i965: Use MESA_FORMAT_B8G8R8X8_SRGB for RGB visuals
[mesa.git] / src / glsl / builtin_variables.cpp
index 3e7a84521e932ea95c6f33684afd7982f2a2c993..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 struct gl_builtin_uniform_element gl_NumSamples_elements[] = {
+using namespace ir_builder;
+
+static const struct gl_builtin_uniform_element gl_NumSamples_elements[] = {
    {NULL, {STATE_NUM_SAMPLES, 0, 0}, SWIZZLE_XXXX}
 };
 
-static struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
+static const struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
    {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
    {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
    {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
 };
 
-static struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
+static const struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
    {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
 };
 
-static struct gl_builtin_uniform_element gl_Point_elements[] = {
+static const struct gl_builtin_uniform_element gl_Point_elements[] = {
    {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
    {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
    {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
@@ -54,7 +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},
@@ -62,7 +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},
@@ -70,7 +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},
@@ -89,67 +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},
@@ -157,32 +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 },          \
@@ -225,7 +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},
@@ -236,7 +231,7 @@ 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)}
 
 static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
    STATEVAR(gl_NumSamples),
@@ -285,8 +280,6 @@ static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
    STATEVAR(gl_NormalMatrix),
    STATEVAR(gl_NormalScale),
 
-   STATEVAR(gl_BumpRotMatrix0MESA),
-   STATEVAR(gl_BumpRotMatrix1MESA),
    STATEVAR(gl_FogParamsOptimizedMESA),
    STATEVAR(gl_CurrentAttribVertMESA),
    STATEVAR(gl_CurrentAttribFragMESA),
@@ -328,11 +321,13 @@ per_vertex_accumulator::add_field(int slot, const glsl_type *type,
    assert(this->num_fields < ARRAY_SIZE(this->fields));
    this->fields[this->num_fields].type = type;
    this->fields[this->num_fields].name = name;
-   this->fields[this->num_fields].row_major = false;
+   this->fields[this->num_fields].matrix_layout = GLSL_MATRIX_LAYOUT_INHERITED;
    this->fields[this->num_fields].location = slot;
    this->fields[this->num_fields].interpolation = INTERP_QUALIFIER_NONE;
    this->fields[this->num_fields].centroid = 0;
    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++;
 }
 
@@ -354,6 +349,8 @@ public:
    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();
@@ -380,6 +377,11 @@ private:
       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)
    {
@@ -388,11 +390,12 @@ private:
 
    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,
-                    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;
@@ -407,10 +410,12 @@ private:
 
    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;
 
@@ -424,12 +429,54 @@ builtin_variable_generator::builtin_variable_generator(
    : 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,
@@ -447,11 +494,12 @@ builtin_variable_generator::add_variable(const char *name,
       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;
@@ -489,16 +537,14 @@ builtin_variable_generator::add_uniform(const glsl_type *type,
       &_mesa_builtin_uniform_desc[i];
 
    const unsigned array_count = type->is_array() ? type->length : 1;
-   uni->num_state_slots = array_count * statevar->num_elements;
 
    ir_state_slot *slots =
-      ralloc_array(uni, ir_state_slot, uni->num_state_slots);
-
-   uni->state_slots = slots;
+      uni->allocate_state_slots(array_count * statevar->num_elements);
 
    for (unsigned a = 0; a < array_count; a++) {
       for (unsigned j = 0; j < statevar->num_elements; j++) {
-        struct gl_builtin_uniform_element *element = &statevar->elements[j];
+        const struct gl_builtin_uniform_element *element =
+           &statevar->elements[j];
 
         memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
         if (type->is_array()) {
@@ -582,6 +628,14 @@ builtin_variable_generator::generate_constants()
          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);
@@ -666,22 +720,59 @@ builtin_variable_generator::generate_constants()
       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(430, 0) || state->ARB_compute_shader_enable) {
+   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, 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],
@@ -690,6 +781,80 @@ builtin_variable_generator::generate_constants()
                       state->Const.MaxComputeWorkGroupSize[0],
                       state->Const.MaxComputeWorkGroupSize[1],
                       state->Const.MaxComputeWorkGroupSize[2]);
+
+      /* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables):
+       *
+       *     The built-in constant gl_WorkGroupSize is a compute-shader
+       *     constant containing the local work-group size of the shader.  The
+       *     size of the work group in the X, Y, and Z dimensions is stored in
+       *     the x, y, and z components.  The constants values in
+       *     gl_WorkGroupSize will match those specified in the required
+       *     local_size_x, local_size_y, and local_size_z layout qualifiers
+       *     for the current shader.  This is a constant so that it can be
+       *     used to size arrays of memory that can be shared within the local
+       *     work group.  It is a compile-time error to use gl_WorkGroupSize
+       *     in a shader that does not declare a fixed local group size, or
+       *     before that shader has declared a fixed local group size, using
+       *     local_size_x, local_size_y, and local_size_z.
+       *
+       * To prevent the shader from trying to refer to gl_WorkGroupSize before
+       * the layout declaration, we don't define it here.  Intead we define it
+       * in ast_cs_input_layout::hir().
+       */
+   }
+
+   if (state->is_version(420, 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);
+      }
+
+      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);
    }
 }
 
@@ -700,7 +865,8 @@ builtin_variable_generator::generate_constants()
 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");
@@ -721,8 +887,6 @@ builtin_variable_generator::generate_uniforms()
       add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
       add_uniform(float_t, "gl_NormalScale");
       add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
-      add_uniform(vec2_t, "gl_BumpRotMatrix0MESA");
-      add_uniform(vec2_t, "gl_BumpRotMatrix1MESA");
       add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
 
       const glsl_type *const mat4_array_type =
@@ -779,14 +943,22 @@ builtin_variable_generator::generate_uniforms()
 void
 builtin_variable_generator::generate_vs_special_vars()
 {
+   ir_variable *var;
+
    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)
-      add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
+   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");
@@ -805,15 +977,55 @@ builtin_variable_generator::generate_vs_special_vars()
 }
 
 
+/**
+ * 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.
  */
 void
 builtin_variable_generator::generate_gs_special_vars()
 {
-   add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
-   if (state->ARB_viewport_array_enable)
-      add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
+   ir_variable *var;
+
+   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");
 
    /* Although gl_PrimitiveID appears in tessellation control and tessellation
     * evaluation shaders, it has a different function there than it has in
@@ -825,7 +1037,6 @@ builtin_variable_generator::generate_gs_special_vars()
     * the specific case of gl_PrimitiveIDIn.  So we don't need to treat
     * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
     */
-   ir_variable *var;
    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");
@@ -839,14 +1050,15 @@ builtin_variable_generator::generate_gs_special_vars()
 void
 builtin_variable_generator::generate_fs_special_vars()
 {
+   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");
 
    if (state->is_version(150, 0)) {
-      ir_variable *var =
-         add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
+      var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
       var->data.interpolation = INTERP_QUALIFIER_FLAT;
    }
 
@@ -860,6 +1072,19 @@ builtin_variable_generator::generate_fs_special_vars()
                  array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
    }
 
+   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");
+   }
+
    /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
     * ES 1.00.
     */
@@ -870,17 +1095,17 @@ builtin_variable_generator::generate_fs_special_vars()
       ir_variable *const var =
          add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
       if (state->ARB_shader_stencil_export_warn)
-         var->warn_extension = "GL_ARB_shader_stencil_export";
+         var->enable_extension_warning("GL_ARB_shader_stencil_export");
    }
 
    if (state->AMD_shader_stencil_export_enable) {
       ir_variable *const var =
          add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
       if (state->AMD_shader_stencil_export_warn)
-         var->warn_extension = "GL_AMD_shader_stencil_export";
+         var->enable_extension_warning("GL_AMD_shader_stencil_export");
    }
 
-   if (state->ARB_sample_shading_enable) {
+   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:
@@ -893,9 +1118,19 @@ builtin_variable_generator::generate_fs_special_vars()
       add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), "gl_SampleMask");
    }
 
-   if (state->ARB_gpu_shader5_enable) {
+   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->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;
+   }
+
+   if (state->is_version(450, 310)/* || state->ARB_ES3_1_compatibility_enable*/)
+      add_system_value(SYSTEM_VALUE_HELPER_INVOCATION, bool_t, "gl_HelperInvocation");
 }
 
 
@@ -905,22 +1140,27 @@ builtin_variable_generator::generate_fs_special_vars()
 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 */
@@ -944,42 +1184,66 @@ builtin_variable_generator::add_varying(int slot, const glsl_type *type,
 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;
@@ -990,6 +1254,8 @@ builtin_variable_generator::generate_varyings()
          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);
       }
    }
@@ -1014,6 +1280,12 @@ _mesa_glsl_initialize_variables(exec_list *instructions,
    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;
@@ -1025,3 +1297,84 @@ _mesa_glsl_initialize_variables(exec_list *instructions,
       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);
+}