static bool
compatibility_vs_only(const _mesa_glsl_parse_state *state)
{
- return state->target == vertex_shader &&
+ return state->stage == MESA_SHADER_VERTEX &&
state->language_version <= 130 &&
!state->es_shader;
}
static bool
fs_only(const _mesa_glsl_parse_state *state)
{
- return state->target == fragment_shader;
+ return state->stage == MESA_SHADER_FRAGMENT;
}
static bool
gs_only(const _mesa_glsl_parse_state *state)
{
- return state->target == geometry_shader;
+ return state->stage == MESA_SHADER_GEOMETRY;
}
static bool
static bool
v110_fs_only(const _mesa_glsl_parse_state *state)
{
- return !state->es_shader && state->target == fragment_shader;
+ return !state->es_shader && state->stage == MESA_SHADER_FRAGMENT;
}
static bool
v130_fs_only(const _mesa_glsl_parse_state *state)
{
return state->is_version(130, 300) &&
- state->target == fragment_shader;
+ state->stage == MESA_SHADER_FRAGMENT;
}
static bool
* Since ARB_shader_texture_lod can only be enabled on desktop GLSL, we
* don't need to explicitly check state->es_shader.
*/
- return state->target == vertex_shader ||
+ return state->stage == MESA_SHADER_VERTEX ||
state->is_version(130, 300) ||
state->ARB_shader_texture_lod_enable;
}
static bool
fs_texture_array(const _mesa_glsl_parse_state *state)
{
- return state->target == fragment_shader &&
+ return state->stage == MESA_SHADER_FRAGMENT &&
state->EXT_texture_array_enable;
}
static bool
fs_texture_cube_map_array(const _mesa_glsl_parse_state *state)
{
- return state->target == fragment_shader &&
+ return state->stage == MESA_SHADER_FRAGMENT &&
(state->is_version(400, 0) ||
state->ARB_texture_cube_map_array_enable);
}
state->ARB_texture_cube_map_array_enable;
}
+static bool
+texture_query_levels(const _mesa_glsl_parse_state *state)
+{
+ return state->is_version(430, 0) ||
+ state->ARB_texture_query_levels_enable;
+}
+
static bool
texture_query_lod(const _mesa_glsl_parse_state *state)
{
- return state->target == fragment_shader &&
+ return state->stage == MESA_SHADER_FRAGMENT &&
state->ARB_texture_query_lod_enable;
}
+static bool
+texture_gather(const _mesa_glsl_parse_state *state)
+{
+ return state->is_version(400, 0) ||
+ state->ARB_texture_gather_enable ||
+ state->ARB_gpu_shader5_enable;
+}
+
+/* Only ARB_texture_gather but not GLSL 4.0 or ARB_gpu_shader5.
+ * used for relaxation of const offset requirements.
+ */
+static bool
+texture_gather_only(const _mesa_glsl_parse_state *state)
+{
+ return !state->is_version(400, 0) &&
+ !state->ARB_gpu_shader5_enable &&
+ state->ARB_texture_gather_enable;
+}
+
/* Desktop GL or OES_standard_derivatives + fragment shader only */
static bool
fs_oes_derivatives(const _mesa_glsl_parse_state *state)
{
- return state->target == fragment_shader &&
- (!state->es_shader || state->OES_standard_derivatives_enable);
+ return state->stage == MESA_SHADER_FRAGMENT &&
+ (state->is_version(110, 300) ||
+ state->OES_standard_derivatives_enable);
}
static bool
static bool
fs_tex3d(const _mesa_glsl_parse_state *state)
{
- return state->target == fragment_shader &&
+ return state->stage == MESA_SHADER_FRAGMENT &&
(!state->es_shader || state->OES_texture_3D_enable);
}
{
return tex3d(state) && lod_exists_in_stage(state);
}
+
+static bool
+shader_atomic_counters(const _mesa_glsl_parse_state *state)
+{
+ return state->ARB_shader_atomic_counters_enable;
+}
+
+static bool
+shader_trinary_minmax(const _mesa_glsl_parse_state *state)
+{
+ return state->AMD_shader_trinary_minmax_enable;
+}
+
/** @} */
/******************************************************************************/
+namespace {
+
/**
* builtin_builder: A singleton object representing the core of the built-in
* function module.
ir_function_signature *find(_mesa_glsl_parse_state *state,
const char *name, exec_list *actual_parameters);
-private:
- void *mem_ctx;
/**
* A shader to hold all the built-in signatures; created by this module.
*
*/
gl_shader *shader;
+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_expression *asin_expr(ir_variable *x);
+ /**
+ * Call function \param f with parameters specified as the linked
+ * list \param params of \c ir_variable objects. \param ret should
+ * point to the ir_variable that will hold the function return
+ * value, or be \c NULL if the function has void return type.
+ */
+ ir_call *call(ir_function *f, ir_variable *ret, exec_list params);
+
/** Create a new function and add the given signatures. */
void add_function(const char *name, ...);
/** Flags to _texture() */
#define TEX_PROJECT 1
#define TEX_OFFSET 2
+#define TEX_COMPONENT 4
+#define TEX_OFFSET_NONCONST 8
+#define TEX_OFFSET_ARRAY 16
ir_function_signature *_texture(ir_texture_opcode opcode,
builtin_available_predicate avail,
B0(EndPrimitive)
B2(textureQueryLod);
+ B1(textureQueryLevels);
B1(dFdx);
B1(dFdy);
B1(fwidth);
B1(fma)
B2(ldexp)
B2(frexp)
+ B1(uaddCarry)
+ B1(usubBorrow)
+ B1(mulExtended)
+
+ ir_function_signature *_atomic_intrinsic(builtin_available_predicate avail);
+ ir_function_signature *_atomic_op(const char *intrinsic,
+ builtin_available_predicate avail);
+
+ B1(min3)
+ B1(max3)
+ B1(mid3)
+
#undef B0
#undef B1
#undef B2
/** @} */
};
+} /* anonymous namespace */
+
/**
* Core builtin_builder functionality:
* @{
* that the "no matching signature" error will list potential candidates
* from the available built-ins.
*/
- state->builtins_to_link[0] = shader;
- state->num_builtins_to_link = 1;
+ state->uses_builtin_functions = true;
ir_function *f = shader->symbols->get_function(name);
if (f == NULL)
mem_ctx = ralloc_context(NULL);
create_shader();
+ create_intrinsics();
create_builtins();
}
{
ralloc_free(mem_ctx);
mem_ctx = NULL;
+
+ ralloc_free(shader);
+ shader = NULL;
}
void
/** @} */
+/**
+ * Create ir_function and ir_function_signature objects for each
+ * intrinsic.
+ */
+void
+builtin_builder::create_intrinsics()
+{
+ add_function("__intrinsic_atomic_read",
+ _atomic_intrinsic(shader_atomic_counters),
+ NULL);
+ add_function("__intrinsic_atomic_increment",
+ _atomic_intrinsic(shader_atomic_counters),
+ NULL);
+ add_function("__intrinsic_atomic_predecrement",
+ _atomic_intrinsic(shader_atomic_counters),
+ NULL);
+}
+
/**
* Create ir_function and ir_function_signature objects for each built-in.
*
_textureQueryLod(glsl_type::samplerCubeArrayShadow_type, glsl_type::vec3_type),
NULL);
+ add_function("textureQueryLevels",
+ _textureQueryLevels(glsl_type::sampler1D_type),
+ _textureQueryLevels(glsl_type::sampler2D_type),
+ _textureQueryLevels(glsl_type::sampler3D_type),
+ _textureQueryLevels(glsl_type::samplerCube_type),
+ _textureQueryLevels(glsl_type::sampler1DArray_type),
+ _textureQueryLevels(glsl_type::sampler2DArray_type),
+ _textureQueryLevels(glsl_type::samplerCubeArray_type),
+ _textureQueryLevels(glsl_type::sampler1DShadow_type),
+ _textureQueryLevels(glsl_type::sampler2DShadow_type),
+ _textureQueryLevels(glsl_type::samplerCubeShadow_type),
+ _textureQueryLevels(glsl_type::sampler1DArrayShadow_type),
+ _textureQueryLevels(glsl_type::sampler2DArrayShadow_type),
+ _textureQueryLevels(glsl_type::samplerCubeArrayShadow_type),
+
+ _textureQueryLevels(glsl_type::isampler1D_type),
+ _textureQueryLevels(glsl_type::isampler2D_type),
+ _textureQueryLevels(glsl_type::isampler3D_type),
+ _textureQueryLevels(glsl_type::isamplerCube_type),
+ _textureQueryLevels(glsl_type::isampler1DArray_type),
+ _textureQueryLevels(glsl_type::isampler2DArray_type),
+ _textureQueryLevels(glsl_type::isamplerCubeArray_type),
+
+ _textureQueryLevels(glsl_type::usampler1D_type),
+ _textureQueryLevels(glsl_type::usampler2D_type),
+ _textureQueryLevels(glsl_type::usampler3D_type),
+ _textureQueryLevels(glsl_type::usamplerCube_type),
+ _textureQueryLevels(glsl_type::usampler1DArray_type),
+ _textureQueryLevels(glsl_type::usampler2DArray_type),
+ _textureQueryLevels(glsl_type::usamplerCubeArray_type),
+
+ NULL);
+
add_function("texture1D",
_texture(ir_tex, v110, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type),
_texture(ir_txb, v110_fs_only, glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type),
_texture(ir_txd, shader_texture_lod_and_rect, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec4_type, TEX_PROJECT),
NULL);
+ add_function("textureGather",
+ _texture(ir_tg4, texture_gather, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type),
+ _texture(ir_tg4, texture_gather, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type),
+ _texture(ir_tg4, texture_gather, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type),
+
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type),
+ _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type),
+ _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type),
+
+ _texture(ir_tg4, texture_gather, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type),
+ _texture(ir_tg4, texture_gather, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type),
+ _texture(ir_tg4, texture_gather, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type),
+
+ _texture(ir_tg4, texture_gather, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type),
+ _texture(ir_tg4, texture_gather, glsl_type::ivec4_type, glsl_type::isamplerCube_type, glsl_type::vec3_type),
+ _texture(ir_tg4, texture_gather, 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, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_COMPONENT),
+
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_COMPONENT),
+
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_COMPONENT),
+
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::samplerCube_type, glsl_type::vec3_type, TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isamplerCube_type, glsl_type::vec3_type, TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, 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, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec2_type),
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec3_type),
+ _texture(ir_tg4, gpu_shader5, 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, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec2_type),
+ NULL);
+
+ add_function("textureGatherOffset",
+ _texture(ir_tg4, texture_gather_only, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
+ _texture(ir_tg4, texture_gather_only, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
+ _texture(ir_tg4, texture_gather_only, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET),
+
+ _texture(ir_tg4, texture_gather_only, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
+ _texture(ir_tg4, texture_gather_only, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
+ _texture(ir_tg4, texture_gather_only, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET),
+
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
+ _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
+ _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
+
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST),
+ _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST),
+ _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST),
+
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
+ _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
+ _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
+
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
+
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
+
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST | TEX_COMPONENT),
+
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec3_type, TEX_OFFSET_NONCONST),
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec2_type, TEX_OFFSET_NONCONST),
+ NULL);
+
+ add_function("textureGatherOffsets",
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
+ _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
+ _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
+
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
+
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY),
+ _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY),
+ _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY),
+
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
+
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
+ _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
+ _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
+
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
+ _texture(ir_tg4, gpu_shader5, glsl_type::uvec4_type, glsl_type::usampler2DRect_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY | TEX_COMPONENT),
+
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DShadow_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, glsl_type::vec3_type, TEX_OFFSET_ARRAY),
+ _texture(ir_tg4, gpu_shader5, glsl_type::vec4_type, glsl_type::sampler2DRectShadow_type, glsl_type::vec2_type, TEX_OFFSET_ARRAY),
+ NULL);
+
F(dFdx)
F(dFdy)
F(fwidth)
_frexp(glsl_type::vec3_type, glsl_type::ivec3_type),
_frexp(glsl_type::vec4_type, glsl_type::ivec4_type),
NULL);
+ add_function("uaddCarry",
+ _uaddCarry(glsl_type::uint_type),
+ _uaddCarry(glsl_type::uvec2_type),
+ _uaddCarry(glsl_type::uvec3_type),
+ _uaddCarry(glsl_type::uvec4_type),
+ NULL);
+ add_function("usubBorrow",
+ _usubBorrow(glsl_type::uint_type),
+ _usubBorrow(glsl_type::uvec2_type),
+ _usubBorrow(glsl_type::uvec3_type),
+ _usubBorrow(glsl_type::uvec4_type),
+ NULL);
+ add_function("imulExtended",
+ _mulExtended(glsl_type::int_type),
+ _mulExtended(glsl_type::ivec2_type),
+ _mulExtended(glsl_type::ivec3_type),
+ _mulExtended(glsl_type::ivec4_type),
+ NULL);
+ add_function("umulExtended",
+ _mulExtended(glsl_type::uint_type),
+ _mulExtended(glsl_type::uvec2_type),
+ _mulExtended(glsl_type::uvec3_type),
+ _mulExtended(glsl_type::uvec4_type),
+ NULL);
+
+ add_function("atomicCounter",
+ _atomic_op("__intrinsic_atomic_read",
+ shader_atomic_counters),
+ NULL);
+ add_function("atomicCounterIncrement",
+ _atomic_op("__intrinsic_atomic_increment",
+ shader_atomic_counters),
+ NULL);
+ add_function("atomicCounterDecrement",
+ _atomic_op("__intrinsic_atomic_predecrement",
+ shader_atomic_counters),
+ NULL);
+
+ add_function("min3",
+ _min3(glsl_type::float_type),
+ _min3(glsl_type::vec2_type),
+ _min3(glsl_type::vec3_type),
+ _min3(glsl_type::vec4_type),
+
+ _min3(glsl_type::int_type),
+ _min3(glsl_type::ivec2_type),
+ _min3(glsl_type::ivec3_type),
+ _min3(glsl_type::ivec4_type),
+
+ _min3(glsl_type::uint_type),
+ _min3(glsl_type::uvec2_type),
+ _min3(glsl_type::uvec3_type),
+ _min3(glsl_type::uvec4_type),
+ NULL);
+
+ add_function("max3",
+ _max3(glsl_type::float_type),
+ _max3(glsl_type::vec2_type),
+ _max3(glsl_type::vec3_type),
+ _max3(glsl_type::vec4_type),
+
+ _max3(glsl_type::int_type),
+ _max3(glsl_type::ivec2_type),
+ _max3(glsl_type::ivec3_type),
+ _max3(glsl_type::ivec4_type),
+
+ _max3(glsl_type::uint_type),
+ _max3(glsl_type::uvec2_type),
+ _max3(glsl_type::uvec3_type),
+ _max3(glsl_type::uvec4_type),
+ NULL);
+
+ add_function("mid3",
+ _mid3(glsl_type::float_type),
+ _mid3(glsl_type::vec2_type),
+ _mid3(glsl_type::vec3_type),
+ _mid3(glsl_type::vec4_type),
+
+ _mid3(glsl_type::int_type),
+ _mid3(glsl_type::ivec2_type),
+ _mid3(glsl_type::ivec3_type),
+ _mid3(glsl_type::ivec4_type),
+
+ _mid3(glsl_type::uint_type),
+ _mid3(glsl_type::uvec2_type),
+ _mid3(glsl_type::uvec3_type),
+ _mid3(glsl_type::uvec4_type),
+ NULL);
+
#undef F
#undef FI
#undef FIU
if (sig == NULL)
break;
- sig->is_defined = true;
-
if (false) {
exec_list stuff;
stuff.push_tail(sig);
#define MAKE_SIG(return_type, avail, ...) \
ir_function_signature *sig = \
new_sig(return_type, avail, __VA_ARGS__); \
- ir_factory body(&sig->body, mem_ctx);
+ ir_factory body(&sig->body, mem_ctx); \
+ sig->is_defined = true;
+
+#define MAKE_INTRINSIC(return_type, avail, ...) \
+ ir_function_signature *sig = \
+ new_sig(return_type, avail, __VA_ARGS__); \
+ sig->is_intrinsic = true;
ir_function_signature *
builtin_builder::unop(builtin_available_predicate avail,
mul(abs(x), imm(-0.03102955f))))))))));
}
+ir_call *
+builtin_builder::call(ir_function *f, ir_variable *ret, exec_list params)
+{
+ exec_list actual_params;
+
+ foreach_list(node, ¶ms) {
+ ir_variable *var = (ir_variable *) node;
+ actual_params.push_tail(var_ref(var));
+ }
+
+ ir_function_signature *sig =
+ f->exact_matching_signature(NULL, &actual_params);
+ if (!sig)
+ return NULL;
+
+ ir_dereference_variable *deref =
+ (sig->return_type->is_void() ? NULL : var_ref(ret));
+
+ return new(mem_ctx) ir_call(sig, deref, &actual_params);
+}
ir_function_signature *
builtin_builder::_asin(const glsl_type *type)
if (flags & TEX_PROJECT)
tex->projector = swizzle(P, coord_type->vector_elements - 1, 1);
- /* The shadow comparitor is normally in the Z component, but a few types
- * have sufficiently large coordinates that it's in W.
- */
- if (sampler_type->sampler_shadow)
- tex->shadow_comparitor = swizzle(P, MAX2(coord_size, SWIZZLE_Z), 1);
+ if (sampler_type->sampler_shadow) {
+ if (opcode == ir_tg4) {
+ /* gather has refz as a separate parameter, immediately after the
+ * coordinate
+ */
+ ir_variable *refz = in_var(glsl_type::float_type, "refz");
+ sig->parameters.push_tail(refz);
+ tex->shadow_comparitor = var_ref(refz);
+ } else {
+ /* The shadow comparitor is normally in the Z component, but a few types
+ * have sufficiently large coordinates that it's in W.
+ */
+ tex->shadow_comparitor = swizzle(P, MAX2(coord_size, SWIZZLE_Z), 1);
+ }
+ }
if (opcode == ir_txl) {
ir_variable *lod = in_var(glsl_type::float_type, "lod");
tex->lod_info.grad.dPdy = var_ref(dPdy);
}
- if (flags & TEX_OFFSET) {
+ if (flags & (TEX_OFFSET | TEX_OFFSET_NONCONST)) {
int offset_size = coord_size - (sampler_type->sampler_array ? 1 : 0);
ir_variable *offset =
- new(mem_ctx) ir_variable(glsl_type::ivec(offset_size), "offset", ir_var_const_in);
+ new(mem_ctx) ir_variable(glsl_type::ivec(offset_size), "offset",
+ (flags & TEX_OFFSET) ? ir_var_const_in : ir_var_function_in);
sig->parameters.push_tail(offset);
tex->offset = var_ref(offset);
}
+ if (flags & TEX_OFFSET_ARRAY) {
+ ir_variable *offsets =
+ new(mem_ctx) ir_variable(glsl_type::get_array_instance(glsl_type::ivec2_type, 4),
+ "offsets", ir_var_const_in);
+ sig->parameters.push_tail(offsets);
+ tex->offset = var_ref(offsets);
+ }
+
+ if (opcode == ir_tg4) {
+ if (flags & TEX_COMPONENT) {
+ ir_variable *component =
+ new(mem_ctx) ir_variable(glsl_type::int_type, "comp", ir_var_const_in);
+ sig->parameters.push_tail(component);
+ tex->lod_info.component = var_ref(component);
+ }
+ else {
+ tex->lod_info.component = imm(0);
+ }
+ }
+
/* The "bias" parameter comes /after/ the "offset" parameter, which is
* inconsistent with both textureLodOffset and textureGradOffset.
*/
return sig;
}
+ir_function_signature *
+builtin_builder::_textureQueryLevels(const glsl_type *sampler_type)
+{
+ ir_variable *s = in_var(sampler_type, "sampler");
+ const glsl_type *return_type = glsl_type::int_type;
+ MAKE_SIG(return_type, texture_query_levels, 1, s);
+
+ ir_texture *tex = new(mem_ctx) ir_texture(ir_query_levels);
+ tex->set_sampler(var_ref(s), return_type);
+
+ body.emit(ret(tex));
+
+ return sig;
+}
+
UNOP(dFdx, ir_unop_dFdx, fs_oes_derivatives)
UNOP(dFdy, ir_unop_dFdy, fs_oes_derivatives)
ir_variable *c = in_var(type, "c");
MAKE_SIG(type, gpu_shader5, 3, a, b, c);
- body.emit(ret(fma(a, b, c)));
+ body.emit(ret(ir_builder::fma(a, b, c)));
return sig;
}
return sig;
}
+
+ir_function_signature *
+builtin_builder::_uaddCarry(const glsl_type *type)
+{
+ 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, 3, x, y, carry);
+
+ body.emit(assign(carry, ir_builder::carry(x, y)));
+ body.emit(ret(add(x, y)));
+
+ return sig;
+}
+
+ir_function_signature *
+builtin_builder::_usubBorrow(const glsl_type *type)
+{
+ 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, 3, x, y, borrow);
+
+ body.emit(assign(borrow, ir_builder::borrow(x, y)));
+ body.emit(ret(sub(x, y)));
+
+ return sig;
+}
+
+/**
+ * For both imulExtended() and umulExtended() built-ins.
+ */
+ir_function_signature *
+builtin_builder::_mulExtended(const glsl_type *type)
+{
+ ir_variable *x = in_var(type, "x");
+ 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, 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::_atomic_intrinsic(builtin_available_predicate avail)
+{
+ ir_variable *counter = in_var(glsl_type::atomic_uint_type, "counter");
+ MAKE_INTRINSIC(glsl_type::uint_type, avail, 1, counter);
+ return sig;
+}
+
+ir_function_signature *
+builtin_builder::_atomic_op(const char *intrinsic,
+ builtin_available_predicate avail)
+{
+ ir_variable *counter = in_var(glsl_type::atomic_uint_type, "atomic_counter");
+ MAKE_SIG(glsl_type::uint_type, avail, 1, counter);
+
+ ir_variable *retval = body.make_temp(glsl_type::uint_type, "atomic_retval");
+ body.emit(call(shader->symbols->get_function(intrinsic), retval,
+ sig->parameters));
+ body.emit(ret(retval));
+ return sig;
+}
+
+ir_function_signature *
+builtin_builder::_min3(const glsl_type *type)
+{
+ ir_variable *x = in_var(type, "x");
+ ir_variable *y = in_var(type, "y");
+ ir_variable *z = in_var(type, "z");
+ MAKE_SIG(type, shader_trinary_minmax, 3, x, y, z);
+
+ ir_expression *min3 = min2(x, min2(y,z));
+ body.emit(ret(min3));
+
+ return sig;
+}
+
+ir_function_signature *
+builtin_builder::_max3(const glsl_type *type)
+{
+ ir_variable *x = in_var(type, "x");
+ ir_variable *y = in_var(type, "y");
+ ir_variable *z = in_var(type, "z");
+ MAKE_SIG(type, shader_trinary_minmax, 3, x, y, z);
+
+ ir_expression *max3 = max2(x, max2(y,z));
+ body.emit(ret(max3));
+
+ return sig;
+}
+
+ir_function_signature *
+builtin_builder::_mid3(const glsl_type *type)
+{
+ ir_variable *x = in_var(type, "x");
+ ir_variable *y = in_var(type, "y");
+ ir_variable *z = in_var(type, "z");
+ MAKE_SIG(type, shader_trinary_minmax, 3, x, y, z);
+
+ ir_expression *mid3 = max2(min2(x, y), max2(min2(x, z), min2(y, z)));
+ body.emit(ret(mid3));
+
+ return sig;
+}
+
/** @} */
/******************************************************************************/
{
return builtins.find(state, name, actual_parameters);
}
+
+gl_shader *
+_mesa_glsl_get_builtin_function_shader()
+{
+ return builtins.shader;
+}
+
/** @} */