glsl,nir: Switch the enum representing shader image formats to PIPE_FORMAT.
[mesa.git] / src / compiler / glsl / builtin_variables.cpp
1 /*
2 * Copyright © 2010 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
22 */
23
24
25 /**
26 * Building this file with MinGW g++ 7.3 or 7.4 with:
27 * scons platform=windows toolchain=crossmingw machine=x86 build=profile
28 * triggers an internal compiler error.
29 * Overriding the optimization level to -O1 works around the issue.
30 * MinGW 5.3.1 does not seem to have the bug, neither does 8.3. So for now
31 * we're simply testing for version 7.x here.
32 */
33 #if defined(__MINGW32__) && __GNUC__ == 7
34 #warning "disabling optimizations for this file to work around compiler bug in MinGW gcc 7.x"
35 #pragma GCC optimize("O1")
36 #endif
37
38
39 #include "ir.h"
40 #include "ir_builder.h"
41 #include "linker.h"
42 #include "glsl_parser_extras.h"
43 #include "glsl_symbol_table.h"
44 #include "main/mtypes.h"
45 #include "main/uniforms.h"
46 #include "program/prog_statevars.h"
47 #include "program/prog_instruction.h"
48 #include "builtin_functions.h"
49
50 using namespace ir_builder;
51
52 static const struct gl_builtin_uniform_element gl_NumSamples_elements[] = {
53 {NULL, {STATE_NUM_SAMPLES, 0, 0}, SWIZZLE_XXXX}
54 };
55
56 static const struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
57 {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
58 {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
59 {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
60 };
61
62 static const struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
63 {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
64 };
65
66 static const struct gl_builtin_uniform_element gl_Point_elements[] = {
67 {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
68 {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
69 {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
70 {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
71 {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
72 {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
73 {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
74 };
75
76 static const struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
77 {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
78 {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
79 {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
80 {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
81 {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
82 };
83
84 static const struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
85 {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
86 {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
87 {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
88 {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
89 {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
90 };
91
92 static const struct gl_builtin_uniform_element gl_LightSource_elements[] = {
93 {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
94 {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
95 {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
96 {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
97 {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
98 {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
99 MAKE_SWIZZLE4(SWIZZLE_X,
100 SWIZZLE_Y,
101 SWIZZLE_Z,
102 SWIZZLE_Z)},
103 {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
104 {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
105 {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
106 {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
107 {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
108 {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
109 };
110
111 static const struct gl_builtin_uniform_element gl_LightModel_elements[] = {
112 {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
113 };
114
115 static const struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
116 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
117 };
118
119 static const struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
120 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
121 };
122
123 static const struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
124 {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
125 {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
126 {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
127 };
128
129 static const struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
130 {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
131 {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
132 {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
133 };
134
135 static const struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
136 {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
137 };
138
139 static const struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
140 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
141 };
142
143 static const struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
144 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
145 };
146
147 static const struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
148 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
149 };
150
151 static const struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
152 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
153 };
154
155 static const struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
156 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
157 };
158
159 static const struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
160 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
161 };
162
163 static const struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
164 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
165 };
166
167 static const struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
168 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
169 };
170
171 static const struct gl_builtin_uniform_element gl_Fog_elements[] = {
172 {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
173 {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
174 {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
175 {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
176 {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
177 };
178
179 static const struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
180 {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
181 };
182
183 static const struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
184 {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
185 };
186
187 static const struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = {
188 {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW},
189 };
190
191 static const struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = {
192 {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, SWIZZLE_XYZW},
193 };
194
195 #define MATRIX(name, statevar, modifier) \
196 static const struct gl_builtin_uniform_element name ## _elements[] = { \
197 { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW }, \
198 { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW }, \
199 { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW }, \
200 { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW }, \
201 }
202
203 MATRIX(gl_ModelViewMatrix,
204 STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE);
205 MATRIX(gl_ModelViewMatrixInverse,
206 STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS);
207 MATRIX(gl_ModelViewMatrixTranspose,
208 STATE_MODELVIEW_MATRIX, 0);
209 MATRIX(gl_ModelViewMatrixInverseTranspose,
210 STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE);
211
212 MATRIX(gl_ProjectionMatrix,
213 STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE);
214 MATRIX(gl_ProjectionMatrixInverse,
215 STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS);
216 MATRIX(gl_ProjectionMatrixTranspose,
217 STATE_PROJECTION_MATRIX, 0);
218 MATRIX(gl_ProjectionMatrixInverseTranspose,
219 STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE);
220
221 MATRIX(gl_ModelViewProjectionMatrix,
222 STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE);
223 MATRIX(gl_ModelViewProjectionMatrixInverse,
224 STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS);
225 MATRIX(gl_ModelViewProjectionMatrixTranspose,
226 STATE_MVP_MATRIX, 0);
227 MATRIX(gl_ModelViewProjectionMatrixInverseTranspose,
228 STATE_MVP_MATRIX, STATE_MATRIX_INVERSE);
229
230 MATRIX(gl_TextureMatrix,
231 STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE);
232 MATRIX(gl_TextureMatrixInverse,
233 STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS);
234 MATRIX(gl_TextureMatrixTranspose,
235 STATE_TEXTURE_MATRIX, 0);
236 MATRIX(gl_TextureMatrixInverseTranspose,
237 STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE);
238
239 static const struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
240 { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
241 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
242 { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
243 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
244 { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
245 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
246 };
247
248 #undef MATRIX
249
250 #define STATEVAR(name) {#name, name ## _elements, ARRAY_SIZE(name ## _elements)}
251
252 static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
253 STATEVAR(gl_NumSamples),
254 STATEVAR(gl_DepthRange),
255 STATEVAR(gl_ClipPlane),
256 STATEVAR(gl_Point),
257 STATEVAR(gl_FrontMaterial),
258 STATEVAR(gl_BackMaterial),
259 STATEVAR(gl_LightSource),
260 STATEVAR(gl_LightModel),
261 STATEVAR(gl_FrontLightModelProduct),
262 STATEVAR(gl_BackLightModelProduct),
263 STATEVAR(gl_FrontLightProduct),
264 STATEVAR(gl_BackLightProduct),
265 STATEVAR(gl_TextureEnvColor),
266 STATEVAR(gl_EyePlaneS),
267 STATEVAR(gl_EyePlaneT),
268 STATEVAR(gl_EyePlaneR),
269 STATEVAR(gl_EyePlaneQ),
270 STATEVAR(gl_ObjectPlaneS),
271 STATEVAR(gl_ObjectPlaneT),
272 STATEVAR(gl_ObjectPlaneR),
273 STATEVAR(gl_ObjectPlaneQ),
274 STATEVAR(gl_Fog),
275
276 STATEVAR(gl_ModelViewMatrix),
277 STATEVAR(gl_ModelViewMatrixInverse),
278 STATEVAR(gl_ModelViewMatrixTranspose),
279 STATEVAR(gl_ModelViewMatrixInverseTranspose),
280
281 STATEVAR(gl_ProjectionMatrix),
282 STATEVAR(gl_ProjectionMatrixInverse),
283 STATEVAR(gl_ProjectionMatrixTranspose),
284 STATEVAR(gl_ProjectionMatrixInverseTranspose),
285
286 STATEVAR(gl_ModelViewProjectionMatrix),
287 STATEVAR(gl_ModelViewProjectionMatrixInverse),
288 STATEVAR(gl_ModelViewProjectionMatrixTranspose),
289 STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
290
291 STATEVAR(gl_TextureMatrix),
292 STATEVAR(gl_TextureMatrixInverse),
293 STATEVAR(gl_TextureMatrixTranspose),
294 STATEVAR(gl_TextureMatrixInverseTranspose),
295
296 STATEVAR(gl_NormalMatrix),
297 STATEVAR(gl_NormalScale),
298
299 STATEVAR(gl_FogParamsOptimizedMESA),
300 STATEVAR(gl_CurrentAttribVertMESA),
301 STATEVAR(gl_CurrentAttribFragMESA),
302
303 {NULL, NULL, 0}
304 };
305
306
307 namespace {
308
309 /**
310 * Data structure that accumulates fields for the gl_PerVertex interface
311 * block.
312 */
313 class per_vertex_accumulator
314 {
315 public:
316 per_vertex_accumulator();
317 void add_field(int slot, const glsl_type *type, int precision,
318 const char *name);
319 const glsl_type *construct_interface_instance() const;
320
321 private:
322 glsl_struct_field fields[11];
323 unsigned num_fields;
324 };
325
326
327 per_vertex_accumulator::per_vertex_accumulator()
328 : fields(),
329 num_fields(0)
330 {
331 }
332
333
334 void
335 per_vertex_accumulator::add_field(int slot, const glsl_type *type,
336 int precision, const char *name)
337 {
338 assert(this->num_fields < ARRAY_SIZE(this->fields));
339 this->fields[this->num_fields].type = type;
340 this->fields[this->num_fields].name = name;
341 this->fields[this->num_fields].matrix_layout = GLSL_MATRIX_LAYOUT_INHERITED;
342 this->fields[this->num_fields].location = slot;
343 this->fields[this->num_fields].offset = -1;
344 this->fields[this->num_fields].interpolation = INTERP_MODE_NONE;
345 this->fields[this->num_fields].centroid = 0;
346 this->fields[this->num_fields].sample = 0;
347 this->fields[this->num_fields].patch = 0;
348 this->fields[this->num_fields].precision = precision;
349 this->fields[this->num_fields].memory_read_only = 0;
350 this->fields[this->num_fields].memory_write_only = 0;
351 this->fields[this->num_fields].memory_coherent = 0;
352 this->fields[this->num_fields].memory_volatile = 0;
353 this->fields[this->num_fields].memory_restrict = 0;
354 this->fields[this->num_fields].image_format = PIPE_FORMAT_NONE;
355 this->fields[this->num_fields].explicit_xfb_buffer = 0;
356 this->fields[this->num_fields].xfb_buffer = -1;
357 this->fields[this->num_fields].xfb_stride = -1;
358 this->num_fields++;
359 }
360
361
362 const glsl_type *
363 per_vertex_accumulator::construct_interface_instance() const
364 {
365 return glsl_type::get_interface_instance(this->fields, this->num_fields,
366 GLSL_INTERFACE_PACKING_STD140,
367 false,
368 "gl_PerVertex");
369 }
370
371
372 class builtin_variable_generator
373 {
374 public:
375 builtin_variable_generator(exec_list *instructions,
376 struct _mesa_glsl_parse_state *state);
377 void generate_constants();
378 void generate_uniforms();
379 void generate_special_vars();
380 void generate_vs_special_vars();
381 void generate_tcs_special_vars();
382 void generate_tes_special_vars();
383 void generate_gs_special_vars();
384 void generate_fs_special_vars();
385 void generate_cs_special_vars();
386 void generate_varyings();
387
388 private:
389 const glsl_type *array(const glsl_type *base, unsigned elements)
390 {
391 return glsl_type::get_array_instance(base, elements);
392 }
393
394 const glsl_type *type(const char *name)
395 {
396 return symtab->get_type(name);
397 }
398
399 ir_variable *add_input(int slot, const glsl_type *type, int precision,
400 const char *name)
401 {
402 return add_variable(name, type, precision, ir_var_shader_in, slot);
403 }
404
405 ir_variable *add_input(int slot, const glsl_type *type, const char *name)
406 {
407 return add_input(slot, type, GLSL_PRECISION_NONE, name);
408 }
409
410 ir_variable *add_output(int slot, const glsl_type *type, int precision,
411 const char *name)
412 {
413 return add_variable(name, type, precision, ir_var_shader_out, slot);
414 }
415
416 ir_variable *add_output(int slot, const glsl_type *type, const char *name)
417 {
418 return add_output(slot, type, GLSL_PRECISION_NONE, name);
419 }
420
421 ir_variable *add_index_output(int slot, int index, const glsl_type *type,
422 int precision, const char *name)
423 {
424 return add_index_variable(name, type, precision, ir_var_shader_out, slot,
425 index);
426 }
427
428 ir_variable *add_system_value(int slot, const glsl_type *type, int precision,
429 const char *name)
430 {
431 return add_variable(name, type, precision, ir_var_system_value, slot);
432 }
433 ir_variable *add_system_value(int slot, const glsl_type *type,
434 const char *name)
435 {
436 return add_system_value(slot, type, GLSL_PRECISION_NONE, name);
437 }
438
439 ir_variable *add_variable(const char *name, const glsl_type *type,
440 int precision, enum ir_variable_mode mode,
441 int slot);
442 ir_variable *add_index_variable(const char *name, const glsl_type *type,
443 int precision, enum ir_variable_mode mode,
444 int slot, int index);
445 ir_variable *add_uniform(const glsl_type *type, int precision,
446 const char *name);
447 ir_variable *add_uniform(const glsl_type *type, const char *name)
448 {
449 return add_uniform(type, GLSL_PRECISION_NONE, name);
450 }
451 ir_variable *add_const(const char *name, int precision, int value);
452 ir_variable *add_const(const char *name, int value)
453 {
454 return add_const(name, GLSL_PRECISION_MEDIUM, value);
455 }
456 ir_variable *add_const_ivec3(const char *name, int x, int y, int z);
457 void add_varying(int slot, const glsl_type *type, int precision,
458 const char *name);
459 void add_varying(int slot, const glsl_type *type, const char *name)
460 {
461 add_varying(slot, type, GLSL_PRECISION_NONE, name);
462 }
463
464 exec_list * const instructions;
465 struct _mesa_glsl_parse_state * const state;
466 glsl_symbol_table * const symtab;
467
468 /**
469 * True if compatibility-profile-only variables should be included. (In
470 * desktop GL, these are always included when the GLSL version is 1.30 and
471 * or below).
472 */
473 const bool compatibility;
474
475 const glsl_type * const bool_t;
476 const glsl_type * const int_t;
477 const glsl_type * const uint_t;
478 const glsl_type * const uint64_t;
479 const glsl_type * const float_t;
480 const glsl_type * const vec2_t;
481 const glsl_type * const vec3_t;
482 const glsl_type * const vec4_t;
483 const glsl_type * const uvec3_t;
484 const glsl_type * const mat3_t;
485 const glsl_type * const mat4_t;
486
487 per_vertex_accumulator per_vertex_in;
488 per_vertex_accumulator per_vertex_out;
489 };
490
491
492 builtin_variable_generator::builtin_variable_generator(
493 exec_list *instructions, struct _mesa_glsl_parse_state *state)
494 : instructions(instructions), state(state), symtab(state->symbols),
495 compatibility(state->compat_shader || state->ARB_compatibility_enable),
496 bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
497 uint_t(glsl_type::uint_type),
498 uint64_t(glsl_type::uint64_t_type),
499 float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
500 vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
501 uvec3_t(glsl_type::uvec3_type),
502 mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
503 {
504 }
505
506 ir_variable *
507 builtin_variable_generator::add_index_variable(const char *name,
508 const glsl_type *type,
509 int precision,
510 enum ir_variable_mode mode,
511 int slot, int index)
512 {
513 ir_variable *var = new(symtab) ir_variable(type, name, mode);
514 var->data.how_declared = ir_var_declared_implicitly;
515
516 switch (var->data.mode) {
517 case ir_var_auto:
518 case ir_var_shader_in:
519 case ir_var_uniform:
520 case ir_var_system_value:
521 var->data.read_only = true;
522 break;
523 case ir_var_shader_out:
524 case ir_var_shader_storage:
525 break;
526 default:
527 /* The only variables that are added using this function should be
528 * uniforms, shader storage, shader inputs, and shader outputs, constants
529 * (which use ir_var_auto), and system values.
530 */
531 assert(0);
532 break;
533 }
534
535 var->data.location = slot;
536 var->data.explicit_location = (slot >= 0);
537 var->data.explicit_index = 1;
538 var->data.index = index;
539
540 if (state->es_shader)
541 var->data.precision = precision;
542
543 /* Once the variable is created an initialized, add it to the symbol table
544 * and add the declaration to the IR stream.
545 */
546 instructions->push_tail(var);
547
548 symtab->add_variable(var);
549 return var;
550 }
551
552 ir_variable *
553 builtin_variable_generator::add_variable(const char *name,
554 const glsl_type *type,
555 int precision,
556 enum ir_variable_mode mode, int slot)
557 {
558 ir_variable *var = new(symtab) ir_variable(type, name, mode);
559 var->data.how_declared = ir_var_declared_implicitly;
560
561 switch (var->data.mode) {
562 case ir_var_auto:
563 case ir_var_shader_in:
564 case ir_var_uniform:
565 case ir_var_system_value:
566 var->data.read_only = true;
567 break;
568 case ir_var_shader_out:
569 case ir_var_shader_storage:
570 break;
571 default:
572 /* The only variables that are added using this function should be
573 * uniforms, shader storage, shader inputs, and shader outputs, constants
574 * (which use ir_var_auto), and system values.
575 */
576 assert(0);
577 break;
578 }
579
580 var->data.location = slot;
581 var->data.explicit_location = (slot >= 0);
582 var->data.explicit_index = 0;
583
584 if (state->es_shader)
585 var->data.precision = precision;
586
587 /* Once the variable is created an initialized, add it to the symbol table
588 * and add the declaration to the IR stream.
589 */
590 instructions->push_tail(var);
591
592 symtab->add_variable(var);
593 return var;
594 }
595
596 extern "C" const struct gl_builtin_uniform_desc *
597 _mesa_glsl_get_builtin_uniform_desc(const char *name)
598 {
599 for (unsigned i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
600 if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
601 return &_mesa_builtin_uniform_desc[i];
602 }
603 }
604 return NULL;
605 }
606
607 ir_variable *
608 builtin_variable_generator::add_uniform(const glsl_type *type,
609 int precision,
610 const char *name)
611 {
612 ir_variable *const uni =
613 add_variable(name, type, precision, ir_var_uniform, -1);
614
615 const struct gl_builtin_uniform_desc* const statevar =
616 _mesa_glsl_get_builtin_uniform_desc(name);
617 assert(statevar != NULL);
618
619 const unsigned array_count = type->is_array() ? type->length : 1;
620
621 ir_state_slot *slots =
622 uni->allocate_state_slots(array_count * statevar->num_elements);
623
624 for (unsigned a = 0; a < array_count; a++) {
625 for (unsigned j = 0; j < statevar->num_elements; j++) {
626 const struct gl_builtin_uniform_element *element =
627 &statevar->elements[j];
628
629 memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
630 if (type->is_array()) {
631 if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
632 strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
633 slots->tokens[2] = a;
634 } else {
635 slots->tokens[1] = a;
636 }
637 }
638
639 slots->swizzle = element->swizzle;
640 slots++;
641 }
642 }
643
644 return uni;
645 }
646
647
648 ir_variable *
649 builtin_variable_generator::add_const(const char *name, int precision,
650 int value)
651 {
652 ir_variable *const var = add_variable(name, glsl_type::int_type,
653 precision, ir_var_auto, -1);
654 var->constant_value = new(var) ir_constant(value);
655 var->constant_initializer = new(var) ir_constant(value);
656 var->data.has_initializer = true;
657 return var;
658 }
659
660
661 ir_variable *
662 builtin_variable_generator::add_const_ivec3(const char *name, int x, int y,
663 int z)
664 {
665 ir_variable *const var = add_variable(name, glsl_type::ivec3_type,
666 GLSL_PRECISION_HIGH,
667 ir_var_auto, -1);
668 ir_constant_data data;
669 memset(&data, 0, sizeof(data));
670 data.i[0] = x;
671 data.i[1] = y;
672 data.i[2] = z;
673 var->constant_value = new(var) ir_constant(glsl_type::ivec3_type, &data);
674 var->constant_initializer =
675 new(var) ir_constant(glsl_type::ivec3_type, &data);
676 var->data.has_initializer = true;
677 return var;
678 }
679
680
681 void
682 builtin_variable_generator::generate_constants()
683 {
684 add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
685 add_const("gl_MaxVertexTextureImageUnits",
686 state->Const.MaxVertexTextureImageUnits);
687 add_const("gl_MaxCombinedTextureImageUnits",
688 state->Const.MaxCombinedTextureImageUnits);
689 add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
690 add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
691
692 /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
693 * GL counts them in units of "components" or "floats" and also in units
694 * of vectors since GL 4.1
695 */
696 if (!state->es_shader) {
697 add_const("gl_MaxFragmentUniformComponents",
698 state->Const.MaxFragmentUniformComponents);
699 add_const("gl_MaxVertexUniformComponents",
700 state->Const.MaxVertexUniformComponents);
701 }
702
703 if (state->is_version(410, 100)) {
704 add_const("gl_MaxVertexUniformVectors",
705 state->Const.MaxVertexUniformComponents / 4);
706 add_const("gl_MaxFragmentUniformVectors",
707 state->Const.MaxFragmentUniformComponents / 4);
708
709 /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
710 * vertex and fragment shader constants.
711 */
712 if (state->is_version(0, 300)) {
713 add_const("gl_MaxVertexOutputVectors",
714 state->ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4);
715 add_const("gl_MaxFragmentInputVectors",
716 state->ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4);
717 } else {
718 add_const("gl_MaxVaryingVectors",
719 state->ctx->Const.MaxVarying);
720 }
721
722 /* EXT_blend_func_extended brings a built in constant
723 * for determining number of dual source draw buffers
724 */
725 if (state->EXT_blend_func_extended_enable) {
726 add_const("gl_MaxDualSourceDrawBuffersEXT",
727 state->Const.MaxDualSourceDrawBuffers);
728 }
729 } else {
730 /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
731 * removed
732 */
733 add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4);
734 }
735
736 /* Texel offsets were introduced in ARB_shading_language_420pack (which
737 * requires desktop GLSL version 130), and adopted into desktop GLSL
738 * version 4.20 and GLSL ES version 3.00.
739 */
740 if ((state->is_version(130, 0) &&
741 state->ARB_shading_language_420pack_enable) ||
742 state->is_version(420, 300)) {
743 add_const("gl_MinProgramTexelOffset",
744 state->Const.MinProgramTexelOffset);
745 add_const("gl_MaxProgramTexelOffset",
746 state->Const.MaxProgramTexelOffset);
747 }
748
749 if (state->has_clip_distance()) {
750 add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
751 }
752 if (state->is_version(130, 0)) {
753 add_const("gl_MaxVaryingComponents", state->ctx->Const.MaxVarying * 4);
754 }
755 if (state->has_cull_distance()) {
756 add_const("gl_MaxCullDistances", state->Const.MaxClipPlanes);
757 add_const("gl_MaxCombinedClipAndCullDistances",
758 state->Const.MaxClipPlanes);
759 }
760
761 if (state->has_geometry_shader()) {
762 add_const("gl_MaxVertexOutputComponents",
763 state->Const.MaxVertexOutputComponents);
764 add_const("gl_MaxGeometryInputComponents",
765 state->Const.MaxGeometryInputComponents);
766 add_const("gl_MaxGeometryOutputComponents",
767 state->Const.MaxGeometryOutputComponents);
768 add_const("gl_MaxFragmentInputComponents",
769 state->Const.MaxFragmentInputComponents);
770 add_const("gl_MaxGeometryTextureImageUnits",
771 state->Const.MaxGeometryTextureImageUnits);
772 add_const("gl_MaxGeometryOutputVertices",
773 state->Const.MaxGeometryOutputVertices);
774 add_const("gl_MaxGeometryTotalOutputComponents",
775 state->Const.MaxGeometryTotalOutputComponents);
776 add_const("gl_MaxGeometryUniformComponents",
777 state->Const.MaxGeometryUniformComponents);
778
779 /* Note: the GLSL 1.50-4.40 specs require
780 * gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
781 * But they do not define what it means (and there does not appear to be
782 * any corresponding constant in the GL specs). However,
783 * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
784 * be the maximum number of components available for use as geometry
785 * outputs. So we assume this is a synonym for
786 * gl_MaxGeometryOutputComponents.
787 */
788 add_const("gl_MaxGeometryVaryingComponents",
789 state->Const.MaxGeometryOutputComponents);
790 }
791
792 if (compatibility) {
793 /* Note: gl_MaxLights stopped being listed as an explicit constant in
794 * GLSL 1.30, however it continues to be referred to (as a minimum size
795 * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
796 * this seems like it was probably an oversight.
797 */
798 add_const("gl_MaxLights", state->Const.MaxLights);
799
800 add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
801
802 /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
803 * 1.50, however this seems like it was probably an oversight.
804 */
805 add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
806
807 /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
808 * re-introduced in GLSL 1.50, so this seems like it was probably an
809 * oversight.
810 */
811 add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
812 }
813
814 if (state->has_atomic_counters()) {
815 add_const("gl_MaxVertexAtomicCounters",
816 state->Const.MaxVertexAtomicCounters);
817 add_const("gl_MaxFragmentAtomicCounters",
818 state->Const.MaxFragmentAtomicCounters);
819 add_const("gl_MaxCombinedAtomicCounters",
820 state->Const.MaxCombinedAtomicCounters);
821 add_const("gl_MaxAtomicCounterBindings",
822 state->Const.MaxAtomicBufferBindings);
823
824 if (state->has_geometry_shader()) {
825 add_const("gl_MaxGeometryAtomicCounters",
826 state->Const.MaxGeometryAtomicCounters);
827 }
828 if (state->is_version(110, 320)) {
829 add_const("gl_MaxTessControlAtomicCounters",
830 state->Const.MaxTessControlAtomicCounters);
831 add_const("gl_MaxTessEvaluationAtomicCounters",
832 state->Const.MaxTessEvaluationAtomicCounters);
833 }
834 }
835
836 if (state->is_version(420, 310)) {
837 add_const("gl_MaxVertexAtomicCounterBuffers",
838 state->Const.MaxVertexAtomicCounterBuffers);
839 add_const("gl_MaxFragmentAtomicCounterBuffers",
840 state->Const.MaxFragmentAtomicCounterBuffers);
841 add_const("gl_MaxCombinedAtomicCounterBuffers",
842 state->Const.MaxCombinedAtomicCounterBuffers);
843 add_const("gl_MaxAtomicCounterBufferSize",
844 state->Const.MaxAtomicCounterBufferSize);
845
846 if (state->has_geometry_shader()) {
847 add_const("gl_MaxGeometryAtomicCounterBuffers",
848 state->Const.MaxGeometryAtomicCounterBuffers);
849 }
850 if (state->is_version(110, 320)) {
851 add_const("gl_MaxTessControlAtomicCounterBuffers",
852 state->Const.MaxTessControlAtomicCounterBuffers);
853 add_const("gl_MaxTessEvaluationAtomicCounterBuffers",
854 state->Const.MaxTessEvaluationAtomicCounterBuffers);
855 }
856 }
857
858 if (state->is_version(430, 310) || state->ARB_compute_shader_enable) {
859 add_const("gl_MaxComputeAtomicCounterBuffers",
860 state->Const.MaxComputeAtomicCounterBuffers);
861 add_const("gl_MaxComputeAtomicCounters",
862 state->Const.MaxComputeAtomicCounters);
863 add_const("gl_MaxComputeImageUniforms",
864 state->Const.MaxComputeImageUniforms);
865 add_const("gl_MaxComputeTextureImageUnits",
866 state->Const.MaxComputeTextureImageUnits);
867 add_const("gl_MaxComputeUniformComponents",
868 state->Const.MaxComputeUniformComponents);
869
870 add_const_ivec3("gl_MaxComputeWorkGroupCount",
871 state->Const.MaxComputeWorkGroupCount[0],
872 state->Const.MaxComputeWorkGroupCount[1],
873 state->Const.MaxComputeWorkGroupCount[2]);
874 add_const_ivec3("gl_MaxComputeWorkGroupSize",
875 state->Const.MaxComputeWorkGroupSize[0],
876 state->Const.MaxComputeWorkGroupSize[1],
877 state->Const.MaxComputeWorkGroupSize[2]);
878
879 /* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables):
880 *
881 * The built-in constant gl_WorkGroupSize is a compute-shader
882 * constant containing the local work-group size of the shader. The
883 * size of the work group in the X, Y, and Z dimensions is stored in
884 * the x, y, and z components. The constants values in
885 * gl_WorkGroupSize will match those specified in the required
886 * local_size_x, local_size_y, and local_size_z layout qualifiers
887 * for the current shader. This is a constant so that it can be
888 * used to size arrays of memory that can be shared within the local
889 * work group. It is a compile-time error to use gl_WorkGroupSize
890 * in a shader that does not declare a fixed local group size, or
891 * before that shader has declared a fixed local group size, using
892 * local_size_x, local_size_y, and local_size_z.
893 *
894 * To prevent the shader from trying to refer to gl_WorkGroupSize before
895 * the layout declaration, we don't define it here. Intead we define it
896 * in ast_cs_input_layout::hir().
897 */
898 }
899
900 if (state->has_enhanced_layouts()) {
901 add_const("gl_MaxTransformFeedbackBuffers",
902 state->Const.MaxTransformFeedbackBuffers);
903 add_const("gl_MaxTransformFeedbackInterleavedComponents",
904 state->Const.MaxTransformFeedbackInterleavedComponents);
905 }
906
907 if (state->has_shader_image_load_store()) {
908 add_const("gl_MaxImageUnits",
909 state->Const.MaxImageUnits);
910 add_const("gl_MaxVertexImageUniforms",
911 state->Const.MaxVertexImageUniforms);
912 add_const("gl_MaxFragmentImageUniforms",
913 state->Const.MaxFragmentImageUniforms);
914 add_const("gl_MaxCombinedImageUniforms",
915 state->Const.MaxCombinedImageUniforms);
916
917 if (state->has_geometry_shader()) {
918 add_const("gl_MaxGeometryImageUniforms",
919 state->Const.MaxGeometryImageUniforms);
920 }
921
922 if (!state->es_shader) {
923 add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs",
924 state->Const.MaxCombinedShaderOutputResources);
925 add_const("gl_MaxImageSamples",
926 state->Const.MaxImageSamples);
927 }
928
929 if (state->has_tessellation_shader()) {
930 add_const("gl_MaxTessControlImageUniforms",
931 state->Const.MaxTessControlImageUniforms);
932 add_const("gl_MaxTessEvaluationImageUniforms",
933 state->Const.MaxTessEvaluationImageUniforms);
934 }
935 }
936
937 if (state->is_version(440, 310) ||
938 state->ARB_ES3_1_compatibility_enable) {
939 add_const("gl_MaxCombinedShaderOutputResources",
940 state->Const.MaxCombinedShaderOutputResources);
941 }
942
943 if (state->is_version(410, 0) ||
944 state->ARB_viewport_array_enable ||
945 state->OES_viewport_array_enable) {
946 add_const("gl_MaxViewports", GLSL_PRECISION_HIGH,
947 state->Const.MaxViewports);
948 }
949
950 if (state->has_tessellation_shader()) {
951 add_const("gl_MaxPatchVertices", state->Const.MaxPatchVertices);
952 add_const("gl_MaxTessGenLevel", state->Const.MaxTessGenLevel);
953 add_const("gl_MaxTessControlInputComponents", state->Const.MaxTessControlInputComponents);
954 add_const("gl_MaxTessControlOutputComponents", state->Const.MaxTessControlOutputComponents);
955 add_const("gl_MaxTessControlTextureImageUnits", state->Const.MaxTessControlTextureImageUnits);
956 add_const("gl_MaxTessEvaluationInputComponents", state->Const.MaxTessEvaluationInputComponents);
957 add_const("gl_MaxTessEvaluationOutputComponents", state->Const.MaxTessEvaluationOutputComponents);
958 add_const("gl_MaxTessEvaluationTextureImageUnits", state->Const.MaxTessEvaluationTextureImageUnits);
959 add_const("gl_MaxTessPatchComponents", state->Const.MaxTessPatchComponents);
960 add_const("gl_MaxTessControlTotalOutputComponents", state->Const.MaxTessControlTotalOutputComponents);
961 add_const("gl_MaxTessControlUniformComponents", state->Const.MaxTessControlUniformComponents);
962 add_const("gl_MaxTessEvaluationUniformComponents", state->Const.MaxTessEvaluationUniformComponents);
963 }
964
965 if (state->is_version(450, 320) ||
966 state->OES_sample_variables_enable ||
967 state->ARB_ES3_1_compatibility_enable)
968 add_const("gl_MaxSamples", state->Const.MaxSamples);
969 }
970
971
972 /**
973 * Generate uniform variables (which exist in all types of shaders).
974 */
975 void
976 builtin_variable_generator::generate_uniforms()
977 {
978 if (state->is_version(400, 320) ||
979 state->ARB_sample_shading_enable ||
980 state->OES_sample_variables_enable)
981 add_uniform(int_t, GLSL_PRECISION_LOW, "gl_NumSamples");
982 add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
983 add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
984 add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
985
986 if (compatibility) {
987 add_uniform(mat4_t, "gl_ModelViewMatrix");
988 add_uniform(mat4_t, "gl_ProjectionMatrix");
989 add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
990 add_uniform(mat3_t, "gl_NormalMatrix");
991 add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
992 add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
993 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
994 add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
995 add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
996 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
997 add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
998 add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
999 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
1000 add_uniform(float_t, "gl_NormalScale");
1001 add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
1002 add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
1003
1004 const glsl_type *const mat4_array_type =
1005 array(mat4_t, state->Const.MaxTextureCoords);
1006 add_uniform(mat4_array_type, "gl_TextureMatrix");
1007 add_uniform(mat4_array_type, "gl_TextureMatrixInverse");
1008 add_uniform(mat4_array_type, "gl_TextureMatrixTranspose");
1009 add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
1010
1011 add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
1012 add_uniform(type("gl_PointParameters"), "gl_Point");
1013
1014 const glsl_type *const material_parameters_type =
1015 type("gl_MaterialParameters");
1016 add_uniform(material_parameters_type, "gl_FrontMaterial");
1017 add_uniform(material_parameters_type, "gl_BackMaterial");
1018
1019 add_uniform(array(type("gl_LightSourceParameters"),
1020 state->Const.MaxLights),
1021 "gl_LightSource");
1022
1023 const glsl_type *const light_model_products_type =
1024 type("gl_LightModelProducts");
1025 add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
1026 add_uniform(light_model_products_type, "gl_BackLightModelProduct");
1027
1028 const glsl_type *const light_products_type =
1029 array(type("gl_LightProducts"), state->Const.MaxLights);
1030 add_uniform(light_products_type, "gl_FrontLightProduct");
1031 add_uniform(light_products_type, "gl_BackLightProduct");
1032
1033 add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
1034 "gl_TextureEnvColor");
1035
1036 const glsl_type *const texcoords_vec4 =
1037 array(vec4_t, state->Const.MaxTextureCoords);
1038 add_uniform(texcoords_vec4, "gl_EyePlaneS");
1039 add_uniform(texcoords_vec4, "gl_EyePlaneT");
1040 add_uniform(texcoords_vec4, "gl_EyePlaneR");
1041 add_uniform(texcoords_vec4, "gl_EyePlaneQ");
1042 add_uniform(texcoords_vec4, "gl_ObjectPlaneS");
1043 add_uniform(texcoords_vec4, "gl_ObjectPlaneT");
1044 add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
1045 add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
1046
1047 add_uniform(type("gl_FogParameters"), "gl_Fog");
1048 }
1049 }
1050
1051
1052 /**
1053 * Generate special variables which exist in all shaders.
1054 */
1055 void
1056 builtin_variable_generator::generate_special_vars()
1057 {
1058 if (state->ARB_shader_ballot_enable) {
1059 add_system_value(SYSTEM_VALUE_SUBGROUP_SIZE, uint_t, "gl_SubGroupSizeARB");
1060 add_system_value(SYSTEM_VALUE_SUBGROUP_INVOCATION, uint_t, "gl_SubGroupInvocationARB");
1061 add_system_value(SYSTEM_VALUE_SUBGROUP_EQ_MASK, uint64_t, "gl_SubGroupEqMaskARB");
1062 add_system_value(SYSTEM_VALUE_SUBGROUP_GE_MASK, uint64_t, "gl_SubGroupGeMaskARB");
1063 add_system_value(SYSTEM_VALUE_SUBGROUP_GT_MASK, uint64_t, "gl_SubGroupGtMaskARB");
1064 add_system_value(SYSTEM_VALUE_SUBGROUP_LE_MASK, uint64_t, "gl_SubGroupLeMaskARB");
1065 add_system_value(SYSTEM_VALUE_SUBGROUP_LT_MASK, uint64_t, "gl_SubGroupLtMaskARB");
1066 }
1067 }
1068
1069
1070 /**
1071 * Generate variables which only exist in vertex shaders.
1072 */
1073 void
1074 builtin_variable_generator::generate_vs_special_vars()
1075 {
1076 ir_variable *var;
1077
1078 if (state->is_version(130, 300) || state->EXT_gpu_shader4_enable) {
1079 add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, GLSL_PRECISION_HIGH,
1080 "gl_VertexID");
1081 }
1082 if (state->is_version(460, 0)) {
1083 add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertex");
1084 add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstance");
1085 add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawID");
1086 }
1087 if (state->ARB_draw_instanced_enable)
1088 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
1089 if (state->ARB_draw_instanced_enable || state->is_version(140, 300) ||
1090 state->EXT_gpu_shader4_enable) {
1091 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, GLSL_PRECISION_HIGH,
1092 "gl_InstanceID");
1093 }
1094 if (state->ARB_shader_draw_parameters_enable) {
1095 add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertexARB");
1096 add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstanceARB");
1097 add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawIDARB");
1098 }
1099 if (state->AMD_vertex_shader_layer_enable ||
1100 state->ARB_shader_viewport_layer_array_enable) {
1101 var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1102 var->data.interpolation = INTERP_MODE_FLAT;
1103 }
1104 if (state->AMD_vertex_shader_viewport_index_enable ||
1105 state->ARB_shader_viewport_layer_array_enable) {
1106 var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1107 var->data.interpolation = INTERP_MODE_FLAT;
1108 }
1109 if (compatibility) {
1110 add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
1111 add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
1112 add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
1113 add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
1114 add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
1115 add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
1116 add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
1117 add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
1118 add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
1119 add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
1120 add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
1121 add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
1122 add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
1123 }
1124 }
1125
1126
1127 /**
1128 * Generate variables which only exist in tessellation control shaders.
1129 */
1130 void
1131 builtin_variable_generator::generate_tcs_special_vars()
1132 {
1133 add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
1134 "gl_PrimitiveID");
1135 add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, GLSL_PRECISION_HIGH,
1136 "gl_InvocationID");
1137 add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, GLSL_PRECISION_HIGH,
1138 "gl_PatchVerticesIn");
1139
1140 add_output(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
1141 GLSL_PRECISION_HIGH, "gl_TessLevelOuter")->data.patch = 1;
1142 add_output(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
1143 GLSL_PRECISION_HIGH, "gl_TessLevelInner")->data.patch = 1;
1144 /* XXX What to do if multiple are flipped on? */
1145 int bbox_slot = state->ctx->Const.NoPrimitiveBoundingBoxOutput ? -1 :
1146 VARYING_SLOT_BOUNDING_BOX0;
1147 if (state->EXT_primitive_bounding_box_enable)
1148 add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBoxEXT")
1149 ->data.patch = 1;
1150 if (state->OES_primitive_bounding_box_enable) {
1151 add_output(bbox_slot, array(vec4_t, 2), GLSL_PRECISION_HIGH,
1152 "gl_BoundingBoxOES")->data.patch = 1;
1153 }
1154 if (state->is_version(0, 320) || state->ARB_ES3_2_compatibility_enable) {
1155 add_output(bbox_slot, array(vec4_t, 2), GLSL_PRECISION_HIGH,
1156 "gl_BoundingBox")->data.patch = 1;
1157 }
1158 }
1159
1160
1161 /**
1162 * Generate variables which only exist in tessellation evaluation shaders.
1163 */
1164 void
1165 builtin_variable_generator::generate_tes_special_vars()
1166 {
1167 ir_variable *var;
1168
1169 add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
1170 "gl_PrimitiveID");
1171 add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, GLSL_PRECISION_HIGH,
1172 "gl_PatchVerticesIn");
1173 add_system_value(SYSTEM_VALUE_TESS_COORD, vec3_t, GLSL_PRECISION_HIGH,
1174 "gl_TessCoord");
1175 if (this->state->ctx->Const.GLSLTessLevelsAsInputs) {
1176 add_input(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
1177 GLSL_PRECISION_HIGH, "gl_TessLevelOuter")->data.patch = 1;
1178 add_input(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
1179 GLSL_PRECISION_HIGH, "gl_TessLevelInner")->data.patch = 1;
1180 } else {
1181 add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER, array(float_t, 4),
1182 GLSL_PRECISION_HIGH, "gl_TessLevelOuter");
1183 add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2),
1184 GLSL_PRECISION_HIGH, "gl_TessLevelInner");
1185 }
1186 if (state->ARB_shader_viewport_layer_array_enable) {
1187 var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1188 var->data.interpolation = INTERP_MODE_FLAT;
1189 var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1190 var->data.interpolation = INTERP_MODE_FLAT;
1191 }
1192 }
1193
1194
1195 /**
1196 * Generate variables which only exist in geometry shaders.
1197 */
1198 void
1199 builtin_variable_generator::generate_gs_special_vars()
1200 {
1201 ir_variable *var;
1202
1203 var = add_output(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH, "gl_Layer");
1204 var->data.interpolation = INTERP_MODE_FLAT;
1205 if (state->is_version(410, 0) || state->ARB_viewport_array_enable ||
1206 state->OES_viewport_array_enable) {
1207 var = add_output(VARYING_SLOT_VIEWPORT, int_t, GLSL_PRECISION_HIGH,
1208 "gl_ViewportIndex");
1209 var->data.interpolation = INTERP_MODE_FLAT;
1210 }
1211 if (state->is_version(400, 320) || state->ARB_gpu_shader5_enable ||
1212 state->OES_geometry_shader_enable || state->EXT_geometry_shader_enable) {
1213 add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, GLSL_PRECISION_HIGH,
1214 "gl_InvocationID");
1215 }
1216
1217 /* Although gl_PrimitiveID appears in tessellation control and tessellation
1218 * evaluation shaders, it has a different function there than it has in
1219 * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
1220 * as special geometry shader variables.
1221 *
1222 * Note that although the general convention of suffixing geometry shader
1223 * input varyings with "In" was not adopted into GLSL 1.50, it is used in
1224 * the specific case of gl_PrimitiveIDIn. So we don't need to treat
1225 * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
1226 */
1227 var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
1228 "gl_PrimitiveIDIn");
1229 var->data.interpolation = INTERP_MODE_FLAT;
1230 var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
1231 "gl_PrimitiveID");
1232 var->data.interpolation = INTERP_MODE_FLAT;
1233 }
1234
1235
1236 /**
1237 * Generate variables which only exist in fragment shaders.
1238 */
1239 void
1240 builtin_variable_generator::generate_fs_special_vars()
1241 {
1242 ir_variable *var;
1243
1244 int frag_coord_precision = (state->is_version(0, 300) ?
1245 GLSL_PRECISION_HIGH :
1246 GLSL_PRECISION_MEDIUM);
1247
1248 if (this->state->ctx->Const.GLSLFragCoordIsSysVal) {
1249 add_system_value(SYSTEM_VALUE_FRAG_COORD, vec4_t, frag_coord_precision,
1250 "gl_FragCoord");
1251 } else {
1252 add_input(VARYING_SLOT_POS, vec4_t, frag_coord_precision, "gl_FragCoord");
1253 }
1254
1255 if (this->state->ctx->Const.GLSLFrontFacingIsSysVal) {
1256 var = add_system_value(SYSTEM_VALUE_FRONT_FACE, bool_t, "gl_FrontFacing");
1257 var->data.interpolation = INTERP_MODE_FLAT;
1258 } else {
1259 var = add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
1260 var->data.interpolation = INTERP_MODE_FLAT;
1261 }
1262
1263 if (state->is_version(120, 100)) {
1264 if (this->state->ctx->Const.GLSLPointCoordIsSysVal)
1265 add_system_value(SYSTEM_VALUE_POINT_COORD, vec2_t,
1266 GLSL_PRECISION_MEDIUM, "gl_PointCoord");
1267 else
1268 add_input(VARYING_SLOT_PNTC, vec2_t, GLSL_PRECISION_MEDIUM,
1269 "gl_PointCoord");
1270 }
1271
1272 if (state->has_geometry_shader() || state->EXT_gpu_shader4_enable) {
1273 var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
1274 "gl_PrimitiveID");
1275 var->data.interpolation = INTERP_MODE_FLAT;
1276 }
1277
1278 /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
1279 * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
1280 * They were removed from GLSL ES 3.00.
1281 */
1282 if (compatibility || !state->is_version(420, 300)) {
1283 add_output(FRAG_RESULT_COLOR, vec4_t, GLSL_PRECISION_MEDIUM,
1284 "gl_FragColor");
1285 add_output(FRAG_RESULT_DATA0,
1286 array(vec4_t, state->Const.MaxDrawBuffers),
1287 GLSL_PRECISION_MEDIUM,
1288 "gl_FragData");
1289 }
1290
1291 if (state->has_framebuffer_fetch() && !state->is_version(130, 300)) {
1292 ir_variable *const var =
1293 add_output(FRAG_RESULT_DATA0,
1294 array(vec4_t, state->Const.MaxDrawBuffers),
1295 "gl_LastFragData");
1296 var->data.precision = GLSL_PRECISION_MEDIUM;
1297 var->data.read_only = 1;
1298 var->data.fb_fetch_output = 1;
1299 var->data.memory_coherent = 1;
1300 }
1301
1302 if (state->es_shader && state->language_version == 100 && state->EXT_blend_func_extended_enable) {
1303 add_index_output(FRAG_RESULT_COLOR, 1, vec4_t,
1304 GLSL_PRECISION_MEDIUM, "gl_SecondaryFragColorEXT");
1305 add_index_output(FRAG_RESULT_DATA0, 1,
1306 array(vec4_t, state->Const.MaxDualSourceDrawBuffers),
1307 GLSL_PRECISION_MEDIUM, "gl_SecondaryFragDataEXT");
1308 }
1309
1310 /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
1311 * ES 1.00.
1312 */
1313 if (state->is_version(110, 300)) {
1314 add_output(FRAG_RESULT_DEPTH, float_t, GLSL_PRECISION_HIGH,
1315 "gl_FragDepth");
1316 }
1317
1318 if (state->EXT_frag_depth_enable)
1319 add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepthEXT");
1320
1321 if (state->ARB_shader_stencil_export_enable) {
1322 ir_variable *const var =
1323 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
1324 if (state->ARB_shader_stencil_export_warn)
1325 var->enable_extension_warning("GL_ARB_shader_stencil_export");
1326 }
1327
1328 if (state->AMD_shader_stencil_export_enable) {
1329 ir_variable *const var =
1330 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
1331 if (state->AMD_shader_stencil_export_warn)
1332 var->enable_extension_warning("GL_AMD_shader_stencil_export");
1333 }
1334
1335 if (state->is_version(400, 320) ||
1336 state->ARB_sample_shading_enable ||
1337 state->OES_sample_variables_enable) {
1338 add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, GLSL_PRECISION_LOW,
1339 "gl_SampleID");
1340 add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, GLSL_PRECISION_MEDIUM,
1341 "gl_SamplePosition");
1342 /* From the ARB_sample_shading specification:
1343 * "The number of elements in the array is ceil(<s>/32), where
1344 * <s> is the maximum number of color samples supported by the
1345 * implementation."
1346 * Since no drivers expose more than 32x MSAA, we can simply set
1347 * the array size to 1 rather than computing it.
1348 */
1349 add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1),
1350 GLSL_PRECISION_HIGH, "gl_SampleMask");
1351 }
1352
1353 if (state->is_version(400, 320) ||
1354 state->ARB_gpu_shader5_enable ||
1355 state->OES_sample_variables_enable) {
1356 add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1),
1357 GLSL_PRECISION_HIGH, "gl_SampleMaskIn");
1358 }
1359
1360 if (state->is_version(430, 320) ||
1361 state->ARB_fragment_layer_viewport_enable ||
1362 state->OES_geometry_shader_enable ||
1363 state->EXT_geometry_shader_enable) {
1364 var = add_input(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH,
1365 "gl_Layer");
1366 var->data.interpolation = INTERP_MODE_FLAT;
1367 }
1368
1369 if (state->is_version(430, 0) ||
1370 state->ARB_fragment_layer_viewport_enable ||
1371 state->OES_viewport_array_enable) {
1372 var = add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1373 var->data.interpolation = INTERP_MODE_FLAT;
1374 }
1375
1376 if (state->is_version(450, 310) || state->ARB_ES3_1_compatibility_enable)
1377 add_system_value(SYSTEM_VALUE_HELPER_INVOCATION, bool_t, "gl_HelperInvocation");
1378 }
1379
1380
1381 /**
1382 * Generate variables which only exist in compute shaders.
1383 */
1384 void
1385 builtin_variable_generator::generate_cs_special_vars()
1386 {
1387 add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_ID, uvec3_t,
1388 "gl_LocalInvocationID");
1389 add_system_value(SYSTEM_VALUE_WORK_GROUP_ID, uvec3_t, "gl_WorkGroupID");
1390 add_system_value(SYSTEM_VALUE_NUM_WORK_GROUPS, uvec3_t, "gl_NumWorkGroups");
1391
1392 if (state->ARB_compute_variable_group_size_enable) {
1393 add_system_value(SYSTEM_VALUE_LOCAL_GROUP_SIZE,
1394 uvec3_t, "gl_LocalGroupSizeARB");
1395 }
1396
1397 add_system_value(SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
1398 uvec3_t, "gl_GlobalInvocationID");
1399 add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
1400 uint_t, "gl_LocalInvocationIndex");
1401 }
1402
1403
1404 /**
1405 * Add a single "varying" variable. The variable's type and direction (input
1406 * or output) are adjusted as appropriate for the type of shader being
1407 * compiled.
1408 */
1409 void
1410 builtin_variable_generator::add_varying(int slot, const glsl_type *type,
1411 int precision, const char *name)
1412 {
1413 switch (state->stage) {
1414 case MESA_SHADER_TESS_CTRL:
1415 case MESA_SHADER_TESS_EVAL:
1416 case MESA_SHADER_GEOMETRY:
1417 this->per_vertex_in.add_field(slot, type, precision, name);
1418 /* FALLTHROUGH */
1419 case MESA_SHADER_VERTEX:
1420 this->per_vertex_out.add_field(slot, type, precision, name);
1421 break;
1422 case MESA_SHADER_FRAGMENT:
1423 add_input(slot, type, precision, name);
1424 break;
1425 case MESA_SHADER_COMPUTE:
1426 /* Compute shaders don't have varyings. */
1427 break;
1428 default:
1429 break;
1430 }
1431 }
1432
1433
1434 /**
1435 * Generate variables that are used to communicate data from one shader stage
1436 * to the next ("varyings").
1437 */
1438 void
1439 builtin_variable_generator::generate_varyings()
1440 {
1441 struct gl_shader_compiler_options *options =
1442 &state->ctx->Const.ShaderCompilerOptions[state->stage];
1443
1444 /* gl_Position and gl_PointSize are not visible from fragment shaders. */
1445 if (state->stage != MESA_SHADER_FRAGMENT) {
1446 add_varying(VARYING_SLOT_POS, vec4_t, GLSL_PRECISION_HIGH, "gl_Position");
1447 if (!state->es_shader ||
1448 state->stage == MESA_SHADER_VERTEX ||
1449 (state->stage == MESA_SHADER_GEOMETRY &&
1450 (state->OES_geometry_point_size_enable ||
1451 state->EXT_geometry_point_size_enable)) ||
1452 ((state->stage == MESA_SHADER_TESS_CTRL ||
1453 state->stage == MESA_SHADER_TESS_EVAL) &&
1454 (state->OES_tessellation_point_size_enable ||
1455 state->EXT_tessellation_point_size_enable))) {
1456 add_varying(VARYING_SLOT_PSIZ,
1457 float_t,
1458 state->is_version(0, 300) ?
1459 GLSL_PRECISION_HIGH :
1460 GLSL_PRECISION_MEDIUM,
1461 "gl_PointSize");
1462 }
1463 }
1464
1465 if (state->has_clip_distance()) {
1466 add_varying(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
1467 GLSL_PRECISION_HIGH, "gl_ClipDistance");
1468 }
1469 if (state->has_cull_distance()) {
1470 add_varying(VARYING_SLOT_CULL_DIST0, array(float_t, 0),
1471 GLSL_PRECISION_HIGH, "gl_CullDistance");
1472 }
1473
1474 if (compatibility) {
1475 add_varying(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
1476 add_varying(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
1477 if (state->stage == MESA_SHADER_FRAGMENT) {
1478 add_varying(VARYING_SLOT_COL0, vec4_t, "gl_Color");
1479 add_varying(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
1480 } else {
1481 add_varying(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
1482 add_varying(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
1483 add_varying(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
1484 add_varying(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
1485 add_varying(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
1486 }
1487 }
1488
1489 /* Section 7.1 (Built-In Language Variables) of the GLSL 4.00 spec
1490 * says:
1491 *
1492 * "In the tessellation control language, built-in variables are
1493 * intrinsically declared as:
1494 *
1495 * in gl_PerVertex {
1496 * vec4 gl_Position;
1497 * float gl_PointSize;
1498 * float gl_ClipDistance[];
1499 * } gl_in[gl_MaxPatchVertices];"
1500 */
1501 if (state->stage == MESA_SHADER_TESS_CTRL ||
1502 state->stage == MESA_SHADER_TESS_EVAL) {
1503 const glsl_type *per_vertex_in_type =
1504 this->per_vertex_in.construct_interface_instance();
1505 add_variable("gl_in", array(per_vertex_in_type, state->Const.MaxPatchVertices),
1506 GLSL_PRECISION_NONE, ir_var_shader_in, -1);
1507 }
1508 if (state->stage == MESA_SHADER_GEOMETRY) {
1509 const glsl_type *per_vertex_in_type =
1510 this->per_vertex_in.construct_interface_instance();
1511 add_variable("gl_in", array(per_vertex_in_type, 0),
1512 GLSL_PRECISION_NONE, ir_var_shader_in, -1);
1513 }
1514 if (state->stage == MESA_SHADER_TESS_CTRL) {
1515 const glsl_type *per_vertex_out_type =
1516 this->per_vertex_out.construct_interface_instance();
1517 add_variable("gl_out", array(per_vertex_out_type, 0),
1518 GLSL_PRECISION_NONE, ir_var_shader_out, -1);
1519 }
1520 if (state->stage == MESA_SHADER_VERTEX ||
1521 state->stage == MESA_SHADER_TESS_EVAL ||
1522 state->stage == MESA_SHADER_GEOMETRY) {
1523 const glsl_type *per_vertex_out_type =
1524 this->per_vertex_out.construct_interface_instance();
1525 const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
1526 for (unsigned i = 0; i < per_vertex_out_type->length; i++) {
1527 ir_variable *var =
1528 add_variable(fields[i].name, fields[i].type, fields[i].precision,
1529 ir_var_shader_out, fields[i].location);
1530 var->data.interpolation = fields[i].interpolation;
1531 var->data.centroid = fields[i].centroid;
1532 var->data.sample = fields[i].sample;
1533 var->data.patch = fields[i].patch;
1534 var->init_interface_type(per_vertex_out_type);
1535
1536 var->data.invariant = fields[i].location == VARYING_SLOT_POS &&
1537 options->PositionAlwaysInvariant;
1538 }
1539 }
1540 }
1541
1542
1543 }; /* Anonymous namespace */
1544
1545
1546 void
1547 _mesa_glsl_initialize_variables(exec_list *instructions,
1548 struct _mesa_glsl_parse_state *state)
1549 {
1550 builtin_variable_generator gen(instructions, state);
1551
1552 gen.generate_constants();
1553 gen.generate_uniforms();
1554 gen.generate_special_vars();
1555
1556 gen.generate_varyings();
1557
1558 switch (state->stage) {
1559 case MESA_SHADER_VERTEX:
1560 gen.generate_vs_special_vars();
1561 break;
1562 case MESA_SHADER_TESS_CTRL:
1563 gen.generate_tcs_special_vars();
1564 break;
1565 case MESA_SHADER_TESS_EVAL:
1566 gen.generate_tes_special_vars();
1567 break;
1568 case MESA_SHADER_GEOMETRY:
1569 gen.generate_gs_special_vars();
1570 break;
1571 case MESA_SHADER_FRAGMENT:
1572 gen.generate_fs_special_vars();
1573 break;
1574 case MESA_SHADER_COMPUTE:
1575 gen.generate_cs_special_vars();
1576 break;
1577 default:
1578 break;
1579 }
1580 }