#include "main/uniforms.h"
#include "program/prog_statevars.h"
#include "program/prog_instruction.h"
+#include "builtin_functions.h"
using namespace ir_builder;
{NULL, {STATE_NUM_SAMPLES, 0, 0}, SWIZZLE_XXXX}
};
-/* only for TCS */
-static const struct gl_builtin_uniform_element gl_PatchVerticesIn_elements[] = {
- {NULL, {STATE_INTERNAL, STATE_TCS_PATCH_VERTICES_IN}, SWIZZLE_XXXX}
-};
-
static const struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
{"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
{"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
SWIZZLE_Y,
SWIZZLE_Z,
SWIZZLE_Z)},
- {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
- {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
{"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
+ {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
+ {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
{"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
{"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
{"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
#define STATEVAR(name) {#name, name ## _elements, ARRAY_SIZE(name ## _elements)}
static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
- STATEVAR(gl_PatchVerticesIn),
STATEVAR(gl_NumSamples),
STATEVAR(gl_DepthRange),
STATEVAR(gl_ClipPlane),
this->fields[this->num_fields].sample = 0;
this->fields[this->num_fields].patch = 0;
this->fields[this->num_fields].precision = GLSL_PRECISION_NONE;
- this->fields[this->num_fields].image_read_only = 0;
- this->fields[this->num_fields].image_write_only = 0;
- this->fields[this->num_fields].image_coherent = 0;
- this->fields[this->num_fields].image_volatile = 0;
- this->fields[this->num_fields].image_restrict = 0;
+ this->fields[this->num_fields].memory_read_only = 0;
+ this->fields[this->num_fields].memory_write_only = 0;
+ this->fields[this->num_fields].memory_coherent = 0;
+ this->fields[this->num_fields].memory_volatile = 0;
+ this->fields[this->num_fields].memory_restrict = 0;
+ this->fields[this->num_fields].image_format = 0;
this->fields[this->num_fields].explicit_xfb_buffer = 0;
this->fields[this->num_fields].xfb_buffer = -1;
this->fields[this->num_fields].xfb_stride = -1;
{
return glsl_type::get_interface_instance(this->fields, this->num_fields,
GLSL_INTERFACE_PACKING_STD140,
+ false,
"gl_PerVertex");
}
struct _mesa_glsl_parse_state *state);
void generate_constants();
void generate_uniforms();
+ void generate_special_vars();
void generate_vs_special_vars();
void generate_tcs_special_vars();
void generate_tes_special_vars();
const glsl_type * const bool_t;
const glsl_type * const int_t;
const glsl_type * const uint_t;
+ const glsl_type * const uint64_t;
const glsl_type * const float_t;
const glsl_type * const vec2_t;
const glsl_type * const vec3_t;
builtin_variable_generator::builtin_variable_generator(
exec_list *instructions, struct _mesa_glsl_parse_state *state)
: instructions(instructions), state(state), symtab(state->symbols),
- compatibility(!state->is_version(140, 100)),
+ compatibility(state->compat_shader || state->ARB_compatibility_enable),
bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
uint_t(glsl_type::uint_type),
+ uint64_t(glsl_type::uint64_t_type),
float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
uvec3_t(glsl_type::uvec3_type),
add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
/* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
- * GL counts them in units of "components" or "floats".
+ * GL counts them in units of "components" or "floats" and also in units
+ * of vectors since GL 4.1
*/
+ if (!state->es_shader) {
+ add_const("gl_MaxFragmentUniformComponents",
+ state->Const.MaxFragmentUniformComponents);
+ add_const("gl_MaxVertexUniformComponents",
+ state->Const.MaxVertexUniformComponents);
+ }
+
if (state->is_version(410, 100)) {
add_const("gl_MaxVertexUniformVectors",
state->Const.MaxVertexUniformComponents / 4);
state->Const.MaxDualSourceDrawBuffers);
}
} else {
- add_const("gl_MaxVertexUniformComponents",
- state->Const.MaxVertexUniformComponents);
-
/* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
* removed
*/
add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4);
-
- add_const("gl_MaxFragmentUniformComponents",
- state->Const.MaxFragmentUniformComponents);
}
/* Texel offsets were introduced in ARB_shading_language_420pack (which
state->Const.MaxTransformFeedbackInterleavedComponents);
}
- if (state->is_version(420, 310) ||
- state->ARB_shader_image_load_store_enable) {
+ if (state->has_shader_image_load_store()) {
add_const("gl_MaxImageUnits",
state->Const.MaxImageUnits);
add_const("gl_MaxVertexImageUniforms",
}
if (state->is_version(410, 0) ||
- state->ARB_viewport_array_enable)
+ state->ARB_viewport_array_enable ||
+ state->OES_viewport_array_enable)
add_const("gl_MaxViewports", state->Const.MaxViewports);
if (state->has_tessellation_shader()) {
}
+/**
+ * Generate special variables which exist in all shaders.
+ */
+void
+builtin_variable_generator::generate_special_vars()
+{
+ if (state->ARB_shader_ballot_enable) {
+ add_system_value(SYSTEM_VALUE_SUBGROUP_SIZE, uint_t, "gl_SubGroupSizeARB");
+ add_system_value(SYSTEM_VALUE_SUBGROUP_INVOCATION, uint_t, "gl_SubGroupInvocationARB");
+ add_system_value(SYSTEM_VALUE_SUBGROUP_EQ_MASK, uint64_t, "gl_SubGroupEqMaskARB");
+ add_system_value(SYSTEM_VALUE_SUBGROUP_GE_MASK, uint64_t, "gl_SubGroupGeMaskARB");
+ add_system_value(SYSTEM_VALUE_SUBGROUP_GT_MASK, uint64_t, "gl_SubGroupGtMaskARB");
+ add_system_value(SYSTEM_VALUE_SUBGROUP_LE_MASK, uint64_t, "gl_SubGroupLeMaskARB");
+ add_system_value(SYSTEM_VALUE_SUBGROUP_LT_MASK, uint64_t, "gl_SubGroupLtMaskARB");
+ }
+}
+
+
/**
* Generate variables which only exist in vertex shaders.
*/
if (state->is_version(130, 300))
add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
+ if (state->is_version(460, 0)) {
+ add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertex");
+ add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstance");
+ add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawID");
+ }
if (state->ARB_draw_instanced_enable)
add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstanceARB");
add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawIDARB");
}
- if (state->AMD_vertex_shader_layer_enable) {
+ if (state->AMD_vertex_shader_layer_enable ||
+ state->ARB_shader_viewport_layer_array_enable) {
var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
var->data.interpolation = INTERP_MODE_FLAT;
}
- if (state->AMD_vertex_shader_viewport_index_enable) {
+ if (state->AMD_vertex_shader_viewport_index_enable ||
+ state->ARB_shader_viewport_layer_array_enable) {
var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
var->data.interpolation = INTERP_MODE_FLAT;
}
{
add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
-
- if (state->ctx->Const.LowerTCSPatchVerticesIn) {
- add_uniform(int_t, "gl_PatchVerticesIn");
- } else {
- add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
- }
+ add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
add_output(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
"gl_TessLevelOuter")->data.patch = 1;
void
builtin_variable_generator::generate_tes_special_vars()
{
+ ir_variable *var;
+
add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
add_system_value(SYSTEM_VALUE_TESS_COORD, vec3_t, "gl_TessCoord");
- add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER, array(float_t, 4),
- "gl_TessLevelOuter");
- add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2),
- "gl_TessLevelInner");
+ if (this->state->ctx->Const.GLSLTessLevelsAsInputs) {
+ add_input(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
+ "gl_TessLevelOuter")->data.patch = 1;
+ add_input(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
+ "gl_TessLevelInner")->data.patch = 1;
+ } else {
+ add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER, array(float_t, 4),
+ "gl_TessLevelOuter");
+ add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2),
+ "gl_TessLevelInner");
+ }
+ if (state->ARB_shader_viewport_layer_array_enable) {
+ var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
+ var->data.interpolation = INTERP_MODE_FLAT;
+ var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
+ var->data.interpolation = INTERP_MODE_FLAT;
+ }
}
var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
var->data.interpolation = INTERP_MODE_FLAT;
- if (state->is_version(410, 0) || state->ARB_viewport_array_enable) {
+ if (state->is_version(410, 0) || state->ARB_viewport_array_enable ||
+ state->OES_viewport_array_enable) {
var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
var->data.interpolation = INTERP_MODE_FLAT;
}
var->data.precision = GLSL_PRECISION_MEDIUM;
var->data.read_only = 1;
var->data.fb_fetch_output = 1;
+ var->data.memory_coherent = 1;
}
if (state->es_shader && state->language_version == 100 && state->EXT_blend_func_extended_enable) {
if (state->is_version(110, 300))
add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth");
+ if (state->EXT_frag_depth_enable)
+ add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepthEXT");
+
if (state->ARB_shader_stencil_export_enable) {
ir_variable *const var =
add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
}
if (state->is_version(430, 0) ||
- state->ARB_fragment_layer_viewport_enable) {
+ state->ARB_fragment_layer_viewport_enable ||
+ state->OES_viewport_array_enable) {
var = add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
var->data.interpolation = INTERP_MODE_FLAT;
}
"gl_LocalInvocationID");
add_system_value(SYSTEM_VALUE_WORK_GROUP_ID, uvec3_t, "gl_WorkGroupID");
add_system_value(SYSTEM_VALUE_NUM_WORK_GROUPS, uvec3_t, "gl_NumWorkGroups");
- if (state->ctx->Const.LowerCsDerivedVariables) {
- add_variable("gl_GlobalInvocationID", uvec3_t, ir_var_auto, 0);
- add_variable("gl_LocalInvocationIndex", uint_t, ir_var_auto, 0);
- } else {
- add_system_value(SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
- uvec3_t, "gl_GlobalInvocationID");
- add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
- uint_t, "gl_LocalInvocationIndex");
+
+ if (state->ARB_compute_variable_group_size_enable) {
+ add_system_value(SYSTEM_VALUE_LOCAL_GROUP_SIZE,
+ uvec3_t, "gl_LocalGroupSizeARB");
}
+
+ add_system_value(SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
+ uvec3_t, "gl_GlobalInvocationID");
+ add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
+ uint_t, "gl_LocalInvocationIndex");
}
case MESA_SHADER_COMPUTE:
/* Compute shaders don't have varyings. */
break;
+ default:
+ break;
}
}
gen.generate_constants();
gen.generate_uniforms();
+ gen.generate_special_vars();
gen.generate_varyings();
case MESA_SHADER_COMPUTE:
gen.generate_cs_special_vars();
break;
- }
-}
-
-
-/**
- * Initialize compute shader variables with values that are derived from other
- * compute shader variable.
- */
-static void
-initialize_cs_derived_variables(gl_shader *shader,
- ir_function_signature *const main_sig)
-{
- assert(shader->Stage == MESA_SHADER_COMPUTE);
-
- ir_variable *gl_GlobalInvocationID =
- shader->symbols->get_variable("gl_GlobalInvocationID");
- assert(gl_GlobalInvocationID);
- ir_variable *gl_WorkGroupID =
- shader->symbols->get_variable("gl_WorkGroupID");
- assert(gl_WorkGroupID);
- ir_variable *gl_WorkGroupSize =
- shader->symbols->get_variable("gl_WorkGroupSize");
- if (gl_WorkGroupSize == NULL) {
- void *const mem_ctx = ralloc_parent(shader->ir);
- gl_WorkGroupSize = new(mem_ctx) ir_variable(glsl_type::uvec3_type,
- "gl_WorkGroupSize",
- ir_var_auto);
- gl_WorkGroupSize->data.how_declared = ir_var_declared_implicitly;
- gl_WorkGroupSize->data.read_only = true;
- shader->ir->push_head(gl_WorkGroupSize);
- }
- ir_variable *gl_LocalInvocationID =
- shader->symbols->get_variable("gl_LocalInvocationID");
- assert(gl_LocalInvocationID);
-
- /* gl_GlobalInvocationID =
- * gl_WorkGroupID * gl_WorkGroupSize + gl_LocalInvocationID
- */
- ir_instruction *inst =
- assign(gl_GlobalInvocationID,
- add(mul(gl_WorkGroupID, gl_WorkGroupSize),
- gl_LocalInvocationID));
- main_sig->body.push_head(inst);
-
- /* gl_LocalInvocationIndex =
- * gl_LocalInvocationID.z * gl_WorkGroupSize.x * gl_WorkGroupSize.y +
- * gl_LocalInvocationID.y * gl_WorkGroupSize.x +
- * gl_LocalInvocationID.x;
- */
- ir_expression *index_z =
- mul(mul(swizzle_z(gl_LocalInvocationID), swizzle_x(gl_WorkGroupSize)),
- swizzle_y(gl_WorkGroupSize));
- ir_expression *index_y =
- mul(swizzle_y(gl_LocalInvocationID), swizzle_x(gl_WorkGroupSize));
- ir_expression *index_y_plus_z = add(index_y, index_z);
- operand index_x(swizzle_x(gl_LocalInvocationID));
- ir_expression *index_x_plus_y_plus_z = add(index_y_plus_z, index_x);
- ir_variable *gl_LocalInvocationIndex =
- shader->symbols->get_variable("gl_LocalInvocationIndex");
- assert(gl_LocalInvocationIndex);
- inst = assign(gl_LocalInvocationIndex, index_x_plus_y_plus_z);
- main_sig->body.push_head(inst);
-}
-
-
-/**
- * Initialize builtin variables with values based on other builtin variables.
- * These are initialized in the main function.
- */
-void
-_mesa_glsl_initialize_derived_variables(struct gl_context *ctx,
- gl_shader *shader)
-{
- /* We only need to set CS variables currently. */
- if (shader->Stage == MESA_SHADER_COMPUTE &&
- ctx->Const.LowerCsDerivedVariables) {
- ir_function_signature *const main_sig =
- _mesa_get_main_function_signature(shader->symbols);
-
- if (main_sig != NULL)
- initialize_cs_derived_variables(shader, main_sig);
+ default:
+ break;
}
}