*/
#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 "program/prog_statevars.h"
#include "program/prog_instruction.h"
+using namespace ir_builder;
+
static const struct gl_builtin_uniform_element gl_NumSamples_elements[] = {
{NULL, {STATE_NUM_SAMPLES, 0, 0}, SWIZZLE_XXXX}
};
#undef MATRIX
-#define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)}
+#define STATEVAR(name) {#name, name ## _elements, ARRAY_SIZE(name ## _elements)}
static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
STATEVAR(gl_NumSamples),
this->fields[this->num_fields].interpolation = INTERP_QUALIFIER_NONE;
this->fields[this->num_fields].centroid = 0;
this->fields[this->num_fields].sample = 0;
+ this->fields[this->num_fields].patch = 0;
this->num_fields++;
}
void generate_constants();
void generate_uniforms();
void generate_vs_special_vars();
+ void generate_tcs_special_vars();
+ void generate_tes_special_vars();
void generate_gs_special_vars();
void generate_fs_special_vars();
void generate_cs_special_vars();
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);
+ void add_varying(int slot, const glsl_type *type, const char *name);
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 float_t;
const glsl_type * const vec2_t;
const glsl_type * const vec3_t;
const glsl_type * const vec4_t;
+ const glsl_type * const uvec3_t;
const glsl_type * const mat3_t;
const glsl_type * const mat4_t;
: instructions(instructions), state(state), symtab(state->symbols),
compatibility(!state->is_version(140, 100)),
bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
+ uint_t(glsl_type::uint_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),
mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
{
}
var->data.read_only = true;
break;
case ir_var_shader_out:
+ case ir_var_shader_storage:
break;
default:
/* The only variables that are added using this function should be
- * uniforms, shader inputs, and shader outputs, constants (which use
- * ir_var_auto), and system values.
+ * uniforms, shader storage, shader inputs, and shader outputs, constants
+ * (which use ir_var_auto), and system values.
*/
assert(0);
break;
&_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++) {
add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
}
- if (state->ARB_shader_atomic_counters_enable) {
+ if (state->has_atomic_counters()) {
add_const("gl_MaxVertexAtomicCounters",
state->Const.MaxVertexAtomicCounters);
- add_const("gl_MaxGeometryAtomicCounters",
- state->Const.MaxGeometryAtomicCounters);
add_const("gl_MaxFragmentAtomicCounters",
state->Const.MaxFragmentAtomicCounters);
add_const("gl_MaxCombinedAtomicCounters",
state->Const.MaxCombinedAtomicCounters);
add_const("gl_MaxAtomicCounterBindings",
state->Const.MaxAtomicBufferBindings);
- add_const("gl_MaxTessControlAtomicCounters", 0);
- add_const("gl_MaxTessEvaluationAtomicCounters", 0);
+
+ /* When Mesa adds support for GL_OES_geometry_shader and
+ * GL_OES_tessellation_shader, this will need to change.
+ */
+ if (!state->es_shader) {
+ add_const("gl_MaxGeometryAtomicCounters",
+ state->Const.MaxGeometryAtomicCounters);
+ add_const("gl_MaxTessControlAtomicCounters",
+ state->Const.MaxTessControlAtomicCounters);
+ add_const("gl_MaxTessEvaluationAtomicCounters",
+ state->Const.MaxTessEvaluationAtomicCounters);
+ }
+ }
+
+ if (state->is_version(420, 310)) {
+ add_const("gl_MaxVertexAtomicCounterBuffers",
+ state->Const.MaxVertexAtomicCounterBuffers);
+ add_const("gl_MaxFragmentAtomicCounterBuffers",
+ state->Const.MaxFragmentAtomicCounterBuffers);
+ add_const("gl_MaxCombinedAtomicCounterBuffers",
+ state->Const.MaxCombinedAtomicCounterBuffers);
+ add_const("gl_MaxAtomicCounterBufferSize",
+ state->Const.MaxAtomicCounterBufferSize);
+
+ /* When Mesa adds support for GL_OES_geometry_shader and
+ * GL_OES_tessellation_shader, this will need to change.
+ */
+ if (!state->es_shader) {
+ add_const("gl_MaxGeometryAtomicCounterBuffers",
+ state->Const.MaxGeometryAtomicCounterBuffers);
+ add_const("gl_MaxTessControlAtomicCounterBuffers",
+ state->Const.MaxTessControlAtomicCounterBuffers);
+ add_const("gl_MaxTessEvaluationAtomicCounterBuffers",
+ state->Const.MaxTessEvaluationAtomicCounterBuffers);
+ }
}
if (state->is_version(430, 0) || state->ARB_compute_shader_enable) {
*/
}
- if (state->is_version(420, 0) ||
+ if (state->is_version(420, 310) ||
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->es_shader) {
+ add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs",
+ state->Const.MaxCombinedShaderOutputResources);
+ add_const("gl_MaxImageSamples",
+ state->Const.MaxImageSamples);
+ add_const("gl_MaxGeometryImageUniforms",
+ state->Const.MaxGeometryImageUniforms);
+ }
+
+ if (state->is_version(450, 310)) {
+ add_const("gl_MaxCombinedShaderOutputResources",
+ state->Const.MaxCombinedShaderOutputResources);
+ }
+
+ if (state->is_version(400, 0) ||
+ state->ARB_tessellation_shader_enable) {
+ add_const("gl_MaxTessControlImageUniforms",
+ state->Const.MaxTessControlImageUniforms);
+ add_const("gl_MaxTessEvaluationImageUniforms",
+ state->Const.MaxTessEvaluationImageUniforms);
+ }
+ }
+
+ if (state->is_version(410, 0) ||
+ state->ARB_viewport_array_enable)
+ add_const("gl_MaxViewports", state->Const.MaxViewports);
+
+ if (state->is_version(400, 0) ||
+ state->ARB_tessellation_shader_enable) {
+ add_const("gl_MaxPatchVertices", state->Const.MaxPatchVertices);
+ add_const("gl_MaxTessGenLevel", state->Const.MaxTessGenLevel);
+ add_const("gl_MaxTessControlInputComponents", state->Const.MaxTessControlInputComponents);
+ add_const("gl_MaxTessControlOutputComponents", state->Const.MaxTessControlOutputComponents);
+ add_const("gl_MaxTessControlTextureImageUnits", state->Const.MaxTessControlTextureImageUnits);
+ add_const("gl_MaxTessEvaluationInputComponents", state->Const.MaxTessEvaluationInputComponents);
+ add_const("gl_MaxTessEvaluationOutputComponents", state->Const.MaxTessEvaluationOutputComponents);
+ add_const("gl_MaxTessEvaluationTextureImageUnits", state->Const.MaxTessEvaluationTextureImageUnits);
+ add_const("gl_MaxTessPatchComponents", state->Const.MaxTessPatchComponents);
+ add_const("gl_MaxTessControlTotalOutputComponents", state->Const.MaxTessControlTotalOutputComponents);
+ add_const("gl_MaxTessControlUniformComponents", state->Const.MaxTessControlUniformComponents);
+ add_const("gl_MaxTessEvaluationUniformComponents", state->Const.MaxTessEvaluationUniformComponents);
}
}
void
builtin_variable_generator::generate_uniforms()
{
- add_uniform(int_t, "gl_NumSamples");
+ if (state->is_version(400, 0) || state->ARB_sample_shading_enable)
+ add_uniform(int_t, "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 variables which only exist in tessellation control shaders.
+ */
+void
+builtin_variable_generator::generate_tcs_special_vars()
+{
+ 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_INVOCATION_ID, int_t, "gl_InvocationID");
+
+ add_output(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
+ "gl_TessLevelOuter")->data.patch = 1;
+ add_output(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
+ "gl_TessLevelInner")->data.patch = 1;
+}
+
+
+/**
+ * Generate variables which only exist in tessellation evaluation shaders.
+ */
+void
+builtin_variable_generator::generate_tes_special_vars()
+{
+ 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_TESS_LEVEL_OUTER, array(float_t, 4),
+ "gl_TessLevelOuter");
+ add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2),
+ "gl_TessLevelInner");
+}
+
+
/**
* Generate variables which only exist in geometry shaders.
*/
builtin_variable_generator::generate_gs_special_vars()
{
add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
- if (state->ARB_viewport_array_enable)
+ if (state->is_version(410, 0) || state->ARB_viewport_array_enable)
add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
- if (state->ARB_gpu_shader5_enable)
+ if (state->is_version(400, 0) || 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
var->enable_extension_warning("GL_AMD_shader_stencil_export");
}
- if (state->ARB_sample_shading_enable) {
+ if (state->is_version(400, 0) || state->ARB_sample_shading_enable) {
add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, "gl_SampleID");
add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, "gl_SamplePosition");
/* From the ARB_sample_shading specification:
add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), "gl_SampleMask");
}
- if (state->ARB_gpu_shader5_enable) {
+ if (state->is_version(400, 0) || 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) {
+ if (state->is_version(430, 0) || state->ARB_fragment_layer_viewport_enable) {
add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer");
add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
}
void
builtin_variable_generator::generate_cs_special_vars()
{
- /* TODO: finish this. */
+ add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_ID, uvec3_t,
+ "gl_LocalInvocationID");
+ add_system_value(SYSTEM_VALUE_WORK_GROUP_ID, uvec3_t, "gl_WorkGroupID");
+ add_system_value(SYSTEM_VALUE_NUM_WORK_GROUPS, uvec3_t, "gl_NumWorkGroups");
+ add_variable("gl_GlobalInvocationID", uvec3_t, ir_var_auto, 0);
+ add_variable("gl_LocalInvocationIndex", uint_t, ir_var_auto, 0);
}
/**
* Add a single "varying" variable. The variable's type and direction (input
* or output) are adjusted as appropriate for the type of shader being
- * compiled. For geometry shaders using {ARB,EXT}_geometry_shader4,
- * name_as_gs_input is used for the input (to avoid ambiguity).
+ * compiled.
*/
void
builtin_variable_generator::add_varying(int slot, const glsl_type *type,
- const char *name,
- const char *name_as_gs_input)
+ const char *name)
{
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);
/* FALLTHROUGH */
void
builtin_variable_generator::generate_varyings()
{
-#define ADD_VARYING(loc, type, name) \
- add_varying(loc, type, name, name "In")
-
/* 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_PSIZ, float_t, "gl_PointSize");
+ add_varying(VARYING_SLOT_POS, vec4_t, "gl_Position");
+ add_varying(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
}
if (state->is_version(130, 0)) {
- ADD_VARYING(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
+ add_varying(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
"gl_ClipDistance");
}
if (compatibility) {
- ADD_VARYING(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
- ADD_VARYING(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
+ add_varying(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
+ add_varying(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
if (state->stage == MESA_SHADER_FRAGMENT) {
- ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_Color");
- ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
+ add_varying(VARYING_SLOT_COL0, vec4_t, "gl_Color");
+ add_varying(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
} else {
- ADD_VARYING(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
- ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
- ADD_VARYING(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
- ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
- ADD_VARYING(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
+ add_varying(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
+ add_varying(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
+ add_varying(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
+ add_varying(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
+ add_varying(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
}
}
+ /* Section 7.1 (Built-In Language Variables) of the GLSL 4.00 spec
+ * says:
+ *
+ * "In the tessellation control language, built-in variables are
+ * intrinsically declared as:
+ *
+ * in gl_PerVertex {
+ * vec4 gl_Position;
+ * float gl_PointSize;
+ * float gl_ClipDistance[];
+ * } gl_in[gl_MaxPatchVertices];"
+ */
+ if (state->stage == MESA_SHADER_TESS_CTRL ||
+ state->stage == MESA_SHADER_TESS_EVAL) {
+ 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);
+ }
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->stage == MESA_SHADER_VERTEX || state->stage == MESA_SHADER_GEOMETRY) {
+ 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);
+ }
+ if (state->stage == MESA_SHADER_VERTEX ||
+ state->stage == MESA_SHADER_TESS_EVAL ||
+ 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;
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->init_interface_type(per_vertex_out_type);
}
}
case MESA_SHADER_VERTEX:
gen.generate_vs_special_vars();
break;
+ case MESA_SHADER_TESS_CTRL:
+ gen.generate_tcs_special_vars();
+ break;
+ case MESA_SHADER_TESS_EVAL:
+ gen.generate_tes_special_vars();
+ break;
case MESA_SHADER_GEOMETRY:
gen.generate_gs_special_vars();
break;
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(gl_shader *shader)
+{
+ /* We only need to set CS variables currently. */
+ if (shader->Stage != MESA_SHADER_COMPUTE)
+ return;
+
+ ir_function_signature *const main_sig =
+ _mesa_get_main_function_signature(shader);
+ if (main_sig == NULL)
+ return;
+
+ initialize_cs_derived_variables(shader, main_sig);
+}