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