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++;
}
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)
{
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);
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;
: 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),
{
}
+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,
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);
if (!state->es_shader) {
add_const("gl_MaxGeometryAtomicCounters",
state->Const.MaxGeometryAtomicCounters);
-
- if (state->is_version(400, 0) ||
- state->ARB_tessellation_shader_enable) {
- add_const("gl_MaxTessControlAtomicCounters",
- state->Const.MaxTessControlAtomicCounters);
- add_const("gl_MaxTessEvaluationAtomicCounters",
- state->Const.MaxTessEvaluationAtomicCounters);
- }
+ 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(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);
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_viewport_index_enable)
- add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
+ 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");
void
builtin_variable_generator::generate_gs_special_vars()
{
- add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
- if (state->is_version(410, 0) || 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");
* 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");
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;
}
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.
*/
}
if (state->is_version(430, 0) || state->ARB_fragment_layer_viewport_enable) {
- add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer");
- add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
+ 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");
}
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);
- /* TODO: finish this. */
+ add_variable("gl_LocalInvocationIndex", uint_t, ir_var_auto, 0);
}
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);
}
}
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);
}