#include "linker.h"
#include "glsl_parser_extras.h"
#include "glsl_symbol_table.h"
-#include "main/core.h"
+#include "main/mtypes.h"
#include "main/uniforms.h"
#include "program/prog_statevars.h"
#include "program/prog_instruction.h"
{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),
builtin_variable_generator::builtin_variable_generator(
exec_list *instructions, struct _mesa_glsl_parse_state *state)
: instructions(instructions), state(state), symtab(state->symbols),
- compatibility(state->compat_shader || !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),
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
{
ir_variable *var;
- if (state->is_version(130, 300))
+ if (state->is_version(130, 300) || state->EXT_gpu_shader4_enable)
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))
+ if (state->ARB_draw_instanced_enable || state->is_version(140, 300) ||
+ state->EXT_gpu_shader4_enable)
add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
if (state->ARB_shader_draw_parameters_enable) {
add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertexARB");
{
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;
if (state->is_version(120, 100))
add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
- if (state->has_geometry_shader()) {
+ if (state->has_geometry_shader() || state->EXT_gpu_shader4_enable) {
var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
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) {
uvec3_t, "gl_LocalGroupSizeARB");
}
- 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");
- }
+ 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;
}
}
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;
}
}