gl_LocalInvocationID));
1258 main_sig->body.push_head(inst);
1259
1260 /* gl_LocalInvocationIndex =
1261 * gl_LocalInvocationID.z * gl_WorkGroupSize.x * gl_WorkGroupSize.y +
1262 * gl_LocalInvocationID.y * gl_WorkGroupSize.x +
1263 * gl_LocalInvocationID.x;
1264 */
1265 ir_expression *index_z =
1266 mul(mul(swizzle_z(gl_LocalInvocationID), swizzle_x(gl_WorkGroupSize)),
1267 swizzle_y(gl_WorkGroupSize));
1268 ir_expression *index_y =
1269 mul(swizzle_y(gl_LocalInvocationID), swizzle_x(gl_WorkGroupSize));
1270 ir_expression *index_y_plus_z = add(index_y, index_z);
1271 operand index_x(swizzle_x(gl_LocalInvocationID));
1272 ir_expression *index_x_plus_y_plus_z = add(index_y_plus_z, index_x);
1273 ir_variable *gl_LocalInvocationIndex =
1274 shader->symbols->get_variable("gl_LocalInvocationIndex");
1275 assert(gl_LocalInvocationIndex);
1276 inst = assign(gl_LocalInvocationIndex, index_x_plus_y_plus_z);
1277 main_sig->body.push_head(inst);
1278 }
1279
1280
1281 /**
1282 * Initialize builtin variables with values based on other builtin variables.
1283 * These are initialized in the main function.
1284 */
1285 void
1286 _mesa_glsl_initialize_derived_variables(gl_shader *shader)
1287 {
1288 /* We only need to set CS variables currently. */
1289 if (shader->Stage != MESA_SHADER_COMPUTE)
1290 return;
1291
1292 ir_function_signature *const main_sig =
1293 _mesa_get_main_function_signature(shader);
1294 if (main_sig == NULL)
1295 return;
1296
1297 initialize_cs_derived_variables(shader, main_sig);
1298 }