* DEALINGS IN THE SOFTWARE.
*/
+
+/**
+ * Building this file with MinGW g++ 7.3 or 7.4 with:
+ * scons platform=windows toolchain=crossmingw machine=x86 build=profile
+ * triggers an internal compiler error.
+ * Overriding the optimization level to -O1 works around the issue.
+ * MinGW 5.3.1 does not seem to have the bug, neither does 8.3. So for now
+ * we're simply testing for version 7.x here.
+ */
+#if defined(__MINGW32__) && __GNUC__ == 7
+#warning "disabling optimizations for this file to work around compiler bug in MinGW gcc 7.x"
+#pragma GCC optimize("O1")
+#endif
+
+
#include "ir.h"
#include "ir_builder.h"
#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_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},
{"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
{"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
{"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
+ {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
+ {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
};
static const struct gl_builtin_uniform_element gl_LightModel_elements[] = {
#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),
{
public:
per_vertex_accumulator();
- void add_field(int slot, const glsl_type *type, const char *name);
+ void add_field(int slot, const glsl_type *type, int precision,
+ const char *name, enum glsl_interp_mode interp);
const glsl_type *construct_interface_instance() const;
private:
void
per_vertex_accumulator::add_field(int slot, const glsl_type *type,
- const char *name)
+ int precision, const char *name,
+ enum glsl_interp_mode interp)
{
assert(this->num_fields < ARRAY_SIZE(this->fields));
this->fields[this->num_fields].type = type;
this->fields[this->num_fields].matrix_layout = GLSL_MATRIX_LAYOUT_INHERITED;
this->fields[this->num_fields].location = slot;
this->fields[this->num_fields].offset = -1;
- this->fields[this->num_fields].interpolation = INTERP_MODE_NONE;
+ this->fields[this->num_fields].interpolation = interp;
this->fields[this->num_fields].centroid = 0;
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].precision = precision;
+ 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 = PIPE_FORMAT_NONE;
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;
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();
return symtab->get_type(name);
}
- ir_variable *add_input(int slot, const glsl_type *type, const char *name)
+ ir_variable *add_input(int slot, const glsl_type *type, int precision,
+ const char *name,
+ enum glsl_interp_mode interp = INTERP_MODE_NONE)
{
- return add_variable(name, type, ir_var_shader_in, slot);
+ return add_variable(name, type, precision, ir_var_shader_in, slot, interp);
+ }
+
+ ir_variable *add_input(int slot, const glsl_type *type, const char *name,
+ enum glsl_interp_mode interp = INTERP_MODE_NONE)
+ {
+ return add_input(slot, type, GLSL_PRECISION_NONE, name, interp);
+ }
+
+ ir_variable *add_output(int slot, const glsl_type *type, int precision,
+ const char *name)
+ {
+ return add_variable(name, type, precision, ir_var_shader_out, slot);
}
ir_variable *add_output(int slot, const glsl_type *type, const char *name)
{
- return add_variable(name, type, ir_var_shader_out, slot);
+ return add_output(slot, type, GLSL_PRECISION_NONE, name);
}
- ir_variable *add_index_output(int slot, int index, const glsl_type *type, const char *name)
+ ir_variable *add_index_output(int slot, int index, const glsl_type *type,
+ int precision, const char *name)
{
- return add_index_variable(name, type, ir_var_shader_out, slot, index);
+ return add_index_variable(name, type, precision, ir_var_shader_out, slot,
+ index);
}
+ ir_variable *add_system_value(int slot, const glsl_type *type, int precision,
+ const char *name)
+ {
+ return add_variable(name, type, precision, ir_var_system_value, slot);
+ }
ir_variable *add_system_value(int slot, const glsl_type *type,
const char *name)
{
- return add_variable(name, type, ir_var_system_value, slot);
+ return add_system_value(slot, type, GLSL_PRECISION_NONE, name);
}
ir_variable *add_variable(const char *name, const glsl_type *type,
- enum ir_variable_mode mode, int slot);
+ int precision, enum ir_variable_mode mode,
+ int slot, enum glsl_interp_mode interp = INTERP_MODE_NONE);
ir_variable *add_index_variable(const char *name, const glsl_type *type,
- enum ir_variable_mode mode, int slot, int index);
- ir_variable *add_uniform(const glsl_type *type, const char *name);
- ir_variable *add_const(const char *name, int value);
+ int precision, enum ir_variable_mode mode,
+ int slot, int index);
+ ir_variable *add_uniform(const glsl_type *type, int precision,
+ const char *name);
+ ir_variable *add_uniform(const glsl_type *type, const char *name)
+ {
+ return add_uniform(type, GLSL_PRECISION_NONE, name);
+ }
+ ir_variable *add_const(const char *name, int precision, int value);
+ ir_variable *add_const(const char *name, int value)
+ {
+ return add_const(name, GLSL_PRECISION_MEDIUM, value);
+ }
ir_variable *add_const_ivec3(const char *name, int x, int y, int z);
- void add_varying(int slot, const glsl_type *type, const char *name);
+ void add_varying(int slot, const glsl_type *type, int precision,
+ const char *name,
+ enum glsl_interp_mode interp = INTERP_MODE_NONE);
+ void add_varying(int slot, const glsl_type *type, const char *name,
+ enum glsl_interp_mode interp = INTERP_MODE_NONE)
+ {
+ add_varying(slot, type, GLSL_PRECISION_NONE, name, interp);
+ }
exec_list * const instructions;
struct _mesa_glsl_parse_state * const state;
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),
ir_variable *
builtin_variable_generator::add_index_variable(const char *name,
- const glsl_type *type,
- enum ir_variable_mode mode, int slot, int index)
+ const glsl_type *type,
+ int precision,
+ enum ir_variable_mode mode,
+ int slot, int index)
{
ir_variable *var = new(symtab) ir_variable(type, name, mode);
var->data.how_declared = ir_var_declared_implicitly;
var->data.explicit_index = 1;
var->data.index = index;
+ if (state->es_shader)
+ var->data.precision = precision;
+
/* Once the variable is created an initialized, add it to the symbol table
* and add the declaration to the IR stream.
*/
ir_variable *
builtin_variable_generator::add_variable(const char *name,
const glsl_type *type,
- enum ir_variable_mode mode, int slot)
+ int precision,
+ enum ir_variable_mode mode, int slot,
+ enum glsl_interp_mode interp)
{
ir_variable *var = new(symtab) ir_variable(type, name, mode);
var->data.how_declared = ir_var_declared_implicitly;
var->data.location = slot;
var->data.explicit_location = (slot >= 0);
var->data.explicit_index = 0;
+ var->data.interpolation = interp;
+
+ if (state->es_shader)
+ var->data.precision = precision;
/* Once the variable is created an initialized, add it to the symbol table
* and add the declaration to the IR stream.
ir_variable *
builtin_variable_generator::add_uniform(const glsl_type *type,
+ int precision,
const char *name)
{
- ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1);
+ ir_variable *const uni =
+ add_variable(name, type, precision, ir_var_uniform, -1);
const struct gl_builtin_uniform_desc* const statevar =
_mesa_glsl_get_builtin_uniform_desc(name);
ir_variable *
-builtin_variable_generator::add_const(const char *name, int value)
+builtin_variable_generator::add_const(const char *name, int precision,
+ int value)
{
ir_variable *const var = add_variable(name, glsl_type::int_type,
- ir_var_auto, -1);
+ precision, ir_var_auto, -1);
var->constant_value = new(var) ir_constant(value);
var->constant_initializer = new(var) ir_constant(value);
var->data.has_initializer = true;
int z)
{
ir_variable *const var = add_variable(name, glsl_type::ivec3_type,
+ GLSL_PRECISION_HIGH,
ir_var_auto, -1);
ir_constant_data data;
memset(&data, 0, sizeof(data));
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->OES_viewport_array_enable)
- add_const("gl_MaxViewports", state->Const.MaxViewports);
+ state->OES_viewport_array_enable) {
+ add_const("gl_MaxViewports", GLSL_PRECISION_HIGH,
+ state->Const.MaxViewports);
+ }
if (state->has_tessellation_shader()) {
add_const("gl_MaxPatchVertices", state->Const.MaxPatchVertices);
if (state->is_version(400, 320) ||
state->ARB_sample_shading_enable ||
state->OES_sample_variables_enable)
- add_uniform(int_t, "gl_NumSamples");
+ add_uniform(int_t, GLSL_PRECISION_LOW, "gl_NumSamples");
add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
}
+/**
+ * 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.
*/
void
builtin_variable_generator::generate_vs_special_vars()
{
- ir_variable *var;
+ if (state->is_version(130, 300) || state->EXT_gpu_shader4_enable) {
+ add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, GLSL_PRECISION_HIGH,
+ "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->EXT_draw_instanced_enable && state->is_version(0, 100))
+ add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, GLSL_PRECISION_HIGH,
+ "gl_InstanceIDEXT");
- if (state->is_version(130, 300))
- add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
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_INSTANCE_ID, int_t, "gl_InstanceID");
+
+ 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, GLSL_PRECISION_HIGH,
+ "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_BASE_INSTANCE, int_t, "gl_BaseInstanceARB");
add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawIDARB");
}
- 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 ||
- state->ARB_shader_viewport_layer_array_enable) {
- var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
- var->data.interpolation = INTERP_MODE_FLAT;
- }
if (compatibility) {
add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
void
builtin_variable_generator::generate_tcs_special_vars()
{
- 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_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
+ "gl_PrimitiveID");
+ add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, GLSL_PRECISION_HIGH,
+ "gl_InvocationID");
+ add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, GLSL_PRECISION_HIGH,
+ "gl_PatchVerticesIn");
add_output(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
- "gl_TessLevelOuter")->data.patch = 1;
+ GLSL_PRECISION_HIGH, "gl_TessLevelOuter")->data.patch = 1;
add_output(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
- "gl_TessLevelInner")->data.patch = 1;
+ GLSL_PRECISION_HIGH, "gl_TessLevelInner")->data.patch = 1;
/* XXX What to do if multiple are flipped on? */
int bbox_slot = state->ctx->Const.NoPrimitiveBoundingBoxOutput ? -1 :
VARYING_SLOT_BOUNDING_BOX0;
if (state->EXT_primitive_bounding_box_enable)
add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBoxEXT")
->data.patch = 1;
- if (state->OES_primitive_bounding_box_enable)
- add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBoxOES")
- ->data.patch = 1;
- if (state->is_version(0, 320) || state->ARB_ES3_2_compatibility_enable)
- add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBox")
- ->data.patch = 1;
+ if (state->OES_primitive_bounding_box_enable) {
+ add_output(bbox_slot, array(vec4_t, 2), GLSL_PRECISION_HIGH,
+ "gl_BoundingBoxOES")->data.patch = 1;
+ }
+ if (state->is_version(0, 320) || state->ARB_ES3_2_compatibility_enable) {
+ add_output(bbox_slot, array(vec4_t, 2), GLSL_PRECISION_HIGH,
+ "gl_BoundingBox")->data.patch = 1;
+ }
+
+ /* NOTE: These are completely pointless. Writing these will never go
+ * anywhere. But the specs demands it. So we add them with a slot of -1,
+ * which makes the data go nowhere.
+ */
+ if (state->NV_viewport_array2_enable) {
+ add_output(-1, int_t, "gl_Layer");
+ add_output(-1, int_t, "gl_ViewportIndex");
+ add_output(-1, array(int_t, 1), "gl_ViewportMask");
+ }
+
}
{
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_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
+ "gl_PrimitiveID");
+ add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, GLSL_PRECISION_HIGH,
+ "gl_PatchVerticesIn");
+ add_system_value(SYSTEM_VALUE_TESS_COORD, vec3_t, GLSL_PRECISION_HIGH,
+ "gl_TessCoord");
if (this->state->ctx->Const.GLSLTessLevelsAsInputs) {
add_input(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
- "gl_TessLevelOuter")->data.patch = 1;
+ GLSL_PRECISION_HIGH, "gl_TessLevelOuter")->data.patch = 1;
add_input(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
- "gl_TessLevelInner")->data.patch = 1;
+ GLSL_PRECISION_HIGH, "gl_TessLevelInner")->data.patch = 1;
} else {
add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER, array(float_t, 4),
- "gl_TessLevelOuter");
+ GLSL_PRECISION_HIGH, "gl_TessLevelOuter");
add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2),
- "gl_TessLevelInner");
+ GLSL_PRECISION_HIGH, "gl_TessLevelInner");
}
- if (state->ARB_shader_viewport_layer_array_enable) {
+ if (state->ARB_shader_viewport_layer_array_enable ||
+ state->NV_viewport_array2_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;
}
+ if (state->NV_viewport_array2_enable) {
+ var = add_output(VARYING_SLOT_VIEWPORT_MASK, array(int_t, 1),
+ "gl_ViewportMask");
+ var->data.interpolation = INTERP_MODE_FLAT;
+ }
}
{
ir_variable *var;
- var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
+ var = add_output(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH, "gl_Layer");
var->data.interpolation = INTERP_MODE_FLAT;
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 = add_output(VARYING_SLOT_VIEWPORT, int_t, GLSL_PRECISION_HIGH,
+ "gl_ViewportIndex");
+ var->data.interpolation = INTERP_MODE_FLAT;
+ }
+ if (state->NV_viewport_array2_enable) {
+ var = add_output(VARYING_SLOT_VIEWPORT_MASK, array(int_t, 1),
+ "gl_ViewportMask");
var->data.interpolation = INTERP_MODE_FLAT;
}
if (state->is_version(400, 320) || state->ARB_gpu_shader5_enable ||
state->OES_geometry_shader_enable || state->EXT_geometry_shader_enable) {
- add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
+ add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, GLSL_PRECISION_HIGH,
+ "gl_InvocationID");
}
/* Although gl_PrimitiveID appears in tessellation control and tessellation
* the specific case of gl_PrimitiveIDIn. So we don't need to treat
* gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
*/
- var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
+ var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
+ "gl_PrimitiveIDIn");
var->data.interpolation = INTERP_MODE_FLAT;
- var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
+ var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
+ "gl_PrimitiveID");
var->data.interpolation = INTERP_MODE_FLAT;
}
{
ir_variable *var;
- if (this->state->ctx->Const.GLSLFragCoordIsSysVal)
- add_system_value(SYSTEM_VALUE_FRAG_COORD, vec4_t, "gl_FragCoord");
- else
- add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
+ int frag_coord_precision = (state->is_version(0, 300) ?
+ GLSL_PRECISION_HIGH :
+ GLSL_PRECISION_MEDIUM);
+
+ if (this->state->ctx->Const.GLSLFragCoordIsSysVal) {
+ add_system_value(SYSTEM_VALUE_FRAG_COORD, vec4_t, frag_coord_precision,
+ "gl_FragCoord");
+ } else {
+ add_input(VARYING_SLOT_POS, vec4_t, frag_coord_precision, "gl_FragCoord");
+ }
- if (this->state->ctx->Const.GLSLFrontFacingIsSysVal)
- add_system_value(SYSTEM_VALUE_FRONT_FACE, bool_t, "gl_FrontFacing");
- else
- add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
+ if (this->state->ctx->Const.GLSLFrontFacingIsSysVal) {
+ var = add_system_value(SYSTEM_VALUE_FRONT_FACE, bool_t, "gl_FrontFacing");
+ var->data.interpolation = INTERP_MODE_FLAT;
+ } else {
+ var = add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
+ var->data.interpolation = INTERP_MODE_FLAT;
+ }
- if (state->is_version(120, 100))
- add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
+ if (state->is_version(120, 100)) {
+ if (this->state->ctx->Const.GLSLPointCoordIsSysVal)
+ add_system_value(SYSTEM_VALUE_POINT_COORD, vec2_t,
+ GLSL_PRECISION_MEDIUM, "gl_PointCoord");
+ else
+ add_input(VARYING_SLOT_PNTC, vec2_t, GLSL_PRECISION_MEDIUM,
+ "gl_PointCoord");
+ }
- if (state->has_geometry_shader()) {
- var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
+ if (state->has_geometry_shader() || state->EXT_gpu_shader4_enable) {
+ var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
+ "gl_PrimitiveID");
var->data.interpolation = INTERP_MODE_FLAT;
}
* They were removed from GLSL ES 3.00.
*/
if (compatibility || !state->is_version(420, 300)) {
- add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor");
+ add_output(FRAG_RESULT_COLOR, vec4_t, GLSL_PRECISION_MEDIUM,
+ "gl_FragColor");
add_output(FRAG_RESULT_DATA0,
- array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
+ array(vec4_t, state->Const.MaxDrawBuffers),
+ GLSL_PRECISION_MEDIUM,
+ "gl_FragData");
}
if (state->has_framebuffer_fetch() && !state->is_version(130, 300)) {
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) {
add_index_output(FRAG_RESULT_COLOR, 1, vec4_t,
- "gl_SecondaryFragColorEXT");
+ GLSL_PRECISION_MEDIUM, "gl_SecondaryFragColorEXT");
add_index_output(FRAG_RESULT_DATA0, 1,
array(vec4_t, state->Const.MaxDualSourceDrawBuffers),
- "gl_SecondaryFragDataEXT");
+ GLSL_PRECISION_MEDIUM, "gl_SecondaryFragDataEXT");
}
/* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
* ES 1.00.
*/
- if (state->is_version(110, 300))
- add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth");
+ if (state->is_version(110, 300)) {
+ add_output(FRAG_RESULT_DEPTH, float_t, GLSL_PRECISION_HIGH,
+ "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 =
if (state->is_version(400, 320) ||
state->ARB_sample_shading_enable ||
state->OES_sample_variables_enable) {
- add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, "gl_SampleID");
- add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, "gl_SamplePosition");
+ add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, GLSL_PRECISION_LOW,
+ "gl_SampleID");
+ add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, GLSL_PRECISION_MEDIUM,
+ "gl_SamplePosition");
/* From the ARB_sample_shading specification:
* "The number of elements in the array is ceil(<s>/32), where
* <s> is the maximum number of color samples supported by the
* Since no drivers expose more than 32x MSAA, we can simply set
* the array size to 1 rather than computing it.
*/
- add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), "gl_SampleMask");
+ add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1),
+ GLSL_PRECISION_HIGH, "gl_SampleMask");
}
if (state->is_version(400, 320) ||
state->ARB_gpu_shader5_enable ||
state->OES_sample_variables_enable) {
- add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1), "gl_SampleMaskIn");
+ add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1),
+ GLSL_PRECISION_HIGH, "gl_SampleMaskIn");
}
if (state->is_version(430, 320) ||
state->ARB_fragment_layer_viewport_enable ||
state->OES_geometry_shader_enable ||
state->EXT_geometry_shader_enable) {
- var = add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer");
- var->data.interpolation = INTERP_MODE_FLAT;
+ add_varying(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH,
+ "gl_Layer", INTERP_MODE_FLAT);
}
if (state->is_version(430, 0) ||
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;
+ add_varying(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex", INTERP_MODE_FLAT);
}
if (state->is_version(450, 310) || state->ARB_ES3_1_compatibility_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");
}
*/
void
builtin_variable_generator::add_varying(int slot, const glsl_type *type,
- const char *name)
+ int precision, const char *name,
+ enum glsl_interp_mode interp)
{
switch (state->stage) {
case MESA_SHADER_TESS_CTRL:
case MESA_SHADER_TESS_EVAL:
case MESA_SHADER_GEOMETRY:
- this->per_vertex_in.add_field(slot, type, name);
+ this->per_vertex_in.add_field(slot, type, precision, name, interp);
/* FALLTHROUGH */
case MESA_SHADER_VERTEX:
- this->per_vertex_out.add_field(slot, type, name);
+ this->per_vertex_out.add_field(slot, type, precision, name, interp);
break;
case MESA_SHADER_FRAGMENT:
- add_input(slot, type, name);
+ add_input(slot, type, precision, name, interp);
break;
case MESA_SHADER_COMPUTE:
/* Compute shaders don't have varyings. */
break;
+ default:
+ break;
}
}
void
builtin_variable_generator::generate_varyings()
{
+ struct gl_shader_compiler_options *options =
+ &state->ctx->Const.ShaderCompilerOptions[state->stage];
+
/* gl_Position and gl_PointSize are not visible from fragment shaders. */
if (state->stage != MESA_SHADER_FRAGMENT) {
- add_varying(VARYING_SLOT_POS, vec4_t, "gl_Position");
+ add_varying(VARYING_SLOT_POS, vec4_t, GLSL_PRECISION_HIGH, "gl_Position");
if (!state->es_shader ||
state->stage == MESA_SHADER_VERTEX ||
(state->stage == MESA_SHADER_GEOMETRY &&
state->stage == MESA_SHADER_TESS_EVAL) &&
(state->OES_tessellation_point_size_enable ||
state->EXT_tessellation_point_size_enable))) {
- add_varying(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
+ add_varying(VARYING_SLOT_PSIZ,
+ float_t,
+ state->is_version(0, 300) ?
+ GLSL_PRECISION_HIGH :
+ GLSL_PRECISION_MEDIUM,
+ "gl_PointSize");
}
+ if (state->stage == MESA_SHADER_VERTEX) {
+ if (state->AMD_vertex_shader_viewport_index_enable ||
+ state->ARB_shader_viewport_layer_array_enable ||
+ state->NV_viewport_array2_enable) {
+ add_varying(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex", INTERP_MODE_FLAT);
+ }
+
+ if (state->AMD_vertex_shader_layer_enable ||
+ state->ARB_shader_viewport_layer_array_enable ||
+ state->NV_viewport_array2_enable) {
+ add_varying(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH,
+ "gl_Layer", INTERP_MODE_FLAT);
+ }
+
+ /* From the NV_viewport_array2 specification:
+ *
+ * "The variable gl_ViewportMask[] is available as an output variable
+ * in the VTG languages. The array has ceil(v/32) elements where v is
+ * the maximum number of viewports supported by the implementation."
+ *
+ * Since no drivers expose more than 16 viewports, we can simply set the
+ * array size to 1 rather than computing it and dealing with varying
+ * slot complication.
+ */
+ if (state->NV_viewport_array2_enable)
+ add_varying(VARYING_SLOT_VIEWPORT_MASK, array(int_t, 1),
+ "gl_ViewportMask", INTERP_MODE_FLAT);
+ }
}
if (state->has_clip_distance()) {
add_varying(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
- "gl_ClipDistance");
+ GLSL_PRECISION_HIGH, "gl_ClipDistance");
}
if (state->has_cull_distance()) {
add_varying(VARYING_SLOT_CULL_DIST0, array(float_t, 0),
- "gl_CullDistance");
+ GLSL_PRECISION_HIGH, "gl_CullDistance");
}
if (compatibility) {
const glsl_type *per_vertex_in_type =
this->per_vertex_in.construct_interface_instance();
add_variable("gl_in", array(per_vertex_in_type, state->Const.MaxPatchVertices),
- ir_var_shader_in, -1);
+ GLSL_PRECISION_NONE, ir_var_shader_in, -1);
}
if (state->stage == MESA_SHADER_GEOMETRY) {
const glsl_type *per_vertex_in_type =
this->per_vertex_in.construct_interface_instance();
add_variable("gl_in", array(per_vertex_in_type, 0),
- ir_var_shader_in, -1);
+ GLSL_PRECISION_NONE, ir_var_shader_in, -1);
}
if (state->stage == MESA_SHADER_TESS_CTRL) {
const glsl_type *per_vertex_out_type =
this->per_vertex_out.construct_interface_instance();
add_variable("gl_out", array(per_vertex_out_type, 0),
- ir_var_shader_out, -1);
+ GLSL_PRECISION_NONE, ir_var_shader_out, -1);
}
if (state->stage == MESA_SHADER_VERTEX ||
state->stage == MESA_SHADER_TESS_EVAL ||
const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
for (unsigned i = 0; i < per_vertex_out_type->length; i++) {
ir_variable *var =
- add_variable(fields[i].name, fields[i].type, ir_var_shader_out,
- fields[i].location);
+ add_variable(fields[i].name, fields[i].type, fields[i].precision,
+ ir_var_shader_out, fields[i].location);
var->data.interpolation = fields[i].interpolation;
var->data.centroid = fields[i].centroid;
var->data.sample = fields[i].sample;
var->data.patch = fields[i].patch;
- var->data.precision = fields[i].precision;
var->init_interface_type(per_vertex_out_type);
+
+ var->data.invariant = fields[i].location == VARYING_SLOT_POS &&
+ options->PositionAlwaysInvariant;
}
}
}
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;
}
}