state->OES_gpu_shader5_enable;
}
+static bool
+gpu_shader5_or_OES_texture_cube_map_array(const _mesa_glsl_parse_state *state)
+{
+ return state->is_version(400, 320) ||
+ state->ARB_gpu_shader5_enable ||
+ state->EXT_texture_cube_map_array_enable ||
+ state->OES_texture_cube_map_array_enable;
+}
+
static bool
es31_not_gs5(const _mesa_glsl_parse_state *state)
{
state->is_version(400, 310);
}
+static bool
+gpu_shader5_or_es31_or_integer_functions(const _mesa_glsl_parse_state *state)
+{
+ return gpu_shader5_or_es31(state) ||
+ state->MESA_shader_integer_functions_enable;
+}
+
static bool
fs_interpolate_at(const _mesa_glsl_parse_state *state)
{
fs_texture_cube_map_array(const _mesa_glsl_parse_state *state)
{
return state->stage == MESA_SHADER_FRAGMENT &&
- (state->is_version(400, 0) ||
- state->ARB_texture_cube_map_array_enable);
+ state->has_texture_cube_map_array();
}
static bool
texture_cube_map_array(const _mesa_glsl_parse_state *state)
{
- return state->is_version(400, 0) ||
- state->ARB_texture_cube_map_array_enable;
+ return state->has_texture_cube_map_array();
}
static bool
}
static bool
-texture_gather(const _mesa_glsl_parse_state *state)
+texture_gather_cube_map_array(const _mesa_glsl_parse_state *state)
{
- return state->is_version(400, 0) ||
+ return state->is_version(400, 320) ||
state->ARB_texture_gather_enable ||
- state->ARB_gpu_shader5_enable;
+ state->ARB_gpu_shader5_enable ||
+ state->EXT_texture_cube_map_array_enable ||
+ state->OES_texture_cube_map_array_enable;
}
static bool
state->stage == MESA_SHADER_TESS_CTRL;
}
+static bool
+vote(const _mesa_glsl_parse_state *state)
+{
+ return state->ARB_shader_group_vote_enable;
+}
+
/** @} */
/******************************************************************************/
private:
void *mem_ctx;
- /** Global variables used by built-in functions. */
- ir_variable *gl_ModelViewProjectionMatrix;
- ir_variable *gl_Vertex;
-
void create_shader();
void create_intrinsics();
void create_builtins();
ir_function_signature *_shader_clock(builtin_available_predicate avail,
const glsl_type *type);
+ ir_function_signature *_vote(enum ir_expression_operation opcode);
+
#undef B0
#undef B1
#undef B2
* @{
*/
builtin_builder::builtin_builder()
- : shader(NULL),
- gl_ModelViewProjectionMatrix(NULL),
- gl_Vertex(NULL)
+ : shader(NULL)
{
mem_ctx = NULL;
}
* GLSL utility code that could be linked against any stage, so just
* arbitrarily pick GL_VERTEX_SHADER.
*/
- shader = _mesa_new_shader(NULL, 0, GL_VERTEX_SHADER);
+ shader = _mesa_new_shader(0, MESA_SHADER_VERTEX);
shader->symbols = new(mem_ctx) glsl_symbol_table;
-
- gl_ModelViewProjectionMatrix =
- new(mem_ctx) ir_variable(glsl_type::mat4_type,
- "gl_ModelViewProjectionMatrix",
- ir_var_uniform);
-
- shader->symbols->add_variable(gl_ModelViewProjectionMatrix);
-
- gl_Vertex = in_var(glsl_type::vec4_type, "gl_Vertex");
- shader->symbols->add_variable(gl_Vertex);
}
/** @} */
_texture(ir_tg4, texture_gather_or_es31, glsl_type::ivec4_type, glsl_type::isamplerCube_type, glsl_type::vec3_type),
_texture(ir_tg4, texture_gather_or_es31, glsl_type::uvec4_type, glsl_type::usamplerCube_type, glsl_type::vec3_type),
- _texture(ir_tg4, texture_gather, glsl_type::vec4_type, glsl_type::samplerCubeArray_type, glsl_type::vec4_type),
- _texture(ir_tg4, texture_gather, glsl_type::ivec4_type, glsl_type::isamplerCubeArray_type, glsl_type::vec4_type),
- _texture(ir_tg4, texture_gather, glsl_type::uvec4_type, glsl_type::usamplerCubeArray_type, glsl_type::vec4_type),
+ _texture(ir_tg4, texture_gather_cube_map_array, glsl_type::vec4_type, glsl_type::samplerCubeArray_type, glsl_type::vec4_type),
+ _texture(ir_tg4, texture_gather_cube_map_array, glsl_type::ivec4_type, glsl_type::isamplerCubeArray_type, glsl_type::vec4_type),
+ _texture(ir_tg4, texture_gather_cube_map_array, glsl_type::uvec4_type, glsl_type::usamplerCubeArray_type, glsl_type::vec4_type),
_texture(ir_tg4, gpu_shader5_or_es31, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_es31, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_es31, glsl_type::ivec4_type, glsl_type::isamplerCube_type, glsl_type::vec3_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_es31, glsl_type::uvec4_type, glsl_type::usamplerCube_type, glsl_type::vec3_type, TEX_COMPONENT),
- _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::samplerCubeArray_type, glsl_type::vec4_type, TEX_COMPONENT),
- _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isamplerCubeArray_type, glsl_type::vec4_type, TEX_COMPONENT),
- _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usamplerCubeArray_type, glsl_type::vec4_type, TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5_or_OES_texture_cube_map_array, glsl_type::vec4_type, glsl_type::samplerCubeArray_type, glsl_type::vec4_type, TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5_or_OES_texture_cube_map_array, glsl_type::ivec4_type, glsl_type::isamplerCubeArray_type, glsl_type::vec4_type, TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5_or_OES_texture_cube_map_array, glsl_type::uvec4_type, glsl_type::usamplerCubeArray_type, glsl_type::vec4_type, TEX_COMPONENT),
_texture(ir_tg4, gpu_shader5_or_es31, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec2_type),
_texture(ir_tg4, gpu_shader5_or_es31, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec3_type),
_texture(ir_tg4, gpu_shader5_or_es31, glsl_type::vec4_type, glsl_type::samplerCubeShadow_type, glsl_type::vec3_type),
- _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::samplerCubeArrayShadow_type, glsl_type::vec4_type),
+ _texture(ir_tg4, gpu_shader5_or_OES_texture_cube_map_array, glsl_type::vec4_type, glsl_type::samplerCubeArrayShadow_type, glsl_type::vec4_type),
_texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec2_type),
NULL);
glsl_type::uvec2_type),
NULL);
+ add_function("anyInvocationARB", _vote(ir_unop_vote_any), NULL);
+ add_function("allInvocationsARB", _vote(ir_unop_vote_all), NULL);
+ add_function("allInvocationsEqualARB", _vote(ir_unop_vote_eq), NULL);
+
#undef F
#undef FI
#undef FIUD
{
MAKE_SIG(glsl_type::vec4_type, compatibility_vs_only, 0);
- body.emit(ret(new(mem_ctx) ir_expression(ir_binop_mul,
- glsl_type::vec4_type,
- var_ref(gl_ModelViewProjectionMatrix),
- var_ref(gl_Vertex))));
-
- /* FINISHME: Once the ir_expression() constructor handles type inference
- * for matrix operations, we can simplify this to:
- *
- * body.emit(ret(mul(gl_ModelViewProjectionMatrix, gl_Vertex)));
+ /* ftransform() refers to global variables, and is always emitted
+ * directly by ast_function.cpp. Just emit a prototype here so we
+ * can recognize calls to it.
*/
return sig;
}
ir_variable *value = in_var(type, "value");
ir_variable *offset = in_var(glsl_type::int_type, "offset");
ir_variable *bits = in_var(glsl_type::int_type, "bits");
- MAKE_SIG(type, gpu_shader5_or_es31, 3, value, offset, bits);
+ MAKE_SIG(type, gpu_shader5_or_es31_or_integer_functions, 3, value, offset,
+ bits);
operand cast_offset = is_uint ? i2u(offset) : operand(offset);
operand cast_bits = is_uint ? i2u(bits) : operand(bits);
ir_variable *insert = in_var(type, "insert");
ir_variable *offset = in_var(glsl_type::int_type, "offset");
ir_variable *bits = in_var(glsl_type::int_type, "bits");
- MAKE_SIG(type, gpu_shader5_or_es31, 4, base, insert, offset, bits);
+ MAKE_SIG(type, gpu_shader5_or_es31_or_integer_functions, 4, base, insert,
+ offset, bits);
operand cast_offset = is_uint ? i2u(offset) : operand(offset);
operand cast_bits = is_uint ? i2u(bits) : operand(bits);
return sig;
}
-UNOP(bitfieldReverse, ir_unop_bitfield_reverse, gpu_shader5_or_es31)
+UNOP(bitfieldReverse, ir_unop_bitfield_reverse, gpu_shader5_or_es31_or_integer_functions)
ir_function_signature *
builtin_builder::_bitCount(const glsl_type *type)
{
- return unop(gpu_shader5_or_es31, ir_unop_bit_count,
+ return unop(gpu_shader5_or_es31_or_integer_functions, ir_unop_bit_count,
glsl_type::ivec(type->vector_elements), type);
}
ir_function_signature *
builtin_builder::_findLSB(const glsl_type *type)
{
- return unop(gpu_shader5_or_es31, ir_unop_find_lsb,
+ return unop(gpu_shader5_or_es31_or_integer_functions, ir_unop_find_lsb,
glsl_type::ivec(type->vector_elements), type);
}
ir_function_signature *
builtin_builder::_findMSB(const glsl_type *type)
{
- return unop(gpu_shader5_or_es31, ir_unop_find_msb,
+ return unop(gpu_shader5_or_es31_or_integer_functions, ir_unop_find_msb,
glsl_type::ivec(type->vector_elements), type);
}
ir_function_signature *
builtin_builder::_ldexp(const glsl_type *x_type, const glsl_type *exp_type)
{
- return binop(x_type->base_type == GLSL_TYPE_DOUBLE ? fp64 : gpu_shader5_or_es31,
+ return binop(x_type->base_type == GLSL_TYPE_DOUBLE ? fp64 : gpu_shader5_or_es31_or_integer_functions,
ir_binop_ldexp, x_type, x_type, exp_type);
}
{
ir_variable *x = in_var(x_type, "x");
ir_variable *exponent = out_var(exp_type, "exp");
- MAKE_SIG(x_type, gpu_shader5_or_es31, 2, x, exponent);
+ MAKE_SIG(x_type, gpu_shader5_or_es31_or_integer_functions, 2, x, exponent);
const unsigned vec_elem = x_type->vector_elements;
const glsl_type *bvec = glsl_type::get_instance(GLSL_TYPE_BOOL, vec_elem, 1);
ir_variable *x = in_var(type, "x");
ir_variable *y = in_var(type, "y");
ir_variable *carry = out_var(type, "carry");
- MAKE_SIG(type, gpu_shader5_or_es31, 3, x, y, carry);
+ MAKE_SIG(type, gpu_shader5_or_es31_or_integer_functions, 3, x, y, carry);
body.emit(assign(carry, ir_builder::carry(x, y)));
body.emit(ret(add(x, y)));
ir_variable *x = in_var(type, "x");
ir_variable *y = in_var(type, "y");
ir_variable *borrow = out_var(type, "borrow");
- MAKE_SIG(type, gpu_shader5_or_es31, 3, x, y, borrow);
+ MAKE_SIG(type, gpu_shader5_or_es31_or_integer_functions, 3, x, y, borrow);
body.emit(assign(borrow, ir_builder::borrow(x, y)));
body.emit(ret(sub(x, y)));
ir_variable *y = in_var(type, "y");
ir_variable *msb = out_var(type, "msb");
ir_variable *lsb = out_var(type, "lsb");
- MAKE_SIG(glsl_type::void_type, gpu_shader5_or_es31, 4, x, y, msb, lsb);
+ MAKE_SIG(glsl_type::void_type, gpu_shader5_or_es31_or_integer_functions, 4, x, y, msb, lsb);
body.emit(assign(msb, imul_high(x, y)));
body.emit(assign(lsb, mul(x, y)));
return sig;
}
+ir_function_signature *
+builtin_builder::_vote(enum ir_expression_operation opcode)
+{
+ ir_variable *value = in_var(glsl_type::bool_type, "value");
+
+ MAKE_SIG(glsl_type::bool_type, vote, 1, value);
+ body.emit(ret(expr(opcode, value)));
+ return sig;
+}
+
/** @} */
/******************************************************************************/
* Get the function signature for main from a shader
*/
ir_function_signature *
-_mesa_get_main_function_signature(gl_shader *sh)
+_mesa_get_main_function_signature(glsl_symbol_table *symbols)
{
- ir_function *const f = sh->symbols->get_function("main");
+ ir_function *const f = symbols->get_function("main");
if (f != NULL) {
exec_list void_parameters;