Merge branch mesa-public/master into vulkan
[mesa.git] / src / glsl / glsl_parser_extras.cpp
index cb19ce15cb05dc830772e82406c14835655facae..ecf0d7f76e53733f40460d31bc79b030e4fee04e 100644 (file)
@@ -73,8 +73,8 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
    this->uses_builtin_functions = false;
 
    /* Set default language version and extensions */
-   this->language_version = ctx->Const.ForceGLSLVersion ?
-                            ctx->Const.ForceGLSLVersion : 110;
+   this->language_version = 110;
+   this->forced_language_version = ctx->Const.ForceGLSLVersion;
    this->es_shader = false;
    this->ARB_texture_rectangle_enable = true;
 
@@ -87,6 +87,8 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
 
    this->extensions = &ctx->Extensions;
 
+   this->ARB_compute_shader_enable = true;
+
    this->Const.MaxLights = ctx->Const.MaxLights;
    this->Const.MaxClipPlanes = ctx->Const.MaxClipPlanes;
    this->Const.MaxTextureUnits = ctx->Const.MaxTextureUnits;
@@ -102,6 +104,8 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
 
    this->Const.MaxDrawBuffers = ctx->Const.MaxDrawBuffers;
 
+   this->Const.MaxDualSourceDrawBuffers = ctx->Const.MaxDualSourceDrawBuffers;
+
    /* 1.50 constants */
    this->Const.MaxVertexOutputComponents = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
    this->Const.MaxGeometryInputComponents = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxInputComponents;
@@ -113,21 +117,39 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
    this->Const.MaxGeometryUniformComponents = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxUniformComponents;
 
    this->Const.MaxVertexAtomicCounters = ctx->Const.Program[MESA_SHADER_VERTEX].MaxAtomicCounters;
+   this->Const.MaxTessControlAtomicCounters = ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxAtomicCounters;
+   this->Const.MaxTessEvaluationAtomicCounters = ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxAtomicCounters;
    this->Const.MaxGeometryAtomicCounters = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxAtomicCounters;
    this->Const.MaxFragmentAtomicCounters = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxAtomicCounters;
    this->Const.MaxCombinedAtomicCounters = ctx->Const.MaxCombinedAtomicCounters;
    this->Const.MaxAtomicBufferBindings = ctx->Const.MaxAtomicBufferBindings;
+   this->Const.MaxVertexAtomicCounterBuffers =
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxAtomicBuffers;
+   this->Const.MaxTessControlAtomicCounterBuffers =
+      ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxAtomicBuffers;
+   this->Const.MaxTessEvaluationAtomicCounterBuffers =
+      ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxAtomicBuffers;
+   this->Const.MaxGeometryAtomicCounterBuffers =
+      ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxAtomicBuffers;
+   this->Const.MaxFragmentAtomicCounterBuffers =
+      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers;
+   this->Const.MaxCombinedAtomicCounterBuffers =
+      ctx->Const.MaxCombinedAtomicBuffers;
+   this->Const.MaxAtomicCounterBufferSize =
+      ctx->Const.MaxAtomicBufferSize;
 
    /* Compute shader constants */
-   for (unsigned i = 0; i < Elements(this->Const.MaxComputeWorkGroupCount); i++)
+   for (unsigned i = 0; i < ARRAY_SIZE(this->Const.MaxComputeWorkGroupCount); i++)
       this->Const.MaxComputeWorkGroupCount[i] = ctx->Const.MaxComputeWorkGroupCount[i];
-   for (unsigned i = 0; i < Elements(this->Const.MaxComputeWorkGroupSize); i++)
+   for (unsigned i = 0; i < ARRAY_SIZE(this->Const.MaxComputeWorkGroupSize); i++)
       this->Const.MaxComputeWorkGroupSize[i] = ctx->Const.MaxComputeWorkGroupSize[i];
 
    this->Const.MaxImageUnits = ctx->Const.MaxImageUnits;
-   this->Const.MaxCombinedImageUnitsAndFragmentOutputs = ctx->Const.MaxCombinedImageUnitsAndFragmentOutputs;
+   this->Const.MaxCombinedShaderOutputResources = ctx->Const.MaxCombinedShaderOutputResources;
    this->Const.MaxImageSamples = ctx->Const.MaxImageSamples;
    this->Const.MaxVertexImageUniforms = ctx->Const.Program[MESA_SHADER_VERTEX].MaxImageUniforms;
+   this->Const.MaxTessControlImageUniforms = ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxImageUniforms;
+   this->Const.MaxTessEvaluationImageUniforms = ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxImageUniforms;
    this->Const.MaxGeometryImageUniforms = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxImageUniforms;
    this->Const.MaxFragmentImageUniforms = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxImageUniforms;
    this->Const.MaxCombinedImageUniforms = ctx->Const.MaxCombinedImageUniforms;
@@ -135,17 +157,35 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
    /* ARB_viewport_array */
    this->Const.MaxViewports = ctx->Const.MaxViewports;
 
+   /* tessellation shader constants */
+   this->Const.MaxPatchVertices = ctx->Const.MaxPatchVertices;
+   this->Const.MaxTessGenLevel = ctx->Const.MaxTessGenLevel;
+   this->Const.MaxTessControlInputComponents = ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxInputComponents;
+   this->Const.MaxTessControlOutputComponents = ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxOutputComponents;
+   this->Const.MaxTessControlTextureImageUnits = ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits;
+   this->Const.MaxTessEvaluationInputComponents = ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxInputComponents;
+   this->Const.MaxTessEvaluationOutputComponents = ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxOutputComponents;
+   this->Const.MaxTessEvaluationTextureImageUnits = ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits;
+   this->Const.MaxTessPatchComponents = ctx->Const.MaxTessPatchComponents;
+   this->Const.MaxTessControlTotalOutputComponents = ctx->Const.MaxTessControlTotalOutputComponents;
+   this->Const.MaxTessControlUniformComponents = ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxUniformComponents;
+   this->Const.MaxTessEvaluationUniformComponents = ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxUniformComponents;
+
    this->current_function = NULL;
    this->toplevel_ir = NULL;
    this->found_return = false;
    this->all_invariant = false;
    this->user_structures = NULL;
    this->num_user_structures = 0;
+   this->num_subroutines = 0;
+   this->subroutines = NULL;
+   this->num_subroutine_types = 0;
+   this->subroutine_types = NULL;
 
    /* supported_versions should be large enough to support the known desktop
-    * GLSL versions plus 2 GLES versions (ES2 & ES3)
+    * GLSL versions plus 3 GLES versions (ES 1.00, ES 3.00, and ES 3.10))
     */
-   STATIC_ASSERT((ARRAY_SIZE(known_desktop_glsl_versions) + 2) ==
+   STATIC_ASSERT((ARRAY_SIZE(known_desktop_glsl_versions) + 3) ==
                  ARRAY_SIZE(this->supported_versions));
 
    /* Populate the list of supported GLSL versions */
@@ -175,6 +215,11 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
       this->supported_versions[this->num_supported_versions].es = true;
       this->num_supported_versions++;
    }
+   if (_mesa_is_gles31(ctx)) {
+      this->supported_versions[this->num_supported_versions].ver = 310;
+      this->supported_versions[this->num_supported_versions].es = true;
+      this->num_supported_versions++;
+   }
 
    /* Create a string for use in error messages to tell the user which GLSL
     * versions are supported.
@@ -201,6 +246,12 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
    this->default_uniform_qualifier = new(this) ast_type_qualifier();
    this->default_uniform_qualifier->flags.q.shared = 1;
    this->default_uniform_qualifier->flags.q.column_major = 1;
+   this->default_uniform_qualifier->is_default_qualifier = true;
+
+   this->default_shader_storage_qualifier = new(this) ast_type_qualifier();
+   this->default_shader_storage_qualifier->flags.q.shared = 1;
+   this->default_shader_storage_qualifier->flags.q.column_major = 1;
+   this->default_shader_storage_qualifier->is_default_qualifier = true;
 
    this->fs_uses_gl_fragcoord = false;
    this->fs_redeclares_gl_fragcoord = false;
@@ -209,10 +260,11 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
    this->fs_redeclares_gl_fragcoord_with_no_layout_qualifiers = false;
 
    this->gs_input_prim_type_specified = false;
+   this->tcs_output_vertices_specified = false;
    this->gs_input_size = 0;
    this->in_qualifier = new(this) ast_type_qualifier();
    this->out_qualifier = new(this) ast_type_qualifier();
-   this->early_fragment_tests = false;
+   this->fs_early_fragment_tests = false;
    memset(this->atomic_counter_offsets, 0,
           sizeof(this->atomic_counter_offsets));
    this->allow_extension_directive_midshader =
@@ -320,11 +372,14 @@ _mesa_glsl_parse_state::process_version_directive(YYLTYPE *locp, int version,
       this->ARB_texture_rectangle_enable = false;
    }
 
-   this->language_version = version;
+   if (this->forced_language_version)
+      this->language_version = this->forced_language_version;
+   else
+      this->language_version = version;
 
    bool supported = false;
    for (unsigned i = 0; i < this->num_supported_versions; i++) {
-      if (this->supported_versions[i].ver == (unsigned) version
+      if (this->supported_versions[i].ver == this->language_version
           && this->supported_versions[i].es == this->es_shader) {
          supported = true;
          break;
@@ -359,23 +414,6 @@ _mesa_glsl_parse_state::process_version_directive(YYLTYPE *locp, int version,
 }
 
 
-/**
- * Translate a gl_shader_stage to a short shader stage name for debug
- * printouts and error messages.
- */
-const char *
-_mesa_shader_stage_to_string(unsigned stage)
-{
-   switch (stage) {
-   case MESA_SHADER_VERTEX:   return "vertex";
-   case MESA_SHADER_FRAGMENT: return "fragment";
-   case MESA_SHADER_GEOMETRY: return "geometry";
-   }
-
-   assert(!"Should not get here.");
-   return "unknown";
-}
-
 /* This helper function will append the given message to the shader's
    info log and report it via GL_ARB_debug_output. Per that extension,
    'type' is one of the enum values classifying the message, and
@@ -403,7 +441,7 @@ _mesa_glsl_msg(const YYLTYPE *locp, _mesa_glsl_parse_state *state,
    struct gl_context *ctx = state->ctx;
 
    /* Report the error via GL_ARB_debug_output. */
-   _mesa_shader_debug(ctx, type, &msg_id, msg, strlen(msg));
+   _mesa_shader_debug(ctx, type, &msg_id, msg);
 
    ralloc_strcat(&state->info_log, "\n");
 }
@@ -516,36 +554,45 @@ static const _mesa_glsl_extension _mesa_glsl_supported_extensions[] = {
 
    /* ARB extensions go here, sorted alphabetically.
     */
-   EXT(ARB_arrays_of_arrays,           true,  false,     ARB_arrays_of_arrays),
-   EXT(ARB_compute_shader,             true,  false,     ARB_compute_shader),
-   EXT(ARB_conservative_depth,         true,  false,     ARB_conservative_depth),
-   EXT(ARB_derivative_control,         true,  false,     ARB_derivative_control),
-   EXT(ARB_draw_buffers,               true,  false,     dummy_true),
-   EXT(ARB_draw_instanced,             true,  false,     ARB_draw_instanced),
-   EXT(ARB_explicit_attrib_location,   true,  false,     ARB_explicit_attrib_location),
-   EXT(ARB_explicit_uniform_location,  true,  false,     ARB_explicit_uniform_location),
-   EXT(ARB_fragment_coord_conventions, true,  false,     ARB_fragment_coord_conventions),
-   EXT(ARB_fragment_layer_viewport,    true,  false,     ARB_fragment_layer_viewport),
-   EXT(ARB_gpu_shader5,                true,  false,     ARB_gpu_shader5),
-   EXT(ARB_gpu_shader_fp64,            true,  false,     ARB_gpu_shader_fp64),
-   EXT(ARB_sample_shading,             true,  false,     ARB_sample_shading),
-   EXT(ARB_separate_shader_objects,    true,  false,     dummy_true),
-   EXT(ARB_shader_atomic_counters,     true,  false,     ARB_shader_atomic_counters),
-   EXT(ARB_shader_bit_encoding,        true,  false,     ARB_shader_bit_encoding),
-   EXT(ARB_shader_image_load_store,    true,  false,     ARB_shader_image_load_store),
-   EXT(ARB_shader_precision,           true,  false,     ARB_shader_precision),
-   EXT(ARB_shader_stencil_export,      true,  false,     ARB_shader_stencil_export),
-   EXT(ARB_shader_texture_lod,         true,  false,     ARB_shader_texture_lod),
-   EXT(ARB_shading_language_420pack,   true,  false,     ARB_shading_language_420pack),
-   EXT(ARB_shading_language_packing,   true,  false,     ARB_shading_language_packing),
-   EXT(ARB_texture_cube_map_array,     true,  false,     ARB_texture_cube_map_array),
-   EXT(ARB_texture_gather,             true,  false,     ARB_texture_gather),
-   EXT(ARB_texture_multisample,        true,  false,     ARB_texture_multisample),
-   EXT(ARB_texture_query_levels,       true,  false,     ARB_texture_query_levels),
-   EXT(ARB_texture_query_lod,          true,  false,     ARB_texture_query_lod),
-   EXT(ARB_texture_rectangle,          true,  false,     dummy_true),
-   EXT(ARB_uniform_buffer_object,      true,  false,     ARB_uniform_buffer_object),
-   EXT(ARB_viewport_array,             true,  false,     ARB_viewport_array),
+   EXT(ARB_arrays_of_arrays,             true,  false,     ARB_arrays_of_arrays),
+   EXT(ARB_compute_shader,               true,  false,     ARB_compute_shader),
+   EXT(ARB_conservative_depth,           true,  false,     ARB_conservative_depth),
+   EXT(ARB_derivative_control,           true,  false,     ARB_derivative_control),
+   EXT(ARB_draw_buffers,                 true,  false,     dummy_true),
+   EXT(ARB_draw_instanced,               true,  false,     ARB_draw_instanced),
+   EXT(ARB_enhanced_layouts,             true,  false,     ARB_enhanced_layouts),
+   EXT(ARB_explicit_attrib_location,     true,  false,     ARB_explicit_attrib_location),
+   EXT(ARB_explicit_uniform_location,    true,  false,     ARB_explicit_uniform_location),
+   EXT(ARB_fragment_coord_conventions,   true,  false,     ARB_fragment_coord_conventions),
+   EXT(ARB_fragment_layer_viewport,      true,  false,     ARB_fragment_layer_viewport),
+   EXT(ARB_gpu_shader5,                  true,  false,     ARB_gpu_shader5),
+   EXT(ARB_gpu_shader_fp64,              true,  false,     ARB_gpu_shader_fp64),
+   EXT(ARB_sample_shading,               true,  false,     ARB_sample_shading),
+   EXT(ARB_separate_shader_objects,      true,  false,     dummy_true),
+   EXT(ARB_shader_atomic_counters,       true,  false,     ARB_shader_atomic_counters),
+   EXT(ARB_shader_bit_encoding,          true,  false,     ARB_shader_bit_encoding),
+   EXT(ARB_shader_clock,                 true,  false,     ARB_shader_clock),
+   EXT(ARB_shader_draw_parameters,       true,  false,     ARB_shader_draw_parameters),
+   EXT(ARB_shader_image_load_store,      true,  false,     ARB_shader_image_load_store),
+   EXT(ARB_shader_image_size,            true,  false,     ARB_shader_image_size),
+   EXT(ARB_shader_precision,             true,  false,     ARB_shader_precision),
+   EXT(ARB_shader_stencil_export,        true,  false,     ARB_shader_stencil_export),
+   EXT(ARB_shader_storage_buffer_object, true,  true,      ARB_shader_storage_buffer_object),
+   EXT(ARB_shader_subroutine,            true,  false,     ARB_shader_subroutine),
+   EXT(ARB_shader_texture_image_samples, true,  false,     ARB_shader_texture_image_samples),
+   EXT(ARB_shader_texture_lod,           true,  false,     ARB_shader_texture_lod),
+   EXT(ARB_shading_language_420pack,     true,  false,     ARB_shading_language_420pack),
+   EXT(ARB_shading_language_packing,     true,  false,     ARB_shading_language_packing),
+   EXT(ARB_tessellation_shader,          true,  false,     ARB_tessellation_shader),
+   EXT(ARB_texture_cube_map_array,       true,  false,     ARB_texture_cube_map_array),
+   EXT(ARB_texture_gather,               true,  false,     ARB_texture_gather),
+   EXT(ARB_texture_multisample,          true,  false,     ARB_texture_multisample),
+   EXT(ARB_texture_query_levels,         true,  false,     ARB_texture_query_levels),
+   EXT(ARB_texture_query_lod,            true,  false,     ARB_texture_query_lod),
+   EXT(ARB_texture_rectangle,            true,  false,     dummy_true),
+   EXT(ARB_uniform_buffer_object,        true,  false,     ARB_uniform_buffer_object),
+   EXT(ARB_vertex_attrib_64bit,          true,  false,     ARB_vertex_attrib_64bit),
+   EXT(ARB_viewport_array,               true,  false,     ARB_viewport_array),
 
    /* KHR extensions go here, sorted alphabetically.
     */
@@ -553,8 +600,10 @@ static const _mesa_glsl_extension _mesa_glsl_supported_extensions[] = {
    /* OES extensions go here, sorted alphabetically.
     */
    EXT(OES_EGL_image_external,         false, true,      OES_EGL_image_external),
+   EXT(OES_geometry_shader,            false, true,      OES_geometry_shader),
    EXT(OES_standard_derivatives,       false, true,      OES_standard_derivatives),
-   EXT(OES_texture_3D,                 false, true,      EXT_texture3D),
+   EXT(OES_texture_3D,                 false, true,      dummy_true),
+   EXT(OES_texture_storage_multisample_2d_array, false, true, ARB_texture_multisample),
 
    /* All other extensions go here, sorted alphabetically.
     */
@@ -563,9 +612,11 @@ static const _mesa_glsl_extension _mesa_glsl_supported_extensions[] = {
    EXT(AMD_shader_trinary_minmax,      true,  false,     dummy_true),
    EXT(AMD_vertex_shader_layer,        true,  false,     AMD_vertex_shader_layer),
    EXT(AMD_vertex_shader_viewport_index, true,  false,   AMD_vertex_shader_viewport_index),
+   EXT(EXT_blend_func_extended,        false,  true,     ARB_blend_func_extended),
    EXT(EXT_draw_buffers,               false,  true,     dummy_true),
    EXT(EXT_separate_shader_objects,    false, true,      dummy_true),
    EXT(EXT_shader_integer_mix,         true,  true,      EXT_shader_integer_mix),
+   EXT(EXT_shader_samples_identical,   true,  true,      EXT_shader_samples_identical),
    EXT(EXT_texture_array,              true,  false,     EXT_texture_array),
 };
 
@@ -619,7 +670,7 @@ void _mesa_glsl_extension::set_flags(_mesa_glsl_parse_state *state,
  */
 static const _mesa_glsl_extension *find_extension(const char *name)
 {
-   for (unsigned i = 0; i < Elements(_mesa_glsl_supported_extensions); ++i) {
+   for (unsigned i = 0; i < ARRAY_SIZE(_mesa_glsl_supported_extensions); ++i) {
       if (strcmp(name, _mesa_glsl_supported_extensions[i].name) == 0) {
          return &_mesa_glsl_supported_extensions[i];
       }
@@ -657,7 +708,7 @@ _mesa_glsl_process_extension(const char *name, YYLTYPE *name_locp,
         return false;
       } else {
          for (unsigned i = 0;
-              i < Elements(_mesa_glsl_supported_extensions); ++i) {
+              i < ARRAY_SIZE(_mesa_glsl_supported_extensions); ++i) {
             const _mesa_glsl_extension *extension
                = &_mesa_glsl_supported_extensions[i];
             if (extension->compatible_with_state(state)) {
@@ -742,7 +793,7 @@ _mesa_ast_set_aggregate_type(const glsl_type *type,
 
    /* If the aggregate is an array, recursively set its elements' types. */
    if (type->is_array()) {
-      /* Each array element has the type type->element_type().
+      /* Each array element has the type type->fields.array.
        *
        * E.g., if <type> if struct S[2] we want to set each element's type to
        * struct S.
@@ -754,7 +805,7 @@ _mesa_ast_set_aggregate_type(const glsl_type *type,
                                                link);
 
          if (expr->oper == ast_aggregate)
-            _mesa_ast_set_aggregate_type(type->element_type(), expr);
+            _mesa_ast_set_aggregate_type(type->fields.array, expr);
       }
 
    /* If the aggregate is a struct, recursively set its fields' types. */
@@ -785,10 +836,152 @@ _mesa_ast_set_aggregate_type(const glsl_type *type,
    }
 }
 
+void
+_mesa_ast_process_interface_block(YYLTYPE *locp,
+                                  _mesa_glsl_parse_state *state,
+                                  ast_interface_block *const block,
+                                  const struct ast_type_qualifier &q)
+{
+   if (q.flags.q.buffer) {
+      if (!state->has_shader_storage_buffer_objects()) {
+         _mesa_glsl_error(locp, state,
+                          "#version 430 / GL_ARB_shader_storage_buffer_object "
+                          "required for defining shader storage blocks");
+      } else if (state->ARB_shader_storage_buffer_object_warn) {
+         _mesa_glsl_warning(locp, state,
+                            "#version 430 / GL_ARB_shader_storage_buffer_object "
+                            "required for defining shader storage blocks");
+      }
+   } else if (q.flags.q.uniform) {
+      if (!state->has_uniform_buffer_objects()) {
+         _mesa_glsl_error(locp, state,
+                          "#version 140 / GL_ARB_uniform_buffer_object "
+                          "required for defining uniform blocks");
+      } else if (state->ARB_uniform_buffer_object_warn) {
+         _mesa_glsl_warning(locp, state,
+                            "#version 140 / GL_ARB_uniform_buffer_object "
+                            "required for defining uniform blocks");
+      }
+   } else {
+      if (state->es_shader || state->language_version < 150) {
+         _mesa_glsl_error(locp, state,
+                          "#version 150 required for using "
+                          "interface blocks");
+      }
+   }
+
+   /* From the GLSL 1.50.11 spec, section 4.3.7 ("Interface Blocks"):
+    * "It is illegal to have an input block in a vertex shader
+    *  or an output block in a fragment shader"
+    */
+   if ((state->stage == MESA_SHADER_VERTEX) && q.flags.q.in) {
+      _mesa_glsl_error(locp, state,
+                       "`in' interface block is not allowed for "
+                       "a vertex shader");
+   } else if ((state->stage == MESA_SHADER_FRAGMENT) && q.flags.q.out) {
+      _mesa_glsl_error(locp, state,
+                       "`out' interface block is not allowed for "
+                       "a fragment shader");
+   }
+
+   /* Since block arrays require names, and both features are added in
+    * the same language versions, we don't have to explicitly
+    * version-check both things.
+    */
+   if (block->instance_name != NULL) {
+      state->check_version(150, 300, locp, "interface blocks with "
+                           "an instance name are not allowed");
+   }
+
+   uint64_t interface_type_mask;
+   struct ast_type_qualifier temp_type_qualifier;
+
+   /* Get a bitmask containing only the in/out/uniform/buffer
+    * flags, allowing us to ignore other irrelevant flags like
+    * interpolation qualifiers.
+    */
+   temp_type_qualifier.flags.i = 0;
+   temp_type_qualifier.flags.q.uniform = true;
+   temp_type_qualifier.flags.q.in = true;
+   temp_type_qualifier.flags.q.out = true;
+   temp_type_qualifier.flags.q.buffer = true;
+   interface_type_mask = temp_type_qualifier.flags.i;
+
+   /* Get the block's interface qualifier.  The interface_qualifier
+    * production rule guarantees that only one bit will be set (and
+    * it will be in/out/uniform).
+    */
+   uint64_t block_interface_qualifier = q.flags.i;
+
+   block->layout.flags.i |= block_interface_qualifier;
+
+   if (state->stage == MESA_SHADER_GEOMETRY &&
+       state->has_explicit_attrib_stream()) {
+      /* Assign global layout's stream value. */
+      block->layout.flags.q.stream = 1;
+      block->layout.flags.q.explicit_stream = 0;
+      block->layout.stream = state->out_qualifier->stream;
+   }
+
+   foreach_list_typed (ast_declarator_list, member, link, &block->declarations) {
+      ast_type_qualifier& qualifier = member->type->qualifier;
+      if ((qualifier.flags.i & interface_type_mask) == 0) {
+         /* GLSLangSpec.1.50.11, 4.3.7 (Interface Blocks):
+          * "If no optional qualifier is used in a member declaration, the
+          *  qualifier of the variable is just in, out, or uniform as declared
+          *  by interface-qualifier."
+          */
+         qualifier.flags.i |= block_interface_qualifier;
+      } else if ((qualifier.flags.i & interface_type_mask) !=
+                 block_interface_qualifier) {
+         /* GLSLangSpec.1.50.11, 4.3.7 (Interface Blocks):
+          * "If optional qualifiers are used, they can include interpolation
+          *  and storage qualifiers and they must declare an input, output,
+          *  or uniform variable consistent with the interface qualifier of
+          *  the block."
+          */
+         _mesa_glsl_error(locp, state,
+                          "uniform/in/out qualifier on "
+                          "interface block member does not match "
+                          "the interface block");
+      }
+
+      /* From GLSL ES 3.0, chapter 4.3.7 "Interface Blocks":
+       *
+       * "GLSL ES 3.0 does not support interface blocks for shader inputs or
+       * outputs."
+       *
+       * And from GLSL ES 3.0, chapter 4.6.1 "The invariant qualifier":.
+       *
+       * "Only variables output from a shader can be candidates for
+       * invariance."
+       *
+       * From GLSL 4.40 and GLSL 1.50, section "Interface Blocks":
+       *
+       * "If optional qualifiers are used, they can include interpolation
+       * qualifiers, auxiliary storage qualifiers, and storage qualifiers
+       * and they must declare an input, output, or uniform member
+       * consistent with the interface qualifier of the block"
+       */
+      if (qualifier.flags.q.invariant)
+         _mesa_glsl_error(locp, state,
+                          "invariant qualifiers cannot be used "
+                          "with interface blocks members");
+   }
+}
 
 void
 _mesa_ast_type_qualifier_print(const struct ast_type_qualifier *q)
 {
+   if (q->flags.q.subroutine)
+      printf("subroutine ");
+
+   if (q->flags.q.subroutine_def) {
+      printf("subroutine (");
+      q->subroutine_list->print();
+      printf(")");
+   }
+
    if (q->flags.q.constant)
       printf("const ");
 
@@ -815,8 +1008,12 @@ _mesa_ast_type_qualifier_print(const struct ast_type_qualifier *q)
       printf("centroid ");
    if (q->flags.q.sample)
       printf("sample ");
+   if (q->flags.q.patch)
+      printf("patch ");
    if (q->flags.q.uniform)
       printf("uniform ");
+   if (q->flags.q.buffer)
+      printf("buffer ");
    if (q->flags.q.smooth)
       printf("smooth ");
    if (q->flags.q.flat)
@@ -855,7 +1052,7 @@ void
 ast_compound_statement::print(void) const
 {
    printf("{\n");
-   
+
    foreach_list_typed(ast_node, ast, link, &this->statements) {
       ast->print();
    }
@@ -962,6 +1159,10 @@ ast_expression::print(void) const
       printf("%f ", primary_expression.float_constant);
       break;
 
+   case ast_double_constant:
+      printf("%f ", primary_expression.double_constant);
+      break;
+
    case ast_bool_constant:
       printf("%s ",
             primary_expression.bool_constant
@@ -1177,7 +1378,6 @@ ast_selection_statement::print(void) const
       printf("else ");
       else_statement->print();
    }
-   
 }
 
 
@@ -1373,12 +1573,25 @@ ast_struct_specifier::ast_struct_specifier(const char *identifier,
    is_declaration = true;
 }
 
+void ast_subroutine_list::print(void) const
+{
+   foreach_list_typed (ast_node, ast, link, & this->declarations) {
+      if (&ast->link != this->declarations.get_head())
+         printf(", ");
+      ast->print();
+   }
+}
+
 static void
 set_shader_inout_layout(struct gl_shader *shader,
                     struct _mesa_glsl_parse_state *state)
 {
-   if (shader->Stage != MESA_SHADER_GEOMETRY) {
-      /* Should have been prevented by the parser. */
+   /* Should have been prevented by the parser. */
+   if (shader->Stage == MESA_SHADER_TESS_CTRL) {
+      assert(!state->in_qualifier->flags.i);
+   } else if (shader->Stage == MESA_SHADER_TESS_EVAL) {
+      assert(!state->out_qualifier->flags.i);
+   } else if (shader->Stage != MESA_SHADER_GEOMETRY) {
       assert(!state->in_qualifier->flags.i);
       assert(!state->out_qualifier->flags.i);
    }
@@ -1394,13 +1607,54 @@ set_shader_inout_layout(struct gl_shader *shader,
       assert(!state->fs_redeclares_gl_fragcoord);
       assert(!state->fs_pixel_center_integer);
       assert(!state->fs_origin_upper_left);
+      assert(!state->fs_early_fragment_tests);
    }
 
    switch (shader->Stage) {
+   case MESA_SHADER_TESS_CTRL:
+      shader->TessCtrl.VerticesOut = 0;
+      if (state->tcs_output_vertices_specified) {
+         unsigned vertices;
+         if (state->out_qualifier->vertices->
+               process_qualifier_constant(state, "vertices", &vertices,
+                                          false)) {
+
+            YYLTYPE loc = state->out_qualifier->vertices->get_location();
+            if (vertices > state->Const.MaxPatchVertices) {
+               _mesa_glsl_error(&loc, state, "vertices (%d) exceeds "
+                                "GL_MAX_PATCH_VERTICES", vertices);
+            }
+            shader->TessCtrl.VerticesOut = vertices;
+         }
+      }
+      break;
+   case MESA_SHADER_TESS_EVAL:
+      shader->TessEval.PrimitiveMode = PRIM_UNKNOWN;
+      if (state->in_qualifier->flags.q.prim_type)
+         shader->TessEval.PrimitiveMode = state->in_qualifier->prim_type;
+
+      shader->TessEval.Spacing = 0;
+      if (state->in_qualifier->flags.q.vertex_spacing)
+         shader->TessEval.Spacing = state->in_qualifier->vertex_spacing;
+
+      shader->TessEval.VertexOrder = 0;
+      if (state->in_qualifier->flags.q.ordering)
+         shader->TessEval.VertexOrder = state->in_qualifier->ordering;
+
+      shader->TessEval.PointMode = -1;
+      if (state->in_qualifier->flags.q.point_mode)
+         shader->TessEval.PointMode = state->in_qualifier->point_mode;
+      break;
    case MESA_SHADER_GEOMETRY:
       shader->Geom.VerticesOut = 0;
-      if (state->out_qualifier->flags.q.max_vertices)
-         shader->Geom.VerticesOut = state->out_qualifier->max_vertices;
+      if (state->out_qualifier->flags.q.max_vertices) {
+         unsigned qual_max_vertices;
+         if (state->out_qualifier->max_vertices->
+               process_qualifier_constant(state, "max_vertices",
+                                          &qual_max_vertices, true)) {
+            shader->Geom.VerticesOut = qual_max_vertices;
+         }
+      }
 
       if (state->gs_input_prim_type_specified) {
          shader->Geom.InputType = state->in_qualifier->prim_type;
@@ -1415,8 +1669,22 @@ set_shader_inout_layout(struct gl_shader *shader,
       }
 
       shader->Geom.Invocations = 0;
-      if (state->in_qualifier->flags.q.invocations)
-         shader->Geom.Invocations = state->in_qualifier->invocations;
+      if (state->in_qualifier->flags.q.invocations) {
+         unsigned invocations;
+         if (state->in_qualifier->invocations->
+               process_qualifier_constant(state, "invocations",
+                                          &invocations, false)) {
+
+            YYLTYPE loc = state->in_qualifier->invocations->get_location();
+            if (invocations > MAX_GEOMETRY_SHADER_INVOCATIONS) {
+               _mesa_glsl_error(&loc, state,
+                                "invocations (%d) exceeds "
+                                "GL_MAX_GEOMETRY_SHADER_INVOCATIONS",
+                                invocations);
+            }
+            shader->Geom.Invocations = invocations;
+         }
+      }
       break;
 
    case MESA_SHADER_COMPUTE:
@@ -1436,6 +1704,7 @@ set_shader_inout_layout(struct gl_shader *shader,
       shader->origin_upper_left = state->fs_origin_upper_left;
       shader->ARB_fragment_coord_conventions_enable =
          state->ARB_fragment_coord_conventions_enable;
+      shader->EarlyFragmentTests = state->fs_early_fragment_tests;
       break;
 
    default:
@@ -1493,6 +1762,7 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
       struct gl_shader_compiler_options *options =
          &ctx->Const.ShaderCompilerOptions[shader->Stage];
 
+      lower_subroutine(shader->ir, state);
       /* Do some optimization at compile time to reduce shader IR size
        * and reduce later work if the same shader is linked multiple times
        */
@@ -1526,6 +1796,9 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
    if (shader->InfoLog)
       ralloc_free(shader->InfoLog);
 
+   if (!state->error)
+      set_shader_inout_layout(shader, state);
+
    shader->symbols = new(shader->ir) glsl_symbol_table;
    shader->CompileStatus = !state->error;
    shader->InfoLog = state->info_log;
@@ -1533,9 +1806,6 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
    shader->IsES = state->es_shader;
    shader->uses_builtin_functions = state->uses_builtin_functions;
 
-   if (!state->error)
-      set_shader_inout_layout(shader, state);
-
    /* Retain any live IR, but trash the rest. */
    reparent_ir(shader->ir, shader->ir);
 
@@ -1566,6 +1836,8 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
       }
    }
 
+   _mesa_glsl_initialize_derived_variables(shader);
+
    delete state->symbols;
    ralloc_free(state);
 }
@@ -1606,6 +1878,7 @@ do_common_optimization(exec_list *ir, bool linked,
    }
    progress = do_if_simplification(ir) || progress;
    progress = opt_flatten_nested_if_blocks(ir) || progress;
+   progress = opt_conditional_discard(ir) || progress;
    progress = do_copy_propagation(ir) || progress;
    progress = do_copy_propagation_elements(ir) || progress;
 
@@ -1629,7 +1902,6 @@ do_common_optimization(exec_list *ir, bool linked,
       progress = do_constant_variable_unlinked(ir) || progress;
    progress = do_constant_folding(ir) || progress;
    progress = do_minmax_prune(ir) || progress;
-   progress = do_cse(ir) || progress;
    progress = do_rebalance_tree(ir) || progress;
    progress = do_algebraic(ir, native_integers, options) || progress;
    progress = do_lower_jumps(ir) || progress;