glsl: add builtin constants for ARB_tessellation_shader
[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->num_fields++;
326 }
327
328
329 const glsl_type *
330 per_vertex_accumulator::construct_interface_instance() const
331 {
332 return glsl_type::get_interface_instance(this->fields, this->num_fields,
333 GLSL_INTERFACE_PACKING_STD140,
334 "gl_PerVertex");
335 }
336
337
338 class builtin_variable_generator
339 {
340 public:
341 builtin_variable_generator(exec_list *instructions,
342 struct _mesa_glsl_parse_state *state);
343 void generate_constants();
344 void generate_uniforms();
345 void generate_vs_special_vars();
346 void generate_tcs_special_vars();
347 void generate_tes_special_vars();
348 void generate_gs_special_vars();
349 void generate_fs_special_vars();
350 void generate_cs_special_vars();
351 void generate_varyings();
352
353 private:
354 const glsl_type *array(const glsl_type *base, unsigned elements)
355 {
356 return glsl_type::get_array_instance(base, elements);
357 }
358
359 const glsl_type *type(const char *name)
360 {
361 return symtab->get_type(name);
362 }
363
364 ir_variable *add_input(int slot, const glsl_type *type, const char *name)
365 {
366 return add_variable(name, type, ir_var_shader_in, slot);
367 }
368
369 ir_variable *add_output(int slot, const glsl_type *type, const char *name)
370 {
371 return add_variable(name, type, ir_var_shader_out, slot);
372 }
373
374 ir_variable *add_system_value(int slot, const glsl_type *type,
375 const char *name)
376 {
377 return add_variable(name, type, ir_var_system_value, slot);
378 }
379
380 ir_variable *add_variable(const char *name, const glsl_type *type,
381 enum ir_variable_mode mode, int slot);
382 ir_variable *add_uniform(const glsl_type *type, const char *name);
383 ir_variable *add_const(const char *name, int value);
384 ir_variable *add_const_ivec3(const char *name, int x, int y, int z);
385 void add_varying(int slot, const glsl_type *type, const char *name,
386 const char *name_as_gs_input);
387
388 exec_list * const instructions;
389 struct _mesa_glsl_parse_state * const state;
390 glsl_symbol_table * const symtab;
391
392 /**
393 * True if compatibility-profile-only variables should be included. (In
394 * desktop GL, these are always included when the GLSL version is 1.30 and
395 * or below).
396 */
397 const bool compatibility;
398
399 const glsl_type * const bool_t;
400 const glsl_type * const int_t;
401 const glsl_type * const float_t;
402 const glsl_type * const vec2_t;
403 const glsl_type * const vec3_t;
404 const glsl_type * const vec4_t;
405 const glsl_type * const mat3_t;
406 const glsl_type * const mat4_t;
407
408 per_vertex_accumulator per_vertex_in;
409 per_vertex_accumulator per_vertex_out;
410 };
411
412
413 builtin_variable_generator::builtin_variable_generator(
414 exec_list *instructions, struct _mesa_glsl_parse_state *state)
415 : instructions(instructions), state(state), symtab(state->symbols),
416 compatibility(!state->is_version(140, 100)),
417 bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
418 float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
419 vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
420 mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
421 {
422 }
423
424
425 ir_variable *
426 builtin_variable_generator::add_variable(const char *name,
427 const glsl_type *type,
428 enum ir_variable_mode mode, int slot)
429 {
430 ir_variable *var = new(symtab) ir_variable(type, name, mode);
431 var->data.how_declared = ir_var_declared_implicitly;
432
433 switch (var->data.mode) {
434 case ir_var_auto:
435 case ir_var_shader_in:
436 case ir_var_uniform:
437 case ir_var_system_value:
438 var->data.read_only = true;
439 break;
440 case ir_var_shader_out:
441 case ir_var_shader_storage:
442 break;
443 default:
444 /* The only variables that are added using this function should be
445 * uniforms, shader storage, shader inputs, and shader outputs, constants
446 * (which use ir_var_auto), and system values.
447 */
448 assert(0);
449 break;
450 }
451
452 var->data.location = slot;
453 var->data.explicit_location = (slot >= 0);
454 var->data.explicit_index = 0;
455
456 /* Once the variable is created an initialized, add it to the symbol table
457 * and add the declaration to the IR stream.
458 */
459 instructions->push_tail(var);
460
461 symtab->add_variable(var);
462 return var;
463 }
464
465
466 ir_variable *
467 builtin_variable_generator::add_uniform(const glsl_type *type,
468 const char *name)
469 {
470 ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1);
471
472 unsigned i;
473 for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
474 if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
475 break;
476 }
477 }
478
479 assert(_mesa_builtin_uniform_desc[i].name != NULL);
480 const struct gl_builtin_uniform_desc* const statevar =
481 &_mesa_builtin_uniform_desc[i];
482
483 const unsigned array_count = type->is_array() ? type->length : 1;
484
485 ir_state_slot *slots =
486 uni->allocate_state_slots(array_count * statevar->num_elements);
487
488 for (unsigned a = 0; a < array_count; a++) {
489 for (unsigned j = 0; j < statevar->num_elements; j++) {
490 const struct gl_builtin_uniform_element *element =
491 &statevar->elements[j];
492
493 memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
494 if (type->is_array()) {
495 if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
496 strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
497 slots->tokens[2] = a;
498 } else {
499 slots->tokens[1] = a;
500 }
501 }
502
503 slots->swizzle = element->swizzle;
504 slots++;
505 }
506 }
507
508 return uni;
509 }
510
511
512 ir_variable *
513 builtin_variable_generator::add_const(const char *name, int value)
514 {
515 ir_variable *const var = add_variable(name, glsl_type::int_type,
516 ir_var_auto, -1);
517 var->constant_value = new(var) ir_constant(value);
518 var->constant_initializer = new(var) ir_constant(value);
519 var->data.has_initializer = true;
520 return var;
521 }
522
523
524 ir_variable *
525 builtin_variable_generator::add_const_ivec3(const char *name, int x, int y,
526 int z)
527 {
528 ir_variable *const var = add_variable(name, glsl_type::ivec3_type,
529 ir_var_auto, -1);
530 ir_constant_data data;
531 memset(&data, 0, sizeof(data));
532 data.i[0] = x;
533 data.i[1] = y;
534 data.i[2] = z;
535 var->constant_value = new(var) ir_constant(glsl_type::ivec3_type, &data);
536 var->constant_initializer =
537 new(var) ir_constant(glsl_type::ivec3_type, &data);
538 var->data.has_initializer = true;
539 return var;
540 }
541
542
543 void
544 builtin_variable_generator::generate_constants()
545 {
546 add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
547 add_const("gl_MaxVertexTextureImageUnits",
548 state->Const.MaxVertexTextureImageUnits);
549 add_const("gl_MaxCombinedTextureImageUnits",
550 state->Const.MaxCombinedTextureImageUnits);
551 add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
552 add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
553
554 /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
555 * GL counts them in units of "components" or "floats".
556 */
557 if (state->es_shader) {
558 add_const("gl_MaxVertexUniformVectors",
559 state->Const.MaxVertexUniformComponents / 4);
560 add_const("gl_MaxFragmentUniformVectors",
561 state->Const.MaxFragmentUniformComponents / 4);
562
563 /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
564 * vertex and fragment shader constants.
565 */
566 if (state->is_version(0, 300)) {
567 add_const("gl_MaxVertexOutputVectors",
568 state->ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4);
569 add_const("gl_MaxFragmentInputVectors",
570 state->ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4);
571 } else {
572 add_const("gl_MaxVaryingVectors",
573 state->ctx->Const.MaxVarying);
574 }
575 } else {
576 add_const("gl_MaxVertexUniformComponents",
577 state->Const.MaxVertexUniformComponents);
578
579 /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
580 * removed
581 */
582 add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4);
583
584 add_const("gl_MaxFragmentUniformComponents",
585 state->Const.MaxFragmentUniformComponents);
586 }
587
588 /* Texel offsets were introduced in ARB_shading_language_420pack (which
589 * requires desktop GLSL version 130), and adopted into desktop GLSL
590 * version 4.20 and GLSL ES version 3.00.
591 */
592 if ((state->is_version(130, 0) &&
593 state->ARB_shading_language_420pack_enable) ||
594 state->is_version(420, 300)) {
595 add_const("gl_MinProgramTexelOffset",
596 state->Const.MinProgramTexelOffset);
597 add_const("gl_MaxProgramTexelOffset",
598 state->Const.MaxProgramTexelOffset);
599 }
600
601 if (state->is_version(130, 0)) {
602 add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
603 add_const("gl_MaxVaryingComponents", state->ctx->Const.MaxVarying * 4);
604 }
605
606 if (state->is_version(150, 0)) {
607 add_const("gl_MaxVertexOutputComponents",
608 state->Const.MaxVertexOutputComponents);
609 add_const("gl_MaxGeometryInputComponents",
610 state->Const.MaxGeometryInputComponents);
611 add_const("gl_MaxGeometryOutputComponents",
612 state->Const.MaxGeometryOutputComponents);
613 add_const("gl_MaxFragmentInputComponents",
614 state->Const.MaxFragmentInputComponents);
615 add_const("gl_MaxGeometryTextureImageUnits",
616 state->Const.MaxGeometryTextureImageUnits);
617 add_const("gl_MaxGeometryOutputVertices",
618 state->Const.MaxGeometryOutputVertices);
619 add_const("gl_MaxGeometryTotalOutputComponents",
620 state->Const.MaxGeometryTotalOutputComponents);
621 add_const("gl_MaxGeometryUniformComponents",
622 state->Const.MaxGeometryUniformComponents);
623
624 /* Note: the GLSL 1.50-4.40 specs require
625 * gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
626 * But they do not define what it means (and there does not appear to be
627 * any corresponding constant in the GL specs). However,
628 * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
629 * be the maximum number of components available for use as geometry
630 * outputs. So we assume this is a synonym for
631 * gl_MaxGeometryOutputComponents.
632 */
633 add_const("gl_MaxGeometryVaryingComponents",
634 state->Const.MaxGeometryOutputComponents);
635 }
636
637 if (compatibility) {
638 /* Note: gl_MaxLights stopped being listed as an explicit constant in
639 * GLSL 1.30, however it continues to be referred to (as a minimum size
640 * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
641 * this seems like it was probably an oversight.
642 */
643 add_const("gl_MaxLights", state->Const.MaxLights);
644
645 add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
646
647 /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
648 * 1.50, however this seems like it was probably an oversight.
649 */
650 add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
651
652 /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
653 * re-introduced in GLSL 1.50, so this seems like it was probably an
654 * oversight.
655 */
656 add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
657 }
658
659 if (state->has_atomic_counters()) {
660 add_const("gl_MaxVertexAtomicCounters",
661 state->Const.MaxVertexAtomicCounters);
662 add_const("gl_MaxFragmentAtomicCounters",
663 state->Const.MaxFragmentAtomicCounters);
664 add_const("gl_MaxCombinedAtomicCounters",
665 state->Const.MaxCombinedAtomicCounters);
666 add_const("gl_MaxAtomicCounterBindings",
667 state->Const.MaxAtomicBufferBindings);
668
669 /* When Mesa adds support for GL_OES_geometry_shader and
670 * GL_OES_tessellation_shader, this will need to change.
671 */
672 if (!state->es_shader) {
673 add_const("gl_MaxGeometryAtomicCounters",
674 state->Const.MaxGeometryAtomicCounters);
675
676 if (state->is_version(400, 0) ||
677 state->ARB_tessellation_shader_enable) {
678 add_const("gl_MaxTessControlAtomicCounters",
679 state->Const.MaxTessControlAtomicCounters);
680 add_const("gl_MaxTessEvaluationAtomicCounters",
681 state->Const.MaxTessEvaluationAtomicCounters);
682 }
683 }
684 }
685
686 if (state->is_version(420, 310)) {
687 add_const("gl_MaxVertexAtomicCounterBuffers",
688 state->Const.MaxVertexAtomicCounterBuffers);
689 add_const("gl_MaxFragmentAtomicCounterBuffers",
690 state->Const.MaxFragmentAtomicCounterBuffers);
691 add_const("gl_MaxCombinedAtomicCounterBuffers",
692 state->Const.MaxCombinedAtomicCounterBuffers);
693 add_const("gl_MaxAtomicCounterBufferSize",
694 state->Const.MaxAtomicCounterBufferSize);
695
696 /* When Mesa adds support for GL_OES_geometry_shader and
697 * GL_OES_tessellation_shader, this will need to change.
698 */
699 if (!state->es_shader) {
700 add_const("gl_MaxGeometryAtomicCounterBuffers",
701 state->Const.MaxGeometryAtomicCounterBuffers);
702 add_const("gl_MaxTessControlAtomicCounterBuffers",
703 state->Const.MaxTessControlAtomicCounterBuffers);
704 add_const("gl_MaxTessEvaluationAtomicCounterBuffers",
705 state->Const.MaxTessEvaluationAtomicCounterBuffers);
706 }
707 }
708
709 if (state->is_version(430, 0) || state->ARB_compute_shader_enable) {
710 add_const("gl_MaxComputeAtomicCounterBuffers", MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS);
711 add_const("gl_MaxComputeAtomicCounters", MAX_COMPUTE_ATOMIC_COUNTERS);
712 add_const("gl_MaxComputeImageUniforms", MAX_COMPUTE_IMAGE_UNIFORMS);
713 add_const("gl_MaxComputeTextureImageUnits", MAX_COMPUTE_TEXTURE_IMAGE_UNITS);
714 add_const("gl_MaxComputeUniformComponents", MAX_COMPUTE_UNIFORM_COMPONENTS);
715
716 add_const_ivec3("gl_MaxComputeWorkGroupCount",
717 state->Const.MaxComputeWorkGroupCount[0],
718 state->Const.MaxComputeWorkGroupCount[1],
719 state->Const.MaxComputeWorkGroupCount[2]);
720 add_const_ivec3("gl_MaxComputeWorkGroupSize",
721 state->Const.MaxComputeWorkGroupSize[0],
722 state->Const.MaxComputeWorkGroupSize[1],
723 state->Const.MaxComputeWorkGroupSize[2]);
724
725 /* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables):
726 *
727 * The built-in constant gl_WorkGroupSize is a compute-shader
728 * constant containing the local work-group size of the shader. The
729 * size of the work group in the X, Y, and Z dimensions is stored in
730 * the x, y, and z components. The constants values in
731 * gl_WorkGroupSize will match those specified in the required
732 * local_size_x, local_size_y, and local_size_z layout qualifiers
733 * for the current shader. This is a constant so that it can be
734 * used to size arrays of memory that can be shared within the local
735 * work group. It is a compile-time error to use gl_WorkGroupSize
736 * in a shader that does not declare a fixed local group size, or
737 * before that shader has declared a fixed local group size, using
738 * local_size_x, local_size_y, and local_size_z.
739 *
740 * To prevent the shader from trying to refer to gl_WorkGroupSize before
741 * the layout declaration, we don't define it here. Intead we define it
742 * in ast_cs_input_layout::hir().
743 */
744 }
745
746 if (state->is_version(420, 0) ||
747 state->ARB_shader_image_load_store_enable) {
748 add_const("gl_MaxImageUnits",
749 state->Const.MaxImageUnits);
750 add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs",
751 state->Const.MaxCombinedImageUnitsAndFragmentOutputs);
752 add_const("gl_MaxImageSamples",
753 state->Const.MaxImageSamples);
754 add_const("gl_MaxVertexImageUniforms",
755 state->Const.MaxVertexImageUniforms);
756 add_const("gl_MaxTessControlImageUniforms", 0);
757 add_const("gl_MaxTessEvaluationImageUniforms", 0);
758 add_const("gl_MaxGeometryImageUniforms",
759 state->Const.MaxGeometryImageUniforms);
760 add_const("gl_MaxFragmentImageUniforms",
761 state->Const.MaxFragmentImageUniforms);
762 add_const("gl_MaxCombinedImageUniforms",
763 state->Const.MaxCombinedImageUniforms);
764
765 if (state->is_version(400, 0) ||
766 state->ARB_tessellation_shader_enable) {
767 add_const("gl_MaxTessControlImageUniforms",
768 state->Const.MaxTessControlImageUniforms);
769 add_const("gl_MaxTessEvaluationImageUniforms",
770 state->Const.MaxTessEvaluationImageUniforms);
771 }
772 }
773
774 if (state->is_version(410, 0) ||
775 state->ARB_viewport_array_enable)
776 add_const("gl_MaxViewports", state->Const.MaxViewports);
777
778 if (state->is_version(400, 0) ||
779 state->ARB_tessellation_shader_enable) {
780 add_const("gl_MaxPatchVertices", state->Const.MaxPatchVertices);
781 add_const("gl_MaxTessGenLevel", state->Const.MaxTessGenLevel);
782 add_const("gl_MaxTessControlInputComponents", state->Const.MaxTessControlInputComponents);
783 add_const("gl_MaxTessControlOutputComponents", state->Const.MaxTessControlOutputComponents);
784 add_const("gl_MaxTessControlTextureImageUnits", state->Const.MaxTessControlTextureImageUnits);
785 add_const("gl_MaxTessEvaluationInputComponents", state->Const.MaxTessEvaluationInputComponents);
786 add_const("gl_MaxTessEvaluationOutputComponents", state->Const.MaxTessEvaluationOutputComponents);
787 add_const("gl_MaxTessEvaluationTextureImageUnits", state->Const.MaxTessEvaluationTextureImageUnits);
788 add_const("gl_MaxTessPatchComponents", state->Const.MaxTessPatchComponents);
789 add_const("gl_MaxTessControlTotalOutputComponents", state->Const.MaxTessControlTotalOutputComponents);
790 add_const("gl_MaxTessControlUniformComponents", state->Const.MaxTessControlUniformComponents);
791 add_const("gl_MaxTessEvaluationUniformComponents", state->Const.MaxTessEvaluationUniformComponents);
792 }
793 }
794
795
796 /**
797 * Generate uniform variables (which exist in all types of shaders).
798 */
799 void
800 builtin_variable_generator::generate_uniforms()
801 {
802 if (state->is_version(400, 0) || state->ARB_sample_shading_enable)
803 add_uniform(int_t, "gl_NumSamples");
804 add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
805 add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
806 add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
807
808 if (compatibility) {
809 add_uniform(mat4_t, "gl_ModelViewMatrix");
810 add_uniform(mat4_t, "gl_ProjectionMatrix");
811 add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
812 add_uniform(mat3_t, "gl_NormalMatrix");
813 add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
814 add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
815 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
816 add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
817 add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
818 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
819 add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
820 add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
821 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
822 add_uniform(float_t, "gl_NormalScale");
823 add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
824 add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
825
826 const glsl_type *const mat4_array_type =
827 array(mat4_t, state->Const.MaxTextureCoords);
828 add_uniform(mat4_array_type, "gl_TextureMatrix");
829 add_uniform(mat4_array_type, "gl_TextureMatrixInverse");
830 add_uniform(mat4_array_type, "gl_TextureMatrixTranspose");
831 add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
832
833 add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
834 add_uniform(type("gl_PointParameters"), "gl_Point");
835
836 const glsl_type *const material_parameters_type =
837 type("gl_MaterialParameters");
838 add_uniform(material_parameters_type, "gl_FrontMaterial");
839 add_uniform(material_parameters_type, "gl_BackMaterial");
840
841 add_uniform(array(type("gl_LightSourceParameters"),
842 state->Const.MaxLights),
843 "gl_LightSource");
844
845 const glsl_type *const light_model_products_type =
846 type("gl_LightModelProducts");
847 add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
848 add_uniform(light_model_products_type, "gl_BackLightModelProduct");
849
850 const glsl_type *const light_products_type =
851 array(type("gl_LightProducts"), state->Const.MaxLights);
852 add_uniform(light_products_type, "gl_FrontLightProduct");
853 add_uniform(light_products_type, "gl_BackLightProduct");
854
855 add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
856 "gl_TextureEnvColor");
857
858 const glsl_type *const texcoords_vec4 =
859 array(vec4_t, state->Const.MaxTextureCoords);
860 add_uniform(texcoords_vec4, "gl_EyePlaneS");
861 add_uniform(texcoords_vec4, "gl_EyePlaneT");
862 add_uniform(texcoords_vec4, "gl_EyePlaneR");
863 add_uniform(texcoords_vec4, "gl_EyePlaneQ");
864 add_uniform(texcoords_vec4, "gl_ObjectPlaneS");
865 add_uniform(texcoords_vec4, "gl_ObjectPlaneT");
866 add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
867 add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
868
869 add_uniform(type("gl_FogParameters"), "gl_Fog");
870 }
871 }
872
873
874 /**
875 * Generate variables which only exist in vertex shaders.
876 */
877 void
878 builtin_variable_generator::generate_vs_special_vars()
879 {
880 if (state->is_version(130, 300))
881 add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
882 if (state->ARB_draw_instanced_enable)
883 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
884 if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
885 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
886 if (state->AMD_vertex_shader_layer_enable)
887 add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
888 if (state->AMD_vertex_shader_viewport_index_enable)
889 add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
890 if (compatibility) {
891 add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
892 add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
893 add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
894 add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
895 add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
896 add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
897 add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
898 add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
899 add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
900 add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
901 add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
902 add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
903 add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
904 }
905 }
906
907
908 /**
909 * Generate variables which only exist in tessellation control shaders.
910 */
911 void
912 builtin_variable_generator::generate_tcs_special_vars()
913 {
914 add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
915 add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
916 add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
917
918 add_output(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
919 "gl_TessLevelOuter")->data.patch = 1;
920 add_output(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
921 "gl_TessLevelInner")->data.patch = 1;
922 }
923
924
925 /**
926 * Generate variables which only exist in tessellation evaluation shaders.
927 */
928 void
929 builtin_variable_generator::generate_tes_special_vars()
930 {
931 add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
932 add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
933 add_system_value(SYSTEM_VALUE_TESS_COORD, vec3_t, "gl_TessCoord");
934 add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER, array(float_t, 4),
935 "gl_TessLevelOuter");
936 add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2),
937 "gl_TessLevelInner");
938 }
939
940
941 /**
942 * Generate variables which only exist in geometry shaders.
943 */
944 void
945 builtin_variable_generator::generate_gs_special_vars()
946 {
947 add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
948 if (state->is_version(410, 0) || state->ARB_viewport_array_enable)
949 add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
950 if (state->is_version(400, 0) || state->ARB_gpu_shader5_enable)
951 add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
952
953 /* Although gl_PrimitiveID appears in tessellation control and tessellation
954 * evaluation shaders, it has a different function there than it has in
955 * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
956 * as special geometry shader variables.
957 *
958 * Note that although the general convention of suffixing geometry shader
959 * input varyings with "In" was not adopted into GLSL 1.50, it is used in
960 * the specific case of gl_PrimitiveIDIn. So we don't need to treat
961 * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
962 */
963 ir_variable *var;
964 var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
965 var->data.interpolation = INTERP_QUALIFIER_FLAT;
966 var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
967 var->data.interpolation = INTERP_QUALIFIER_FLAT;
968 }
969
970
971 /**
972 * Generate variables which only exist in fragment shaders.
973 */
974 void
975 builtin_variable_generator::generate_fs_special_vars()
976 {
977 add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
978 add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
979 if (state->is_version(120, 100))
980 add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
981
982 if (state->is_version(150, 0)) {
983 ir_variable *var =
984 add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
985 var->data.interpolation = INTERP_QUALIFIER_FLAT;
986 }
987
988 /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
989 * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
990 * They were removed from GLSL ES 3.00.
991 */
992 if (compatibility || !state->is_version(420, 300)) {
993 add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor");
994 add_output(FRAG_RESULT_DATA0,
995 array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
996 }
997
998 /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
999 * ES 1.00.
1000 */
1001 if (state->is_version(110, 300))
1002 add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth");
1003
1004 if (state->ARB_shader_stencil_export_enable) {
1005 ir_variable *const var =
1006 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
1007 if (state->ARB_shader_stencil_export_warn)
1008 var->enable_extension_warning("GL_ARB_shader_stencil_export");
1009 }
1010
1011 if (state->AMD_shader_stencil_export_enable) {
1012 ir_variable *const var =
1013 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
1014 if (state->AMD_shader_stencil_export_warn)
1015 var->enable_extension_warning("GL_AMD_shader_stencil_export");
1016 }
1017
1018 if (state->is_version(400, 0) || state->ARB_sample_shading_enable) {
1019 add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, "gl_SampleID");
1020 add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, "gl_SamplePosition");
1021 /* From the ARB_sample_shading specification:
1022 * "The number of elements in the array is ceil(<s>/32), where
1023 * <s> is the maximum number of color samples supported by the
1024 * implementation."
1025 * Since no drivers expose more than 32x MSAA, we can simply set
1026 * the array size to 1 rather than computing it.
1027 */
1028 add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), "gl_SampleMask");
1029 }
1030
1031 if (state->is_version(400, 0) || state->ARB_gpu_shader5_enable) {
1032 add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1), "gl_SampleMaskIn");
1033 }
1034
1035 if (state->is_version(430, 0) || state->ARB_fragment_layer_viewport_enable) {
1036 add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1037 add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1038 }
1039 }
1040
1041
1042 /**
1043 * Generate variables which only exist in compute shaders.
1044 */
1045 void
1046 builtin_variable_generator::generate_cs_special_vars()
1047 {
1048 /* TODO: finish this. */
1049 }
1050
1051
1052 /**
1053 * Add a single "varying" variable. The variable's type and direction (input
1054 * or output) are adjusted as appropriate for the type of shader being
1055 * compiled. For geometry shaders using {ARB,EXT}_geometry_shader4,
1056 * name_as_gs_input is used for the input (to avoid ambiguity).
1057 */
1058 void
1059 builtin_variable_generator::add_varying(int slot, const glsl_type *type,
1060 const char *name,
1061 const char *name_as_gs_input)
1062 {
1063 switch (state->stage) {
1064 case MESA_SHADER_TESS_CTRL:
1065 case MESA_SHADER_TESS_EVAL:
1066 case MESA_SHADER_GEOMETRY:
1067 this->per_vertex_in.add_field(slot, type, name);
1068 /* FALLTHROUGH */
1069 case MESA_SHADER_VERTEX:
1070 this->per_vertex_out.add_field(slot, type, name);
1071 break;
1072 case MESA_SHADER_FRAGMENT:
1073 add_input(slot, type, name);
1074 break;
1075 case MESA_SHADER_COMPUTE:
1076 /* Compute shaders don't have varyings. */
1077 break;
1078 }
1079 }
1080
1081
1082 /**
1083 * Generate variables that are used to communicate data from one shader stage
1084 * to the next ("varyings").
1085 */
1086 void
1087 builtin_variable_generator::generate_varyings()
1088 {
1089 #define ADD_VARYING(loc, type, name) \
1090 add_varying(loc, type, name, name "In")
1091
1092 /* gl_Position and gl_PointSize are not visible from fragment shaders. */
1093 if (state->stage != MESA_SHADER_FRAGMENT) {
1094 ADD_VARYING(VARYING_SLOT_POS, vec4_t, "gl_Position");
1095 ADD_VARYING(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
1096 }
1097
1098 if (state->is_version(130, 0)) {
1099 ADD_VARYING(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
1100 "gl_ClipDistance");
1101 }
1102
1103 if (compatibility) {
1104 ADD_VARYING(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
1105 ADD_VARYING(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
1106 if (state->stage == MESA_SHADER_FRAGMENT) {
1107 ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_Color");
1108 ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
1109 } else {
1110 ADD_VARYING(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
1111 ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
1112 ADD_VARYING(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
1113 ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
1114 ADD_VARYING(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
1115 }
1116 }
1117
1118 /* Section 7.1 (Built-In Language Variables) of the GLSL 4.00 spec
1119 * says:
1120 *
1121 * "In the tessellation control language, built-in variables are
1122 * intrinsically declared as:
1123 *
1124 * in gl_PerVertex {
1125 * vec4 gl_Position;
1126 * float gl_PointSize;
1127 * float gl_ClipDistance[];
1128 * } gl_in[gl_MaxPatchVertices];"
1129 */
1130 if (state->stage == MESA_SHADER_TESS_CTRL ||
1131 state->stage == MESA_SHADER_TESS_EVAL) {
1132 const glsl_type *per_vertex_in_type =
1133 this->per_vertex_in.construct_interface_instance();
1134 add_variable("gl_in", array(per_vertex_in_type, state->Const.MaxPatchVertices),
1135 ir_var_shader_in, -1);
1136 }
1137 if (state->stage == MESA_SHADER_GEOMETRY) {
1138 const glsl_type *per_vertex_in_type =
1139 this->per_vertex_in.construct_interface_instance();
1140 add_variable("gl_in", array(per_vertex_in_type, 0),
1141 ir_var_shader_in, -1);
1142 }
1143 if (state->stage == MESA_SHADER_TESS_CTRL) {
1144 const glsl_type *per_vertex_out_type =
1145 this->per_vertex_out.construct_interface_instance();
1146 add_variable("gl_out", array(per_vertex_out_type, 0),
1147 ir_var_shader_out, -1);
1148 }
1149 if (state->stage == MESA_SHADER_VERTEX ||
1150 state->stage == MESA_SHADER_TESS_EVAL ||
1151 state->stage == MESA_SHADER_GEOMETRY) {
1152 const glsl_type *per_vertex_out_type =
1153 this->per_vertex_out.construct_interface_instance();
1154 const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
1155 for (unsigned i = 0; i < per_vertex_out_type->length; i++) {
1156 ir_variable *var =
1157 add_variable(fields[i].name, fields[i].type, ir_var_shader_out,
1158 fields[i].location);
1159 var->data.interpolation = fields[i].interpolation;
1160 var->data.centroid = fields[i].centroid;
1161 var->data.sample = fields[i].sample;
1162 var->init_interface_type(per_vertex_out_type);
1163 }
1164 }
1165 }
1166
1167
1168 }; /* Anonymous namespace */
1169
1170
1171 void
1172 _mesa_glsl_initialize_variables(exec_list *instructions,
1173 struct _mesa_glsl_parse_state *state)
1174 {
1175 builtin_variable_generator gen(instructions, state);
1176
1177 gen.generate_constants();
1178 gen.generate_uniforms();
1179
1180 gen.generate_varyings();
1181
1182 switch (state->stage) {
1183 case MESA_SHADER_VERTEX:
1184 gen.generate_vs_special_vars();
1185 break;
1186 case MESA_SHADER_TESS_CTRL:
1187 gen.generate_tcs_special_vars();
1188 break;
1189 case MESA_SHADER_TESS_EVAL:
1190 gen.generate_tes_special_vars();
1191 break;
1192 case MESA_SHADER_GEOMETRY:
1193 gen.generate_gs_special_vars();
1194 break;
1195 case MESA_SHADER_FRAGMENT:
1196 gen.generate_fs_special_vars();
1197 break;
1198 case MESA_SHADER_COMPUTE:
1199 gen.generate_cs_special_vars();
1200 break;
1201 }
1202 }