egl: Add Haiku code and support
[mesa.git] / src / glsl / builtin_variables.cpp
index 9cc11b77c857b6b1bd98fcc3b5e85e8ebaef5973..65e32ad73976398e4956f4172d7709a45154e48c 100644 (file)
 #include "glsl_symbol_table.h"
 #include "main/core.h"
 #include "main/uniforms.h"
-#include "program/prog_parameter.h"
 #include "program/prog_statevars.h"
 #include "program/prog_instruction.h"
 
-static struct gl_builtin_uniform_element gl_NumSamples_elements[] = {
+static const struct gl_builtin_uniform_element gl_NumSamples_elements[] = {
    {NULL, {STATE_NUM_SAMPLES, 0, 0}, SWIZZLE_XXXX}
 };
 
-static struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
+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},
    {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
 };
 
-static struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
+static const struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
    {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
 };
 
-static struct gl_builtin_uniform_element gl_Point_elements[] = {
+static const struct gl_builtin_uniform_element gl_Point_elements[] = {
    {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
    {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
    {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
@@ -54,7 +53,7 @@ static struct gl_builtin_uniform_element gl_Point_elements[] = {
    {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
 };
 
-static struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
+static const struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
    {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
    {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
    {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
@@ -62,7 +61,7 @@ static struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
    {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
 };
 
-static struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
+static const struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
    {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
    {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
    {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
@@ -70,7 +69,7 @@ static struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
    {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
 };
 
-static struct gl_builtin_uniform_element gl_LightSource_elements[] = {
+static const struct gl_builtin_uniform_element gl_LightSource_elements[] = {
    {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
    {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
    {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
@@ -89,67 +88,67 @@ static struct gl_builtin_uniform_element gl_LightSource_elements[] = {
    {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
 };
 
-static struct gl_builtin_uniform_element gl_LightModel_elements[] = {
+static const struct gl_builtin_uniform_element gl_LightModel_elements[] = {
    {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
 };
 
-static struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
+static const struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
    {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
 };
 
-static struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
+static const struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
    {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
 };
 
-static struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
+static const struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
    {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
    {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
    {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
 };
 
-static struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
+static const struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
    {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
    {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
    {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
 };
 
-static struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
+static const struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
    {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
 };
 
-static struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
+static const struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
 };
 
-static struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
+static const struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
 };
 
-static struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
+static const struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
 };
 
-static struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
+static const struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
 };
 
-static struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
+static const struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
 };
 
-static struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
+static const struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
 };
 
-static struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
+static const struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
 };
 
-static struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
+static const struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
 };
 
-static struct gl_builtin_uniform_element gl_Fog_elements[] = {
+static const struct gl_builtin_uniform_element gl_Fog_elements[] = {
    {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
    {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
    {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
@@ -157,32 +156,24 @@ static struct gl_builtin_uniform_element gl_Fog_elements[] = {
    {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
 };
 
-static struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
+static const struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
    {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
 };
 
-static struct gl_builtin_uniform_element gl_BumpRotMatrix0MESA_elements[] = {
-   {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_0}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_BumpRotMatrix1MESA_elements[] = {
-   {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_1}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
+static const struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
    {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
 };
 
-static struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = {
+static const struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = {
    {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW},
 };
 
-static struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = {
+static const struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = {
    {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, SWIZZLE_XYZW},
 };
 
 #define MATRIX(name, statevar, modifier)                               \
-   static struct gl_builtin_uniform_element name ## _elements[] = {    \
+   static const struct gl_builtin_uniform_element name ## _elements[] = { \
       { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW },          \
       { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW },          \
       { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW },          \
@@ -225,7 +216,7 @@ MATRIX(gl_TextureMatrixTranspose,
 MATRIX(gl_TextureMatrixInverseTranspose,
        STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE);
 
-static struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
+static const struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
    { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
      MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
    { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
@@ -285,8 +276,6 @@ static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
    STATEVAR(gl_NormalMatrix),
    STATEVAR(gl_NormalScale),
 
-   STATEVAR(gl_BumpRotMatrix0MESA),
-   STATEVAR(gl_BumpRotMatrix1MESA),
    STATEVAR(gl_FogParamsOptimizedMESA),
    STATEVAR(gl_CurrentAttribVertMESA),
    STATEVAR(gl_CurrentAttribFragMESA),
@@ -328,7 +317,7 @@ per_vertex_accumulator::add_field(int slot, const glsl_type *type,
    assert(this->num_fields < ARRAY_SIZE(this->fields));
    this->fields[this->num_fields].type = type;
    this->fields[this->num_fields].name = name;
-   this->fields[this->num_fields].row_major = false;
+   this->fields[this->num_fields].matrix_layout = GLSL_MATRIX_LAYOUT_INHERITED;
    this->fields[this->num_fields].location = slot;
    this->fields[this->num_fields].interpolation = INTERP_QUALIFIER_NONE;
    this->fields[this->num_fields].centroid = 0;
@@ -356,6 +345,7 @@ public:
    void generate_vs_special_vars();
    void generate_gs_special_vars();
    void generate_fs_special_vars();
+   void generate_cs_special_vars();
    void generate_varyings();
 
 private:
@@ -389,6 +379,7 @@ private:
                              enum ir_variable_mode mode, int slot);
    ir_variable *add_uniform(const glsl_type *type, const char *name);
    ir_variable *add_const(const char *name, int 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,
                     const char *name_as_gs_input);
 
@@ -435,9 +426,9 @@ builtin_variable_generator::add_variable(const char *name,
                                          enum ir_variable_mode mode, int slot)
 {
    ir_variable *var = new(symtab) ir_variable(type, name, mode);
-   var->how_declared = ir_var_declared_implicitly;
+   var->data.how_declared = ir_var_declared_implicitly;
 
-   switch (var->mode) {
+   switch (var->data.mode) {
    case ir_var_auto:
    case ir_var_shader_in:
    case ir_var_uniform:
@@ -455,9 +446,9 @@ builtin_variable_generator::add_variable(const char *name,
       break;
    }
 
-   var->location = slot;
-   var->explicit_location = (slot >= 0);
-   var->explicit_index = 0;
+   var->data.location = slot;
+   var->data.explicit_location = (slot >= 0);
+   var->data.explicit_index = 0;
 
    /* Once the variable is created an initialized, add it to the symbol table
     * and add the declaration to the IR stream.
@@ -487,16 +478,14 @@ builtin_variable_generator::add_uniform(const glsl_type *type,
       &_mesa_builtin_uniform_desc[i];
 
    const unsigned array_count = type->is_array() ? type->length : 1;
-   uni->num_state_slots = array_count * statevar->num_elements;
 
    ir_state_slot *slots =
-      ralloc_array(uni, ir_state_slot, uni->num_state_slots);
-
-   uni->state_slots = slots;
+      uni->allocate_state_slots(array_count * statevar->num_elements);
 
    for (unsigned a = 0; a < array_count; a++) {
       for (unsigned j = 0; j < statevar->num_elements; j++) {
-        struct gl_builtin_uniform_element *element = &statevar->elements[j];
+        const struct gl_builtin_uniform_element *element =
+           &statevar->elements[j];
 
         memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
         if (type->is_array()) {
@@ -524,7 +513,26 @@ builtin_variable_generator::add_const(const char *name, int value)
                                         ir_var_auto, -1);
    var->constant_value = new(var) ir_constant(value);
    var->constant_initializer = new(var) ir_constant(value);
-   var->has_initializer = true;
+   var->data.has_initializer = true;
+   return var;
+}
+
+
+ir_variable *
+builtin_variable_generator::add_const_ivec3(const char *name, int x, int y,
+                                            int z)
+{
+   ir_variable *const var = add_variable(name, glsl_type::ivec3_type,
+                                         ir_var_auto, -1);
+   ir_constant_data data;
+   memset(&data, 0, sizeof(data));
+   data.i[0] = x;
+   data.i[1] = y;
+   data.i[2] = z;
+   var->constant_value = new(var) ir_constant(glsl_type::ivec3_type, &data);
+   var->constant_initializer =
+      new(var) ir_constant(glsl_type::ivec3_type, &data);
+   var->data.has_initializer = true;
    return var;
 }
 
@@ -554,9 +562,9 @@ builtin_variable_generator::generate_constants()
        */
       if (state->is_version(0, 300)) {
          add_const("gl_MaxVertexOutputVectors",
-                   state->ctx->Const.VertexProgram.MaxOutputComponents / 4);
+                   state->ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4);
          add_const("gl_MaxFragmentInputVectors",
-                   state->ctx->Const.FragmentProgram.MaxInputComponents / 4);
+                   state->ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4);
       } else {
          add_const("gl_MaxVaryingVectors",
                    state->ctx->Const.MaxVarying);
@@ -659,6 +667,67 @@ builtin_variable_generator::generate_constants()
       add_const("gl_MaxTessControlAtomicCounters", 0);
       add_const("gl_MaxTessEvaluationAtomicCounters", 0);
    }
+
+   if (state->is_version(430, 0) || state->ARB_compute_shader_enable) {
+      add_const("gl_MaxComputeAtomicCounterBuffers", MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS);
+      add_const("gl_MaxComputeAtomicCounters", MAX_COMPUTE_ATOMIC_COUNTERS);
+      add_const("gl_MaxComputeImageUniforms", MAX_COMPUTE_IMAGE_UNIFORMS);
+      add_const("gl_MaxComputeTextureImageUnits", MAX_COMPUTE_TEXTURE_IMAGE_UNITS);
+      add_const("gl_MaxComputeUniformComponents", MAX_COMPUTE_UNIFORM_COMPONENTS);
+
+      add_const_ivec3("gl_MaxComputeWorkGroupCount",
+                      state->Const.MaxComputeWorkGroupCount[0],
+                      state->Const.MaxComputeWorkGroupCount[1],
+                      state->Const.MaxComputeWorkGroupCount[2]);
+      add_const_ivec3("gl_MaxComputeWorkGroupSize",
+                      state->Const.MaxComputeWorkGroupSize[0],
+                      state->Const.MaxComputeWorkGroupSize[1],
+                      state->Const.MaxComputeWorkGroupSize[2]);
+
+      /* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables):
+       *
+       *     The built-in constant gl_WorkGroupSize is a compute-shader
+       *     constant containing the local work-group size of the shader.  The
+       *     size of the work group in the X, Y, and Z dimensions is stored in
+       *     the x, y, and z components.  The constants values in
+       *     gl_WorkGroupSize will match those specified in the required
+       *     local_size_x, local_size_y, and local_size_z layout qualifiers
+       *     for the current shader.  This is a constant so that it can be
+       *     used to size arrays of memory that can be shared within the local
+       *     work group.  It is a compile-time error to use gl_WorkGroupSize
+       *     in a shader that does not declare a fixed local group size, or
+       *     before that shader has declared a fixed local group size, using
+       *     local_size_x, local_size_y, and local_size_z.
+       *
+       * To prevent the shader from trying to refer to gl_WorkGroupSize before
+       * the layout declaration, we don't define it here.  Intead we define it
+       * in ast_cs_input_layout::hir().
+       */
+   }
+
+   if (state->is_version(420, 0) ||
+       state->ARB_shader_image_load_store_enable) {
+      add_const("gl_MaxImageUnits",
+                state->Const.MaxImageUnits);
+      add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs",
+                state->Const.MaxCombinedImageUnitsAndFragmentOutputs);
+      add_const("gl_MaxImageSamples",
+                state->Const.MaxImageSamples);
+      add_const("gl_MaxVertexImageUniforms",
+                state->Const.MaxVertexImageUniforms);
+      add_const("gl_MaxTessControlImageUniforms", 0);
+      add_const("gl_MaxTessEvaluationImageUniforms", 0);
+      add_const("gl_MaxGeometryImageUniforms",
+                state->Const.MaxGeometryImageUniforms);
+      add_const("gl_MaxFragmentImageUniforms",
+                state->Const.MaxFragmentImageUniforms);
+      add_const("gl_MaxCombinedImageUniforms",
+                state->Const.MaxCombinedImageUniforms);
+   }
+
+   if (state->is_version(410, 0) ||
+       state->ARB_viewport_array_enable)
+      add_const("gl_MaxViewports", state->Const.MaxViewports);
 }
 
 
@@ -689,8 +758,6 @@ builtin_variable_generator::generate_uniforms()
       add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
       add_uniform(float_t, "gl_NormalScale");
       add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
-      add_uniform(vec2_t, "gl_BumpRotMatrix0MESA");
-      add_uniform(vec2_t, "gl_BumpRotMatrix1MESA");
       add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
 
       const glsl_type *const mat4_array_type =
@@ -755,6 +822,8 @@ builtin_variable_generator::generate_vs_special_vars()
       add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
    if (state->AMD_vertex_shader_layer_enable)
       add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
+   if (state->AMD_vertex_shader_viewport_index_enable)
+      add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
    if (compatibility) {
       add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
       add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
@@ -780,6 +849,10 @@ void
 builtin_variable_generator::generate_gs_special_vars()
 {
    add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
+   if (state->ARB_viewport_array_enable)
+      add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
+   if (state->ARB_gpu_shader5_enable)
+      add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
 
    /* Although gl_PrimitiveID appears in tessellation control and tessellation
     * evaluation shaders, it has a different function there than it has in
@@ -793,9 +866,9 @@ builtin_variable_generator::generate_gs_special_vars()
     */
    ir_variable *var;
    var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
-   var->interpolation = INTERP_QUALIFIER_FLAT;
+   var->data.interpolation = INTERP_QUALIFIER_FLAT;
    var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
-   var->interpolation = INTERP_QUALIFIER_FLAT;
+   var->data.interpolation = INTERP_QUALIFIER_FLAT;
 }
 
 
@@ -813,7 +886,7 @@ builtin_variable_generator::generate_fs_special_vars()
    if (state->is_version(150, 0)) {
       ir_variable *var =
          add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
-      var->interpolation = INTERP_QUALIFIER_FLAT;
+      var->data.interpolation = INTERP_QUALIFIER_FLAT;
    }
 
    /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
@@ -836,14 +909,14 @@ builtin_variable_generator::generate_fs_special_vars()
       ir_variable *const var =
          add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
       if (state->ARB_shader_stencil_export_warn)
-         var->warn_extension = "GL_ARB_shader_stencil_export";
+         var->enable_extension_warning("GL_ARB_shader_stencil_export");
    }
 
    if (state->AMD_shader_stencil_export_enable) {
       ir_variable *const var =
          add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
       if (state->AMD_shader_stencil_export_warn)
-         var->warn_extension = "GL_AMD_shader_stencil_export";
+         var->enable_extension_warning("GL_AMD_shader_stencil_export");
    }
 
    if (state->ARB_sample_shading_enable) {
@@ -858,6 +931,25 @@ builtin_variable_generator::generate_fs_special_vars()
        */
       add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), "gl_SampleMask");
    }
+
+   if (state->ARB_gpu_shader5_enable) {
+      add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1), "gl_SampleMaskIn");
+   }
+
+   if (state->ARB_fragment_layer_viewport_enable) {
+      add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer");
+      add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
+   }
+}
+
+
+/**
+ * Generate variables which only exist in compute shaders.
+ */
+void
+builtin_variable_generator::generate_cs_special_vars()
+{
+   /* TODO: finish this. */
 }
 
 
@@ -872,16 +964,19 @@ builtin_variable_generator::add_varying(int slot, const glsl_type *type,
                                         const char *name,
                                         const char *name_as_gs_input)
 {
-   switch (state->target) {
-   case geometry_shader:
+   switch (state->stage) {
+   case MESA_SHADER_GEOMETRY:
       this->per_vertex_in.add_field(slot, type, name);
       /* FALLTHROUGH */
-   case vertex_shader:
+   case MESA_SHADER_VERTEX:
       this->per_vertex_out.add_field(slot, type, name);
       break;
-   case fragment_shader:
+   case MESA_SHADER_FRAGMENT:
       add_input(slot, type, name);
       break;
+   case MESA_SHADER_COMPUTE:
+      /* Compute shaders don't have varyings. */
+      break;
    }
 }
 
@@ -897,7 +992,7 @@ builtin_variable_generator::generate_varyings()
    add_varying(loc, type, name, name "In")
 
    /* gl_Position and gl_PointSize are not visible from fragment shaders. */
-   if (state->target != fragment_shader) {
+   if (state->stage != MESA_SHADER_FRAGMENT) {
       ADD_VARYING(VARYING_SLOT_POS, vec4_t, "gl_Position");
       ADD_VARYING(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
    }
@@ -910,7 +1005,7 @@ builtin_variable_generator::generate_varyings()
    if (compatibility) {
       ADD_VARYING(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
       ADD_VARYING(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
-      if (state->target == fragment_shader) {
+      if (state->stage == MESA_SHADER_FRAGMENT) {
          ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_Color");
          ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
       } else {
@@ -922,13 +1017,13 @@ builtin_variable_generator::generate_varyings()
       }
    }
 
-   if (state->target == geometry_shader) {
+   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);
    }
-   if (state->target == vertex_shader || state->target == geometry_shader) {
+   if (state->stage == MESA_SHADER_VERTEX || state->stage == MESA_SHADER_GEOMETRY) {
       const glsl_type *per_vertex_out_type =
          this->per_vertex_out.construct_interface_instance();
       const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
@@ -936,7 +1031,7 @@ builtin_variable_generator::generate_varyings()
          ir_variable *var =
             add_variable(fields[i].name, fields[i].type, ir_var_shader_out,
                          fields[i].location);
-         var->interpolation = fields[i].interpolation;
+         var->data.interpolation = fields[i].interpolation;
          var->data.centroid = fields[i].centroid;
          var->data.sample = fields[i].sample;
          var->init_interface_type(per_vertex_out_type);
@@ -959,15 +1054,18 @@ _mesa_glsl_initialize_variables(exec_list *instructions,
 
    gen.generate_varyings();
 
-   switch (state->target) {
-   case vertex_shader:
+   switch (state->stage) {
+   case MESA_SHADER_VERTEX:
       gen.generate_vs_special_vars();
       break;
-   case geometry_shader:
+   case MESA_SHADER_GEOMETRY:
       gen.generate_gs_special_vars();
       break;
-   case fragment_shader:
+   case MESA_SHADER_FRAGMENT:
       gen.generate_fs_special_vars();
       break;
+   case MESA_SHADER_COMPUTE:
+      gen.generate_cs_special_vars();
+      break;
    }
 }