glsl: add support for EXT_blend_func_extended builtins
[mesa.git] / src / glsl / builtin_variables.cpp
index 0d804c2b6eebea430fedd203eaa2ca52b8ff14f0..e8eab808a190a6cd4f4ffcb50f4e016f9d7d19a2 100644 (file)
  */
 
 #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/uniforms.h"
-#include "program/prog_parameter.h"
 #include "program/prog_statevars.h"
 #include "program/prog_instruction.h"
 
-static void generate_ARB_draw_buffers_variables(exec_list *,
-                                               struct _mesa_glsl_parse_state *,
-                                               bool, _mesa_glsl_parser_targets);
+using namespace ir_builder;
 
-static void
-generate_ARB_draw_instanced_variables(exec_list *,
-                                      struct _mesa_glsl_parse_state *,
-                                      bool, _mesa_glsl_parser_targets);
-
-struct builtin_variable {
-   enum ir_variable_mode mode;
-   int slot;
-   const char *type;
-   const char *name;
-};
-
-static const builtin_variable builtin_core_vs_variables[] = {
-   { ir_var_out, VERT_RESULT_HPOS, "vec4",  "gl_Position" },
-   { ir_var_out, VERT_RESULT_PSIZ, "float", "gl_PointSize" },
-};
-
-static const builtin_variable builtin_core_fs_variables[] = {
-   { ir_var_in,  FRAG_ATTRIB_WPOS,  "vec4",  "gl_FragCoord" },
-   { ir_var_in,  FRAG_ATTRIB_FACE,  "bool",  "gl_FrontFacing" },
-   { ir_var_out, FRAG_RESULT_COLOR, "vec4",  "gl_FragColor" },
-};
-
-static const builtin_variable builtin_100ES_fs_variables[] = {
-   { ir_var_in,  FRAG_ATTRIB_PNTC,   "vec2",   "gl_PointCoord" },
-};
-
-static const builtin_variable builtin_110_fs_variables[] = {
-   { ir_var_out, FRAG_RESULT_DEPTH, "float", "gl_FragDepth" },
-};
-
-static const builtin_variable builtin_110_deprecated_fs_variables[] = {
-   { ir_var_in,  FRAG_ATTRIB_COL0,  "vec4",  "gl_Color" },
-   { ir_var_in,  FRAG_ATTRIB_COL1,  "vec4",  "gl_SecondaryColor" },
-   { ir_var_in,  FRAG_ATTRIB_FOGC,  "float", "gl_FogFragCoord" },
-};
-
-static const builtin_variable builtin_110_deprecated_vs_variables[] = {
-   { ir_var_in,  VERT_ATTRIB_POS,         "vec4",  "gl_Vertex" },
-   { ir_var_in,  VERT_ATTRIB_NORMAL,      "vec3",  "gl_Normal" },
-   { ir_var_in,  VERT_ATTRIB_COLOR0,      "vec4",  "gl_Color" },
-   { ir_var_in,  VERT_ATTRIB_COLOR1,      "vec4",  "gl_SecondaryColor" },
-   { ir_var_in,  VERT_ATTRIB_TEX0,        "vec4",  "gl_MultiTexCoord0" },
-   { ir_var_in,  VERT_ATTRIB_TEX1,        "vec4",  "gl_MultiTexCoord1" },
-   { ir_var_in,  VERT_ATTRIB_TEX2,        "vec4",  "gl_MultiTexCoord2" },
-   { ir_var_in,  VERT_ATTRIB_TEX3,        "vec4",  "gl_MultiTexCoord3" },
-   { ir_var_in,  VERT_ATTRIB_TEX4,        "vec4",  "gl_MultiTexCoord4" },
-   { ir_var_in,  VERT_ATTRIB_TEX5,        "vec4",  "gl_MultiTexCoord5" },
-   { ir_var_in,  VERT_ATTRIB_TEX6,        "vec4",  "gl_MultiTexCoord6" },
-   { ir_var_in,  VERT_ATTRIB_TEX7,        "vec4",  "gl_MultiTexCoord7" },
-   { ir_var_in,  VERT_ATTRIB_FOG,         "float", "gl_FogCoord" },
-   { ir_var_out, VERT_RESULT_CLIP_VERTEX, "vec4",  "gl_ClipVertex" },
-   { ir_var_out, VERT_RESULT_COL0,        "vec4",  "gl_FrontColor" },
-   { ir_var_out, VERT_RESULT_BFC0,        "vec4",  "gl_BackColor" },
-   { ir_var_out, VERT_RESULT_COL1,        "vec4",  "gl_FrontSecondaryColor" },
-   { ir_var_out, VERT_RESULT_BFC1,        "vec4",  "gl_BackSecondaryColor" },
-   { ir_var_out, VERT_RESULT_FOGC,        "float", "gl_FogFragCoord" },
-};
-
-static const builtin_variable builtin_120_fs_variables[] = {
-   { ir_var_in,  FRAG_ATTRIB_PNTC,   "vec2",   "gl_PointCoord" },
-};
-
-static const builtin_variable builtin_130_vs_variables[] = {
-   { ir_var_in,  -1,                 "int",   "gl_VertexID" },
-};
-
-static const builtin_variable builtin_110_deprecated_uniforms[] = {
-   { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrix" },
-   { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrix" },
-   { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrix" },
-   { ir_var_uniform, -1, "mat3", "gl_NormalMatrix" },
-   { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixInverse" },
-   { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixInverse" },
-   { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixInverse" },
-   { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixTranspose" },
-   { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixTranspose" },
-   { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixTranspose" },
-   { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixInverseTranspose" },
-   { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixInverseTranspose" },
-   { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixInverseTranspose" },
-   { ir_var_uniform, -1, "float", "gl_NormalScale" },
-   { ir_var_uniform, -1, "gl_LightModelParameters", "gl_LightModel"},
-
-   /* Mesa-internal ATI_envmap_bumpmap state. */
-   { ir_var_uniform, -1, "vec2", "gl_BumpRotMatrix0MESA"},
-   { ir_var_uniform, -1, "vec2", "gl_BumpRotMatrix1MESA"},
-   { ir_var_uniform, -1, "vec4", "gl_FogParamsOptimizedMESA"},
+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},
@@ -144,7 +57,7 @@ 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},
@@ -152,7 +65,7 @@ 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},
@@ -160,7 +73,7 @@ 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},
@@ -179,67 +92,67 @@ 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},
@@ -247,32 +160,24 @@ 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 },          \
@@ -315,7 +220,7 @@ 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},
@@ -326,9 +231,10 @@ static struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
 
 #undef MATRIX
 
-#define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)}
+#define STATEVAR(name) {#name, name ## _elements, ARRAY_SIZE(name ## _elements)}
 
-const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
+static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
+   STATEVAR(gl_NumSamples),
    STATEVAR(gl_DepthRange),
    STATEVAR(gl_ClipPlane),
    STATEVAR(gl_Point),
@@ -374,8 +280,6 @@ 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),
@@ -383,31 +287,227 @@ const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
    {NULL, NULL, 0}
 };
 
-static ir_variable *
-add_variable(exec_list *instructions, glsl_symbol_table *symtab,
-            const char *name, const glsl_type *type,
-            enum ir_variable_mode mode, int slot)
+
+namespace {
+
+/**
+ * Data structure that accumulates fields for the gl_PerVertex interface
+ * block.
+ */
+class per_vertex_accumulator
+{
+public:
+   per_vertex_accumulator();
+   void add_field(int slot, const glsl_type *type, const char *name);
+   const glsl_type *construct_interface_instance() const;
+
+private:
+   glsl_struct_field fields[10];
+   unsigned num_fields;
+};
+
+
+per_vertex_accumulator::per_vertex_accumulator()
+   : fields(),
+     num_fields(0)
+{
+}
+
+
+void
+per_vertex_accumulator::add_field(int slot, const glsl_type *type,
+                                  const char *name)
+{
+   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].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;
+   this->fields[this->num_fields].sample = 0;
+   this->fields[this->num_fields].patch = 0;
+   this->fields[this->num_fields].precision = GLSL_PRECISION_NONE;
+   this->num_fields++;
+}
+
+
+const glsl_type *
+per_vertex_accumulator::construct_interface_instance() const
+{
+   return glsl_type::get_interface_instance(this->fields, this->num_fields,
+                                            GLSL_INTERFACE_PACKING_STD140,
+                                            "gl_PerVertex");
+}
+
+
+class builtin_variable_generator
+{
+public:
+   builtin_variable_generator(exec_list *instructions,
+                              struct _mesa_glsl_parse_state *state);
+   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();
+   void generate_varyings();
+
+private:
+   const glsl_type *array(const glsl_type *base, unsigned elements)
+   {
+      return glsl_type::get_array_instance(base, elements);
+   }
+
+   const glsl_type *type(const char *name)
+   {
+      return symtab->get_type(name);
+   }
+
+   ir_variable *add_input(int slot, const glsl_type *type, const char *name)
+   {
+      return add_variable(name, type, ir_var_shader_in, slot);
+   }
+
+   ir_variable *add_output(int slot, const glsl_type *type, const char *name)
+   {
+      return add_variable(name, type, ir_var_shader_out, slot);
+   }
+
+   ir_variable *add_index_output(int slot, int index, const glsl_type *type, const char *name)
+   {
+      return add_index_variable(name, type, ir_var_shader_out, slot, index);
+   }
+
+   ir_variable *add_system_value(int slot, const glsl_type *type,
+                                 const char *name)
+   {
+      return add_variable(name, type, ir_var_system_value, slot);
+   }
+
+   ir_variable *add_variable(const char *name, const glsl_type *type,
+                             enum ir_variable_mode mode, int slot);
+   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);
+   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);
+
+   exec_list * const instructions;
+   struct _mesa_glsl_parse_state * const state;
+   glsl_symbol_table * const symtab;
+
+   /**
+    * True if compatibility-profile-only variables should be included.  (In
+    * desktop GL, these are always included when the GLSL version is 1.30 and
+    * or below).
+    */
+   const bool compatibility;
+
+   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;
+
+   per_vertex_accumulator per_vertex_in;
+   per_vertex_accumulator per_vertex_out;
+};
+
+
+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)),
+     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)
+{
+}
+
+ir_variable *
+builtin_variable_generator::add_index_variable(const char *name,
+                                         const glsl_type *type,
+                                         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;
+
+   switch (var->data.mode) {
+   case ir_var_auto:
+   case ir_var_shader_in:
+   case ir_var_uniform:
+   case ir_var_system_value:
+      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 storage, shader inputs, and shader outputs, constants
+       * (which use ir_var_auto), and system values.
+       */
+      assert(0);
+      break;
+   }
+
+   var->data.location = slot;
+   var->data.explicit_location = (slot >= 0);
+   var->data.explicit_index = 1;
+   var->data.index = index;
+
+   /* Once the variable is created an initialized, add it to the symbol table
+    * and add the declaration to the IR stream.
+    */
+   instructions->push_tail(var);
+
+   symtab->add_variable(var);
+   return var;
+}
+
+ir_variable *
+builtin_variable_generator::add_variable(const char *name,
+                                         const glsl_type *type,
+                                         enum ir_variable_mode mode, int slot)
 {
    ir_variable *var = new(symtab) ir_variable(type, name, mode);
+   var->data.how_declared = ir_var_declared_implicitly;
 
-   switch (var->mode) {
+   switch (var->data.mode) {
    case ir_var_auto:
-   case ir_var_in:
-   case ir_var_const_in:
+   case ir_var_shader_in:
    case ir_var_uniform:
    case ir_var_system_value:
-      var->read_only = true;
+      var->data.read_only = true;
       break;
-   case ir_var_inout:
-   case ir_var_out:
+   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 storage, shader inputs, and shader outputs, constants
+       * (which use ir_var_auto), and system values.
+       */
       assert(0);
       break;
    }
 
-   var->location = slot;
-   var->explicit_location = (slot >= 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.
@@ -418,12 +518,12 @@ add_variable(exec_list *instructions, glsl_symbol_table *symtab,
    return var;
 }
 
-static ir_variable *
-add_uniform(exec_list *instructions, glsl_symbol_table *symtab,
-           const char *name, const glsl_type *type)
+
+ir_variable *
+builtin_variable_generator::add_uniform(const glsl_type *type,
+                                        const char *name)
 {
-   ir_variable *const uni =
-      add_variable(instructions, symtab, name, type, ir_var_uniform, -1);
+   ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1);
 
    unsigned i;
    for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
@@ -437,16 +537,14 @@ add_uniform(exec_list *instructions, glsl_symbol_table *symtab,
       &_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()) {
@@ -466,536 +564,817 @@ add_uniform(exec_list *instructions, glsl_symbol_table *symtab,
    return uni;
 }
 
-static void
-add_builtin_variable(exec_list *instructions, glsl_symbol_table *symtab,
-                    const builtin_variable *proto)
-{
-   /* Create a new variable declaration from the description supplied by
-    * the caller.
-    */
-   const glsl_type *const type = symtab->get_type(proto->type);
-
-   assert(type != NULL);
-
-   if (proto->mode == ir_var_uniform) {
-      add_uniform(instructions, symtab, proto->name, type);
-   } else {
-      add_variable(instructions, symtab, proto->name, type, proto->mode,
-                  proto->slot);
-   }
-}
 
-static ir_variable *
-add_builtin_constant(exec_list *instructions, glsl_symbol_table *symtab,
-                    const char *name, int value)
+ir_variable *
+builtin_variable_generator::add_const(const char *name, int value)
 {
-   ir_variable *const var = add_variable(instructions, symtab,
-                                        name, glsl_type::int_type,
+   ir_variable *const var = add_variable(name, glsl_type::int_type,
                                         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;
 }
 
-/* Several constants in GLSL ES have different names than normal desktop GLSL.
- * Therefore, this function should only be called on the ES path.
- */
-static void
-generate_100ES_uniforms(exec_list *instructions,
-                    struct _mesa_glsl_parse_state *state)
-{
-   glsl_symbol_table *const symtab = state->symbols;
-
-   add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
-                       state->Const.MaxVertexAttribs);
-   add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformVectors",
-                       state->Const.MaxVertexUniformComponents);
-   add_builtin_constant(instructions, symtab, "gl_MaxVaryingVectors",
-                       state->Const.MaxVaryingFloats / 4);
-   add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
-                       state->Const.MaxVertexTextureImageUnits);
-   add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
-                       state->Const.MaxCombinedTextureImageUnits);
-   add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
-                       state->Const.MaxTextureImageUnits);
-   add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformVectors",
-                       state->Const.MaxFragmentUniformComponents);
-
-   add_uniform(instructions, symtab, "gl_DepthRange",
-              state->symbols->get_type("gl_DepthRangeParameters"));
-}
 
-static void
-generate_110_uniforms(exec_list *instructions,
-                     struct _mesa_glsl_parse_state *state)
+ir_variable *
+builtin_variable_generator::add_const_ivec3(const char *name, int x, int y,
+                                            int z)
 {
-   glsl_symbol_table *const symtab = state->symbols;
-
-   for (unsigned i = 0
-          ; i < Elements(builtin_110_deprecated_uniforms)
-          ; i++) {
-      add_builtin_variable(instructions, symtab,
-                          & builtin_110_deprecated_uniforms[i]);
-   }
-
-   add_builtin_constant(instructions, symtab, "gl_MaxLights",
-                       state->Const.MaxLights);
-   add_builtin_constant(instructions, symtab, "gl_MaxClipPlanes",
-                       state->Const.MaxClipPlanes);
-   add_builtin_constant(instructions, symtab, "gl_MaxTextureUnits",
-                       state->Const.MaxTextureUnits);
-   add_builtin_constant(instructions, symtab, "gl_MaxTextureCoords",
-                       state->Const.MaxTextureCoords);
-   add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
-                       state->Const.MaxVertexAttribs);
-   add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformComponents",
-                       state->Const.MaxVertexUniformComponents);
-   add_builtin_constant(instructions, symtab, "gl_MaxVaryingFloats",
-                       state->Const.MaxVaryingFloats);
-   add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
-                       state->Const.MaxVertexTextureImageUnits);
-   add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
-                       state->Const.MaxCombinedTextureImageUnits);
-   add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
-                       state->Const.MaxTextureImageUnits);
-   add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformComponents",
-                       state->Const.MaxFragmentUniformComponents);
-
-   const glsl_type *const mat4_array_type =
-      glsl_type::get_array_instance(glsl_type::mat4_type,
-                                   state->Const.MaxTextureCoords);
-
-   add_uniform(instructions, symtab, "gl_TextureMatrix", mat4_array_type);
-   add_uniform(instructions, symtab, "gl_TextureMatrixInverse", mat4_array_type);
-   add_uniform(instructions, symtab, "gl_TextureMatrixTranspose", mat4_array_type);
-   add_uniform(instructions, symtab, "gl_TextureMatrixInverseTranspose", mat4_array_type);
-
-   add_uniform(instructions, symtab, "gl_DepthRange",
-               symtab->get_type("gl_DepthRangeParameters"));
-
-   add_uniform(instructions, symtab, "gl_ClipPlane",
-              glsl_type::get_array_instance(glsl_type::vec4_type,
-                                            state->Const.MaxClipPlanes));
-   add_uniform(instructions, symtab, "gl_Point",
-              symtab->get_type("gl_PointParameters"));
-
-   const glsl_type *const material_parameters_type =
-      symtab->get_type("gl_MaterialParameters");
-   add_uniform(instructions, symtab, "gl_FrontMaterial", material_parameters_type);
-   add_uniform(instructions, symtab, "gl_BackMaterial", material_parameters_type);
-
-   const glsl_type *const light_source_array_type =
-      glsl_type::get_array_instance(symtab->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
-
-   add_uniform(instructions, symtab, "gl_LightSource", light_source_array_type);
-
-   const glsl_type *const light_model_products_type =
-      symtab->get_type("gl_LightModelProducts");
-   add_uniform(instructions, symtab, "gl_FrontLightModelProduct",
-              light_model_products_type);
-   add_uniform(instructions, symtab, "gl_BackLightModelProduct",
-              light_model_products_type);
-
-   const glsl_type *const light_products_type =
-      glsl_type::get_array_instance(symtab->get_type("gl_LightProducts"),
-                                   state->Const.MaxLights);
-   add_uniform(instructions, symtab, "gl_FrontLightProduct", light_products_type);
-   add_uniform(instructions, symtab, "gl_BackLightProduct", light_products_type);
-
-   add_uniform(instructions, symtab, "gl_TextureEnvColor",
-              glsl_type::get_array_instance(glsl_type::vec4_type,
-                                            state->Const.MaxTextureUnits));
-
-   const glsl_type *const texcoords_vec4 =
-      glsl_type::get_array_instance(glsl_type::vec4_type,
-                                   state->Const.MaxTextureCoords);
-   add_uniform(instructions, symtab, "gl_EyePlaneS", texcoords_vec4);
-   add_uniform(instructions, symtab, "gl_EyePlaneT", texcoords_vec4);
-   add_uniform(instructions, symtab, "gl_EyePlaneR", texcoords_vec4);
-   add_uniform(instructions, symtab, "gl_EyePlaneQ", texcoords_vec4);
-   add_uniform(instructions, symtab, "gl_ObjectPlaneS", texcoords_vec4);
-   add_uniform(instructions, symtab, "gl_ObjectPlaneT", texcoords_vec4);
-   add_uniform(instructions, symtab, "gl_ObjectPlaneR", texcoords_vec4);
-   add_uniform(instructions, symtab, "gl_ObjectPlaneQ", texcoords_vec4);
-
-   add_uniform(instructions, symtab, "gl_Fog",
-              symtab->get_type("gl_FogParameters"));
-
-   /* Mesa-internal current attrib state */
-   const glsl_type *const vert_attribs =
-      glsl_type::get_array_instance(glsl_type::vec4_type, VERT_ATTRIB_MAX);
-   add_uniform(instructions, symtab, "gl_CurrentAttribVertMESA", vert_attribs);
-   const glsl_type *const frag_attribs =
-      glsl_type::get_array_instance(glsl_type::vec4_type, FRAG_ATTRIB_MAX);
-   add_uniform(instructions, symtab, "gl_CurrentAttribFragMESA", frag_attribs);
+   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;
 }
 
-/* This function should only be called for ES, not desktop GL. */
-static void
-generate_100ES_vs_variables(exec_list *instructions,
-                         struct _mesa_glsl_parse_state *state)
+
+void
+builtin_variable_generator::generate_constants()
 {
-   for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
-      add_builtin_variable(instructions, state->symbols,
-                          & builtin_core_vs_variables[i]);
+   add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
+   add_const("gl_MaxVertexTextureImageUnits",
+             state->Const.MaxVertexTextureImageUnits);
+   add_const("gl_MaxCombinedTextureImageUnits",
+             state->Const.MaxCombinedTextureImageUnits);
+   add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
+   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".
+    */
+   if (state->es_shader) {
+      add_const("gl_MaxVertexUniformVectors",
+                state->Const.MaxVertexUniformComponents / 4);
+      add_const("gl_MaxFragmentUniformVectors",
+                state->Const.MaxFragmentUniformComponents / 4);
+
+      /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
+       * vertex and fragment shader constants.
+       */
+      if (state->is_version(0, 300)) {
+         add_const("gl_MaxVertexOutputVectors",
+                   state->ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4);
+         add_const("gl_MaxFragmentInputVectors",
+                   state->ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4);
+      } else {
+         add_const("gl_MaxVaryingVectors",
+                   state->ctx->Const.MaxVarying);
+      }
+
+      /* EXT_blend_func_extended brings a built in constant
+       * for determining number of dual source draw buffers
+       */
+      if (state->EXT_blend_func_extended_enable) {
+         add_const("gl_MaxDualSourceDrawBuffersEXT",
+                   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);
    }
 
-   generate_100ES_uniforms(instructions, state);
+   /* Texel offsets were introduced in ARB_shading_language_420pack (which
+    * requires desktop GLSL version 130), and adopted into desktop GLSL
+    * version 4.20 and GLSL ES version 3.00.
+    */
+   if ((state->is_version(130, 0) &&
+        state->ARB_shading_language_420pack_enable) ||
+      state->is_version(420, 300)) {
+      add_const("gl_MinProgramTexelOffset",
+                state->Const.MinProgramTexelOffset);
+      add_const("gl_MaxProgramTexelOffset",
+                state->Const.MaxProgramTexelOffset);
+   }
 
-   generate_ARB_draw_buffers_variables(instructions, state, false,
-                                      vertex_shader);
-}
+   if (state->is_version(130, 0)) {
+      add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
+      add_const("gl_MaxVaryingComponents", state->ctx->Const.MaxVarying * 4);
+   }
 
+   if (state->is_version(150, 0)) {
+      add_const("gl_MaxVertexOutputComponents",
+                state->Const.MaxVertexOutputComponents);
+      add_const("gl_MaxGeometryInputComponents",
+                state->Const.MaxGeometryInputComponents);
+      add_const("gl_MaxGeometryOutputComponents",
+                state->Const.MaxGeometryOutputComponents);
+      add_const("gl_MaxFragmentInputComponents",
+                state->Const.MaxFragmentInputComponents);
+      add_const("gl_MaxGeometryTextureImageUnits",
+                state->Const.MaxGeometryTextureImageUnits);
+      add_const("gl_MaxGeometryOutputVertices",
+                state->Const.MaxGeometryOutputVertices);
+      add_const("gl_MaxGeometryTotalOutputComponents",
+                state->Const.MaxGeometryTotalOutputComponents);
+      add_const("gl_MaxGeometryUniformComponents",
+                state->Const.MaxGeometryUniformComponents);
+
+      /* Note: the GLSL 1.50-4.40 specs require
+       * gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
+       * But they do not define what it means (and there does not appear to be
+       * any corresponding constant in the GL specs).  However,
+       * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
+       * be the maximum number of components available for use as geometry
+       * outputs.  So we assume this is a synonym for
+       * gl_MaxGeometryOutputComponents.
+       */
+      add_const("gl_MaxGeometryVaryingComponents",
+                state->Const.MaxGeometryOutputComponents);
+   }
 
-static void
-generate_110_vs_variables(exec_list *instructions,
-                         struct _mesa_glsl_parse_state *state)
-{
-   for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
-      add_builtin_variable(instructions, state->symbols,
-                          & builtin_core_vs_variables[i]);
+   if (compatibility) {
+      /* Note: gl_MaxLights stopped being listed as an explicit constant in
+       * GLSL 1.30, however it continues to be referred to (as a minimum size
+       * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
+       * this seems like it was probably an oversight.
+       */
+      add_const("gl_MaxLights", state->Const.MaxLights);
+
+      add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
+
+      /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
+       * 1.50, however this seems like it was probably an oversight.
+       */
+      add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
+
+      /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
+       * re-introduced in GLSL 1.50, so this seems like it was probably an
+       * oversight.
+       */
+      add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
+   }
+
+   if (state->has_atomic_counters()) {
+      add_const("gl_MaxVertexAtomicCounters",
+                state->Const.MaxVertexAtomicCounters);
+      add_const("gl_MaxFragmentAtomicCounters",
+                state->Const.MaxFragmentAtomicCounters);
+      add_const("gl_MaxCombinedAtomicCounters",
+                state->Const.MaxCombinedAtomicCounters);
+      add_const("gl_MaxAtomicCounterBindings",
+                state->Const.MaxAtomicBufferBindings);
+
+      /* 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);
+      }
    }
 
-   for (unsigned i = 0
-          ; i < Elements(builtin_110_deprecated_vs_variables)
-          ; i++) {
-      add_builtin_variable(instructions, state->symbols,
-                          & builtin_110_deprecated_vs_variables[i]);
+   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);
+      }
    }
-   generate_110_uniforms(instructions, state);
 
-   /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
-    *
-    *     "As with all arrays, indices used to subscript gl_TexCoord must
-    *     either be an integral constant expressions, or this array must be
-    *     re-declared by the shader with a size. The size can be at most
-    *     gl_MaxTextureCoords. Using indexes close to 0 may aid the
-    *     implementation in preserving varying resources."
-    */
-   const glsl_type *const vec4_array_type =
-      glsl_type::get_array_instance(glsl_type::vec4_type, 0);
+   if (state->is_version(430, 310) || 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().
+       */
+   }
 
-   add_variable(instructions, state->symbols,
-               "gl_TexCoord", vec4_array_type, ir_var_out, VERT_RESULT_TEX0);
+   if (state->is_version(420, 310) ||
+       state->ARB_shader_image_load_store_enable) {
+      add_const("gl_MaxImageUnits",
+                state->Const.MaxImageUnits);
+      add_const("gl_MaxVertexImageUniforms",
+                state->Const.MaxVertexImageUniforms);
+      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);
+      }
 
-   generate_ARB_draw_buffers_variables(instructions, state, false,
-                                      vertex_shader);
-}
+      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);
+      }
+   }
 
-static void
-generate_120_vs_variables(exec_list *instructions,
-                         struct _mesa_glsl_parse_state *state)
-{
-   /* GLSL version 1.20 did not add any built-in variables in the vertex
-    * shader.
-    */
-   generate_110_vs_variables(instructions, state);
+   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);
+   }
 }
 
 
-static void
-generate_130_uniforms(exec_list *instructions,
-                     struct _mesa_glsl_parse_state *state)
+/**
+ * Generate uniform variables (which exist in all types of shaders).
+ */
+void
+builtin_variable_generator::generate_uniforms()
 {
-   glsl_symbol_table *const symtab = state->symbols;
-
-   add_builtin_constant(instructions, symtab, "gl_MaxClipDistances",
-                        state->Const.MaxClipPlanes);
-   add_builtin_constant(instructions, symtab, "gl_MaxVaryingComponents",
-                       state->Const.MaxVaryingFloats);
+   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");
+
+   if (compatibility) {
+      add_uniform(mat4_t, "gl_ModelViewMatrix");
+      add_uniform(mat4_t, "gl_ProjectionMatrix");
+      add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
+      add_uniform(mat3_t, "gl_NormalMatrix");
+      add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
+      add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
+      add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
+      add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
+      add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
+      add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
+      add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
+      add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
+      add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
+      add_uniform(float_t, "gl_NormalScale");
+      add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
+      add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
+
+      const glsl_type *const mat4_array_type =
+        array(mat4_t, state->Const.MaxTextureCoords);
+      add_uniform(mat4_array_type, "gl_TextureMatrix");
+      add_uniform(mat4_array_type, "gl_TextureMatrixInverse");
+      add_uniform(mat4_array_type, "gl_TextureMatrixTranspose");
+      add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
+
+      add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
+      add_uniform(type("gl_PointParameters"), "gl_Point");
+
+      const glsl_type *const material_parameters_type =
+        type("gl_MaterialParameters");
+      add_uniform(material_parameters_type, "gl_FrontMaterial");
+      add_uniform(material_parameters_type, "gl_BackMaterial");
+
+      add_uniform(array(type("gl_LightSourceParameters"),
+                        state->Const.MaxLights),
+                  "gl_LightSource");
+
+      const glsl_type *const light_model_products_type =
+         type("gl_LightModelProducts");
+      add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
+      add_uniform(light_model_products_type, "gl_BackLightModelProduct");
+
+      const glsl_type *const light_products_type =
+         array(type("gl_LightProducts"), state->Const.MaxLights);
+      add_uniform(light_products_type, "gl_FrontLightProduct");
+      add_uniform(light_products_type, "gl_BackLightProduct");
+
+      add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
+                  "gl_TextureEnvColor");
+
+      const glsl_type *const texcoords_vec4 =
+        array(vec4_t, state->Const.MaxTextureCoords);
+      add_uniform(texcoords_vec4, "gl_EyePlaneS");
+      add_uniform(texcoords_vec4, "gl_EyePlaneT");
+      add_uniform(texcoords_vec4, "gl_EyePlaneR");
+      add_uniform(texcoords_vec4, "gl_EyePlaneQ");
+      add_uniform(texcoords_vec4, "gl_ObjectPlaneS");
+      add_uniform(texcoords_vec4, "gl_ObjectPlaneT");
+      add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
+      add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
+
+      add_uniform(type("gl_FogParameters"), "gl_Fog");
+   }
 }
 
 
-static void
-generate_130_vs_variables(exec_list *instructions,
-                         struct _mesa_glsl_parse_state *state)
+/**
+ * Generate variables which only exist in vertex shaders.
+ */
+void
+builtin_variable_generator::generate_vs_special_vars()
 {
-   generate_120_vs_variables(instructions, state);
+   ir_variable *var;
 
-   for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) {
-      add_builtin_variable(instructions, state->symbols,
-                          & builtin_130_vs_variables[i]);
+   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->AMD_vertex_shader_layer_enable) {
+      var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
+      var->data.interpolation = INTERP_QUALIFIER_FLAT;
    }
+   if (state->AMD_vertex_shader_viewport_index_enable) {
+      var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
+      var->data.interpolation = INTERP_QUALIFIER_FLAT;
+   }
+   if (compatibility) {
+      add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
+      add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
+      add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
+      add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
+      add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
+      add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
+      add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
+      add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
+      add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
+      add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
+      add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
+      add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
+      add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
+   }
+}
 
-   generate_130_uniforms(instructions, state);
 
-   /* From the GLSL 1.30 spec, section 7.1 (Vertex Shader Special
-    * Variables):
-    *
-    *   The gl_ClipDistance array is predeclared as unsized and must
-    *   be sized by the shader either redeclaring it with a size or
-    *   indexing it only with integral constant expressions.
-    *
-    * We represent this in Mesa by initially declaring the array as
-    * size 0.
-    */
-   const glsl_type *const clip_distance_array_type =
-      glsl_type::get_array_instance(glsl_type::float_type, 0);
+/**
+ * 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;
+}
 
-   add_variable(instructions, state->symbols,
-               "gl_ClipDistance", clip_distance_array_type, ir_var_out,
-                VERT_RESULT_CLIP_DIST0);
 
+/**
+ * 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");
 }
 
 
-static void
-initialize_vs_variables(exec_list *instructions,
-                       struct _mesa_glsl_parse_state *state)
+/**
+ * Generate variables which only exist in geometry shaders.
+ */
+void
+builtin_variable_generator::generate_gs_special_vars()
 {
+   ir_variable *var;
 
-   switch (state->language_version) {
-   case 100:
-      generate_100ES_vs_variables(instructions, state);
-      break;
-   case 110:
-      generate_110_vs_variables(instructions, state);
-      break;
-   case 120:
-      generate_120_vs_variables(instructions, state);
-      break;
-   case 130:
-      generate_130_vs_variables(instructions, state);
-      break;
+   var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
+   var->data.interpolation = INTERP_QUALIFIER_FLAT;
+   if (state->is_version(410, 0) || state->ARB_viewport_array_enable) {
+      var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
+      var->data.interpolation = INTERP_QUALIFIER_FLAT;
    }
+   if (state->is_version(400, 0) || state->ARB_gpu_shader5_enable)
+      add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
 
-   if (state->ARB_draw_instanced_enable)
-      generate_ARB_draw_instanced_variables(instructions, state, false,
-                                            vertex_shader);
+   /* Although gl_PrimitiveID appears in tessellation control and tessellation
+    * evaluation shaders, it has a different function there than it has in
+    * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
+    * as special geometry shader variables.
+    *
+    * Note that although the general convention of suffixing geometry shader
+    * input varyings with "In" was not adopted into GLSL 1.50, it is used in
+    * 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->data.interpolation = INTERP_QUALIFIER_FLAT;
+   var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
+   var->data.interpolation = INTERP_QUALIFIER_FLAT;
 }
 
 
-/* This function should only be called for ES, not desktop GL. */
-static void
-generate_100ES_fs_variables(exec_list *instructions,
-                         struct _mesa_glsl_parse_state *state)
+/**
+ * Generate variables which only exist in fragment shaders.
+ */
+void
+builtin_variable_generator::generate_fs_special_vars()
 {
-   for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
-      add_builtin_variable(instructions, state->symbols,
-                          & builtin_core_fs_variables[i]);
-   }
+   ir_variable *var;
+
+   add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
+   add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
+   if (state->is_version(120, 100))
+      add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
 
-   for (unsigned i = 0; i < Elements(builtin_100ES_fs_variables); i++) {
-      add_builtin_variable(instructions, state->symbols,
-                          & builtin_100ES_fs_variables[i]);
+   if (state->is_version(150, 0)) {
+      var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
+      var->data.interpolation = INTERP_QUALIFIER_FLAT;
    }
 
-   generate_100ES_uniforms(instructions, state);
+   /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
+    * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
+    * 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_DATA0,
+                 array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
+   }
 
-   generate_ARB_draw_buffers_variables(instructions, state, false,
-                                      fragment_shader);
-}
+   if (state->es_shader && state->language_version == 100 && state->EXT_blend_func_extended_enable) {
+      /* We make an assumption here that there will only ever be one dual-source draw buffer
+       * In case this assumption is ever proven to be false, make sure to assert here
+       * since we don't handle this case.
+       * In practice, this issue will never arise since no hardware will support it.
+       */
+      assert(state->Const.MaxDualSourceDrawBuffers <= 1);
+      add_index_output(FRAG_RESULT_DATA0, 1, vec4_t, "gl_SecondaryFragColorEXT");
+      add_index_output(FRAG_RESULT_DATA0, 1,
+                       array(vec4_t, state->Const.MaxDualSourceDrawBuffers),
+                       "gl_SecondaryFragDataEXT");
+   }
 
-static void
-generate_110_fs_variables(exec_list *instructions,
-                         struct _mesa_glsl_parse_state *state)
-{
-   for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
-      add_builtin_variable(instructions, state->symbols,
-                          & builtin_core_fs_variables[i]);
+   /* 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->ARB_shader_stencil_export_enable) {
+      ir_variable *const var =
+         add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
+      if (state->ARB_shader_stencil_export_warn)
+         var->enable_extension_warning("GL_ARB_shader_stencil_export");
    }
 
-   for (unsigned i = 0; i < Elements(builtin_110_fs_variables); i++) {
-      add_builtin_variable(instructions, state->symbols,
-                          & builtin_110_fs_variables[i]);
+   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->enable_extension_warning("GL_AMD_shader_stencil_export");
    }
 
-   for (unsigned i = 0
-          ; i < Elements(builtin_110_deprecated_fs_variables)
-          ; i++) {
-      add_builtin_variable(instructions, state->symbols,
-                          & builtin_110_deprecated_fs_variables[i]);
+   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:
+       *    "The number of elements in the array is ceil(<s>/32), where
+       *    <s> is the maximum number of color samples supported by the
+       *    implementation."
+       * 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");
    }
-   generate_110_uniforms(instructions, state);
 
-   /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
-    *
-    *     "As with all arrays, indices used to subscript gl_TexCoord must
-    *     either be an integral constant expressions, or this array must be
-    *     re-declared by the shader with a size. The size can be at most
-    *     gl_MaxTextureCoords. Using indexes close to 0 may aid the
-    *     implementation in preserving varying resources."
-    */
-   const glsl_type *const vec4_array_type =
-      glsl_type::get_array_instance(glsl_type::vec4_type, 0);
+   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");
+   }
 
-   add_variable(instructions, state->symbols,
-               "gl_TexCoord", vec4_array_type, ir_var_in, FRAG_ATTRIB_TEX0);
+   if (state->is_version(430, 0) || state->ARB_fragment_layer_viewport_enable) {
+      var = add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer");
+      var->data.interpolation = INTERP_QUALIFIER_FLAT;
+      var = add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
+      var->data.interpolation = INTERP_QUALIFIER_FLAT;
+   }
 
-   generate_ARB_draw_buffers_variables(instructions, state, false,
-                                      fragment_shader);
+   if (state->is_version(450, 310)/* || state->ARB_ES3_1_compatibility_enable*/)
+      add_system_value(SYSTEM_VALUE_HELPER_INVOCATION, bool_t, "gl_HelperInvocation");
 }
 
 
-static void
-generate_ARB_draw_buffers_variables(exec_list *instructions,
-                                   struct _mesa_glsl_parse_state *state,
-                                   bool warn, _mesa_glsl_parser_targets target)
+/**
+ * Generate variables which only exist in compute shaders.
+ */
+void
+builtin_variable_generator::generate_cs_special_vars()
 {
-   /* gl_MaxDrawBuffers is available in all shader stages.
-    */
-   ir_variable *const mdb =
-      add_builtin_constant(instructions, state->symbols, "gl_MaxDrawBuffers",
-                          state->Const.MaxDrawBuffers);
-
-   if (warn)
-      mdb->warn_extension = "GL_ARB_draw_buffers";
-
-   /* gl_FragData is only available in the fragment shader.
-    */
-   if (target == fragment_shader) {
-      const glsl_type *const vec4_array_type =
-        glsl_type::get_array_instance(glsl_type::vec4_type,
-                                      state->Const.MaxDrawBuffers);
+   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);
+}
 
-      ir_variable *const fd =
-        add_variable(instructions, state->symbols,
-                     "gl_FragData", vec4_array_type,
-                     ir_var_out, FRAG_RESULT_DATA0);
 
-      if (warn)
-        fd->warn_extension = "GL_ARB_draw_buffers";
+/**
+ * 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.
+ */
+void
+builtin_variable_generator::add_varying(int slot, const glsl_type *type,
+                                        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 */
+   case MESA_SHADER_VERTEX:
+      this->per_vertex_out.add_field(slot, type, name);
+      break;
+   case MESA_SHADER_FRAGMENT:
+      add_input(slot, type, name);
+      break;
+   case MESA_SHADER_COMPUTE:
+      /* Compute shaders don't have varyings. */
+      break;
    }
 }
 
 
-static void
-generate_ARB_draw_instanced_variables(exec_list *instructions,
-                                      struct _mesa_glsl_parse_state *state,
-                                      bool warn,
-                                      _mesa_glsl_parser_targets target)
+/**
+ * Generate variables that are used to communicate data from one shader stage
+ * to the next ("varyings").
+ */
+void
+builtin_variable_generator::generate_varyings()
 {
-   /* gl_InstanceIDARB is only available in the vertex shader.
-    */
-   if (target == vertex_shader) {
-      ir_variable *const inst =
-         add_variable(instructions, state->symbols,
-                     "gl_InstanceIDARB", glsl_type::int_type,
-                     ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID);
+   /* 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");
+   }
 
-      if (warn)
-         inst->warn_extension = "GL_ARB_draw_instanced";
+   if (state->is_version(130, 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");
+      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 {
+         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");
+      }
+   }
 
-static void
-generate_ARB_shader_stencil_export_variables(exec_list *instructions,
-                                            struct _mesa_glsl_parse_state *state,
-                                            bool warn)
-{
-   /* gl_FragStencilRefARB is only available in the fragment shader.
+   /* 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];"
     */
-   ir_variable *const fd =
-      add_variable(instructions, state->symbols,
-                  "gl_FragStencilRefARB", glsl_type::int_type,
-                  ir_var_out, FRAG_RESULT_STENCIL);
-
-   if (warn)
-      fd->warn_extension = "GL_ARB_shader_stencil_export";
+   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_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;
+      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);
+         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);
+      }
+   }
 }
 
-static void
-generate_AMD_shader_stencil_export_variables(exec_list *instructions,
-                                            struct _mesa_glsl_parse_state *state,
-                                            bool warn)
-{
-   /* gl_FragStencilRefAMD is only available in the fragment shader.
-    */
-   ir_variable *const fd =
-      add_variable(instructions, state->symbols,
-                  "gl_FragStencilRefAMD", glsl_type::int_type,
-                  ir_var_out, FRAG_RESULT_STENCIL);
-
-   if (warn)
-      fd->warn_extension = "GL_AMD_shader_stencil_export";
-}
 
-static void
-generate_120_fs_variables(exec_list *instructions,
-                         struct _mesa_glsl_parse_state *state)
-{
-   generate_110_fs_variables(instructions, state);
+}; /* Anonymous namespace */
 
-   for (unsigned i = 0
-          ; i < Elements(builtin_120_fs_variables)
-          ; i++) {
-      add_builtin_variable(instructions, state->symbols,
-                          & builtin_120_fs_variables[i]);
-   }
-}
 
-static void
-generate_130_fs_variables(exec_list *instructions,
-                         struct _mesa_glsl_parse_state *state)
+void
+_mesa_glsl_initialize_variables(exec_list *instructions,
+                               struct _mesa_glsl_parse_state *state)
 {
-   generate_120_fs_variables(instructions, state);
-
-   generate_130_uniforms(instructions, state);
-
-   /* From the GLSL 1.30 spec, section 7.2 (Fragment Shader Special
-    * Variables):
-    *
-    *   The built-in input variable gl_ClipDistance array contains linearly
-    *   interpolated values for the vertex values written by the vertex shader
-    *   to the gl_ClipDistance vertex output variable. This array must be
-    *   sized in the fragment shader either implicitly or explicitly to be the
-    *   same size as it was sized in the vertex shader.
-    *
-    * In other words, the array must be pre-declared as implicitly sized.  We
-    * represent this in Mesa by initially declaring the array as size 0.
-    */
-   const glsl_type *const clip_distance_array_type =
-      glsl_type::get_array_instance(glsl_type::float_type, 0);
+   builtin_variable_generator gen(instructions, state);
 
-   add_variable(instructions, state->symbols,
-               "gl_ClipDistance", clip_distance_array_type, ir_var_in,
-                FRAG_ATTRIB_CLIP_DIST0);
-}
+   gen.generate_constants();
+   gen.generate_uniforms();
 
-static void
-initialize_fs_variables(exec_list *instructions,
-                       struct _mesa_glsl_parse_state *state)
-{
+   gen.generate_varyings();
 
-   switch (state->language_version) {
-   case 100:
-      generate_100ES_fs_variables(instructions, state);
+   switch (state->stage) {
+   case MESA_SHADER_VERTEX:
+      gen.generate_vs_special_vars();
       break;
-   case 110:
-      generate_110_fs_variables(instructions, state);
+   case MESA_SHADER_TESS_CTRL:
+      gen.generate_tcs_special_vars();
       break;
-   case 120:
-      generate_120_fs_variables(instructions, state);
+   case MESA_SHADER_TESS_EVAL:
+      gen.generate_tes_special_vars();
       break;
-   case 130:
-      generate_130_fs_variables(instructions, state);
+   case MESA_SHADER_GEOMETRY:
+      gen.generate_gs_special_vars();
+      break;
+   case MESA_SHADER_FRAGMENT:
+      gen.generate_fs_special_vars();
+      break;
+   case MESA_SHADER_COMPUTE:
+      gen.generate_cs_special_vars();
       break;
    }
+}
+
 
-   if (state->ARB_shader_stencil_export_enable)
-      generate_ARB_shader_stencil_export_variables(instructions, state,
-                                                  state->ARB_shader_stencil_export_warn);
+/**
+ * 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);
 
-   if (state->AMD_shader_stencil_export_enable)
-      generate_AMD_shader_stencil_export_variables(instructions, state,
-                                                  state->AMD_shader_stencil_export_warn);
+   /* 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_variables(exec_list *instructions,
-                               struct _mesa_glsl_parse_state *state)
+_mesa_glsl_initialize_derived_variables(gl_shader *shader)
 {
-   switch (state->target) {
-   case vertex_shader:
-      initialize_vs_variables(instructions, state);
-      break;
-   case geometry_shader:
-      break;
-   case fragment_shader:
-      initialize_fs_variables(instructions, state);
-      break;
-   }
+   /* 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);
 }