diff options
author | Jason Ekstrand <[email protected]> | 2016-02-05 15:03:04 -0800 |
---|---|---|
committer | Jason Ekstrand <[email protected]> | 2016-02-05 15:03:44 -0800 |
commit | 741744f691d6ef63e9f9a4c03136f969f2ffb0bf (patch) | |
tree | 7c9192a0648c2d90bb08efbc21ebcb7a6e2b873a /src/compiler/glsl/builtin_variables.cpp | |
parent | 9645b8eb1f1b79e537ad8ddb683507df7bc9da58 (diff) | |
parent | eb63640c1d38a200a7b1540405051d3ff79d0d8a (diff) |
Merge commit mesa-public/master into vulkan
This pulls in the patches that move all of the compiler stuff around
Diffstat (limited to 'src/compiler/glsl/builtin_variables.cpp')
-rw-r--r-- | src/compiler/glsl/builtin_variables.cpp | 1394 |
1 files changed, 1394 insertions, 0 deletions
diff --git a/src/compiler/glsl/builtin_variables.cpp b/src/compiler/glsl/builtin_variables.cpp new file mode 100644 index 00000000000..ccc04c00cea --- /dev/null +++ b/src/compiler/glsl/builtin_variables.cpp @@ -0,0 +1,1394 @@ +/* + * Copyright © 2010 Intel Corporation + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice (including the next + * paragraph) shall be included in all copies or substantial portions of the + * Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +#include "ir.h" +#include "ir_builder.h" +#include "linker.h" +#include "glsl_parser_extras.h" +#include "glsl_symbol_table.h" +#include "main/core.h" +#include "main/uniforms.h" +#include "program/prog_statevars.h" +#include "program/prog_instruction.h" + +using namespace ir_builder; + +static const struct gl_builtin_uniform_element gl_NumSamples_elements[] = { + {NULL, {STATE_NUM_SAMPLES, 0, 0}, SWIZZLE_XXXX} +}; + +static const struct gl_builtin_uniform_element gl_DepthRange_elements[] = { + {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX}, + {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY}, + {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ}, +}; + +static const struct gl_builtin_uniform_element gl_ClipPlane_elements[] = { + {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW} +}; + +static const struct gl_builtin_uniform_element gl_Point_elements[] = { + {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX}, + {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY}, + {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ}, + {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW}, + {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX}, + {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY}, + {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ}, +}; + +static const struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = { + {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW}, + {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW}, + {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW}, + {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW}, + {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX}, +}; + +static const struct gl_builtin_uniform_element gl_BackMaterial_elements[] = { + {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW}, + {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW}, + {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW}, + {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW}, + {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX}, +}; + +static const struct gl_builtin_uniform_element gl_LightSource_elements[] = { + {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW}, + {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW}, + {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW}, + {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW}, + {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW}, + {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, + MAKE_SWIZZLE4(SWIZZLE_X, + SWIZZLE_Y, + SWIZZLE_Z, + SWIZZLE_Z)}, + {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW}, + {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX}, + {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW}, + {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX}, + {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY}, + {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ}, +}; + +static const struct gl_builtin_uniform_element gl_LightModel_elements[] = { + {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW}, +}; + +static const struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = { + {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW}, +}; + +static const struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = { + {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW}, +}; + +static const struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = { + {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW}, + {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW}, + {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW}, +}; + +static const struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = { + {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW}, + {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW}, + {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW}, +}; + +static const struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = { + {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW}, +}; + +static const struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = { + {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW}, +}; + +static const struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = { + {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW}, +}; + +static const struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = { + {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW}, +}; + +static const struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = { + {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW}, +}; + +static const struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = { + {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW}, +}; + +static const struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = { + {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW}, +}; + +static const struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = { + {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW}, +}; + +static const struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = { + {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW}, +}; + +static const struct gl_builtin_uniform_element gl_Fog_elements[] = { + {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW}, + {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX}, + {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY}, + {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ}, + {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW}, +}; + +static const struct gl_builtin_uniform_element gl_NormalScale_elements[] = { + {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX}, +}; + +static const struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = { + {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW}, +}; + +static const struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = { + {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW}, +}; + +static const struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = { + {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, SWIZZLE_XYZW}, +}; + +#define MATRIX(name, statevar, modifier) \ + static const struct gl_builtin_uniform_element name ## _elements[] = { \ + { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW }, \ + { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW }, \ + { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW }, \ + { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW }, \ + } + +MATRIX(gl_ModelViewMatrix, + STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE); +MATRIX(gl_ModelViewMatrixInverse, + STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS); +MATRIX(gl_ModelViewMatrixTranspose, + STATE_MODELVIEW_MATRIX, 0); +MATRIX(gl_ModelViewMatrixInverseTranspose, + STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE); + +MATRIX(gl_ProjectionMatrix, + STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE); +MATRIX(gl_ProjectionMatrixInverse, + STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS); +MATRIX(gl_ProjectionMatrixTranspose, + STATE_PROJECTION_MATRIX, 0); +MATRIX(gl_ProjectionMatrixInverseTranspose, + STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE); + +MATRIX(gl_ModelViewProjectionMatrix, + STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE); +MATRIX(gl_ModelViewProjectionMatrixInverse, + STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS); +MATRIX(gl_ModelViewProjectionMatrixTranspose, + STATE_MVP_MATRIX, 0); +MATRIX(gl_ModelViewProjectionMatrixInverseTranspose, + STATE_MVP_MATRIX, STATE_MATRIX_INVERSE); + +MATRIX(gl_TextureMatrix, + STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE); +MATRIX(gl_TextureMatrixInverse, + STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS); +MATRIX(gl_TextureMatrixTranspose, + STATE_TEXTURE_MATRIX, 0); +MATRIX(gl_TextureMatrixInverseTranspose, + STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE); + +static const struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = { + { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE}, + MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) }, + { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE}, + MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) }, + { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE}, + MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) }, +}; + +#undef MATRIX + +#define STATEVAR(name) {#name, name ## _elements, ARRAY_SIZE(name ## _elements)} + +static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = { + STATEVAR(gl_NumSamples), + STATEVAR(gl_DepthRange), + STATEVAR(gl_ClipPlane), + STATEVAR(gl_Point), + STATEVAR(gl_FrontMaterial), + STATEVAR(gl_BackMaterial), + STATEVAR(gl_LightSource), + STATEVAR(gl_LightModel), + STATEVAR(gl_FrontLightModelProduct), + STATEVAR(gl_BackLightModelProduct), + STATEVAR(gl_FrontLightProduct), + STATEVAR(gl_BackLightProduct), + STATEVAR(gl_TextureEnvColor), + STATEVAR(gl_EyePlaneS), + STATEVAR(gl_EyePlaneT), + STATEVAR(gl_EyePlaneR), + STATEVAR(gl_EyePlaneQ), + STATEVAR(gl_ObjectPlaneS), + STATEVAR(gl_ObjectPlaneT), + STATEVAR(gl_ObjectPlaneR), + STATEVAR(gl_ObjectPlaneQ), + STATEVAR(gl_Fog), + + STATEVAR(gl_ModelViewMatrix), + STATEVAR(gl_ModelViewMatrixInverse), + STATEVAR(gl_ModelViewMatrixTranspose), + STATEVAR(gl_ModelViewMatrixInverseTranspose), + + STATEVAR(gl_ProjectionMatrix), + STATEVAR(gl_ProjectionMatrixInverse), + STATEVAR(gl_ProjectionMatrixTranspose), + STATEVAR(gl_ProjectionMatrixInverseTranspose), + + STATEVAR(gl_ModelViewProjectionMatrix), + STATEVAR(gl_ModelViewProjectionMatrixInverse), + STATEVAR(gl_ModelViewProjectionMatrixTranspose), + STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose), + + STATEVAR(gl_TextureMatrix), + STATEVAR(gl_TextureMatrixInverse), + STATEVAR(gl_TextureMatrixTranspose), + STATEVAR(gl_TextureMatrixInverseTranspose), + + STATEVAR(gl_NormalMatrix), + STATEVAR(gl_NormalScale), + + STATEVAR(gl_FogParamsOptimizedMESA), + STATEVAR(gl_CurrentAttribVertMESA), + STATEVAR(gl_CurrentAttribFragMESA), + + {NULL, NULL, 0} +}; + + +namespace { + +/** + * Data structure that accumulates fields for the gl_PerVertex interface + * block. + */ +class per_vertex_accumulator +{ +public: + per_vertex_accumulator(); + void add_field(int slot, const glsl_type *type, const char *name); + const glsl_type *construct_interface_instance() const; + +private: + glsl_struct_field fields[10]; + unsigned num_fields; +}; + + +per_vertex_accumulator::per_vertex_accumulator() + : fields(), + num_fields(0) +{ +} + + +void +per_vertex_accumulator::add_field(int slot, const glsl_type *type, + const char *name) +{ + assert(this->num_fields < ARRAY_SIZE(this->fields)); + this->fields[this->num_fields].type = type; + this->fields[this->num_fields].name = name; + this->fields[this->num_fields].matrix_layout = GLSL_MATRIX_LAYOUT_INHERITED; + this->fields[this->num_fields].location = slot; + this->fields[this->num_fields].interpolation = INTERP_QUALIFIER_NONE; + this->fields[this->num_fields].centroid = 0; + this->fields[this->num_fields].sample = 0; + this->fields[this->num_fields].patch = 0; + this->fields[this->num_fields].precision = GLSL_PRECISION_NONE; + this->num_fields++; +} + + +const glsl_type * +per_vertex_accumulator::construct_interface_instance() const +{ + return glsl_type::get_interface_instance(this->fields, this->num_fields, + GLSL_INTERFACE_PACKING_STD140, + "gl_PerVertex"); +} + + +class builtin_variable_generator +{ +public: + builtin_variable_generator(exec_list *instructions, + struct _mesa_glsl_parse_state *state); + void generate_constants(); + void generate_uniforms(); + void generate_vs_special_vars(); + void generate_tcs_special_vars(); + void generate_tes_special_vars(); + void generate_gs_special_vars(); + void generate_fs_special_vars(); + void generate_cs_special_vars(); + void generate_varyings(); + +private: + const glsl_type *array(const glsl_type *base, unsigned elements) + { + return glsl_type::get_array_instance(base, elements); + } + + const glsl_type *type(const char *name) + { + return symtab->get_type(name); + } + + ir_variable *add_input(int slot, const glsl_type *type, const char *name) + { + return add_variable(name, type, ir_var_shader_in, slot); + } + + ir_variable *add_output(int slot, const glsl_type *type, const char *name) + { + return add_variable(name, type, ir_var_shader_out, slot); + } + + ir_variable *add_index_output(int slot, int index, const glsl_type *type, const char *name) + { + return add_index_variable(name, type, ir_var_shader_out, slot, index); + } + + ir_variable *add_system_value(int slot, const glsl_type *type, + const char *name) + { + return add_variable(name, type, ir_var_system_value, slot); + } + + ir_variable *add_variable(const char *name, const glsl_type *type, + enum ir_variable_mode mode, int slot); + ir_variable *add_index_variable(const char *name, const glsl_type *type, + enum ir_variable_mode mode, int slot, int index); + ir_variable *add_uniform(const glsl_type *type, const char *name); + ir_variable *add_const(const char *name, int value); + ir_variable *add_const_ivec3(const char *name, int x, int y, int z); + void add_varying(int slot, const glsl_type *type, const char *name); + + exec_list * const instructions; + struct _mesa_glsl_parse_state * const state; + glsl_symbol_table * const symtab; + + /** + * True if compatibility-profile-only variables should be included. (In + * desktop GL, these are always included when the GLSL version is 1.30 and + * or below). + */ + const bool compatibility; + + const glsl_type * const bool_t; + const glsl_type * const int_t; + const glsl_type * const uint_t; + const glsl_type * const float_t; + const glsl_type * const vec2_t; + const glsl_type * const vec3_t; + const glsl_type * const vec4_t; + const glsl_type * const uvec3_t; + const glsl_type * const mat3_t; + const glsl_type * const mat4_t; + + per_vertex_accumulator per_vertex_in; + per_vertex_accumulator per_vertex_out; +}; + + +builtin_variable_generator::builtin_variable_generator( + exec_list *instructions, struct _mesa_glsl_parse_state *state) + : instructions(instructions), state(state), symtab(state->symbols), + compatibility(!state->is_version(140, 100)), + bool_t(glsl_type::bool_type), int_t(glsl_type::int_type), + uint_t(glsl_type::uint_type), + float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type), + vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type), + uvec3_t(glsl_type::uvec3_type), + mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type) +{ +} + +ir_variable * +builtin_variable_generator::add_index_variable(const char *name, + const glsl_type *type, + enum ir_variable_mode mode, int slot, int index) +{ + ir_variable *var = new(symtab) ir_variable(type, name, mode); + var->data.how_declared = ir_var_declared_implicitly; + + switch (var->data.mode) { + case ir_var_auto: + case ir_var_shader_in: + case ir_var_uniform: + case ir_var_system_value: + var->data.read_only = true; + break; + case ir_var_shader_out: + case ir_var_shader_storage: + break; + default: + /* The only variables that are added using this function should be + * uniforms, shader storage, shader inputs, and shader outputs, constants + * (which use ir_var_auto), and system values. + */ + assert(0); + break; + } + + var->data.location = slot; + var->data.explicit_location = (slot >= 0); + var->data.explicit_index = 1; + var->data.index = index; + + /* Once the variable is created an initialized, add it to the symbol table + * and add the declaration to the IR stream. + */ + instructions->push_tail(var); + + symtab->add_variable(var); + return var; +} + +ir_variable * +builtin_variable_generator::add_variable(const char *name, + const glsl_type *type, + enum ir_variable_mode mode, int slot) +{ + ir_variable *var = new(symtab) ir_variable(type, name, mode); + var->data.how_declared = ir_var_declared_implicitly; + + switch (var->data.mode) { + case ir_var_auto: + case ir_var_shader_in: + case ir_var_uniform: + case ir_var_system_value: + var->data.read_only = true; + break; + case ir_var_shader_out: + case ir_var_shader_storage: + break; + default: + /* The only variables that are added using this function should be + * uniforms, shader storage, shader inputs, and shader outputs, constants + * (which use ir_var_auto), and system values. + */ + assert(0); + break; + } + + var->data.location = slot; + var->data.explicit_location = (slot >= 0); + var->data.explicit_index = 0; + + /* Once the variable is created an initialized, add it to the symbol table + * and add the declaration to the IR stream. + */ + instructions->push_tail(var); + + symtab->add_variable(var); + return var; +} + + +ir_variable * +builtin_variable_generator::add_uniform(const glsl_type *type, + const char *name) +{ + ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1); + + unsigned i; + for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) { + if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) { + break; + } + } + + assert(_mesa_builtin_uniform_desc[i].name != NULL); + const struct gl_builtin_uniform_desc* const statevar = + &_mesa_builtin_uniform_desc[i]; + + const unsigned array_count = type->is_array() ? type->length : 1; + + ir_state_slot *slots = + uni->allocate_state_slots(array_count * statevar->num_elements); + + for (unsigned a = 0; a < array_count; a++) { + for (unsigned j = 0; j < statevar->num_elements; j++) { + const struct gl_builtin_uniform_element *element = + &statevar->elements[j]; + + memcpy(slots->tokens, element->tokens, sizeof(element->tokens)); + if (type->is_array()) { + if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 || + strcmp(name, "gl_CurrentAttribFragMESA") == 0) { + slots->tokens[2] = a; + } else { + slots->tokens[1] = a; + } + } + + slots->swizzle = element->swizzle; + slots++; + } + } + + return uni; +} + + +ir_variable * +builtin_variable_generator::add_const(const char *name, int value) +{ + ir_variable *const var = add_variable(name, glsl_type::int_type, + ir_var_auto, -1); + var->constant_value = new(var) ir_constant(value); + var->constant_initializer = new(var) ir_constant(value); + var->data.has_initializer = true; + return var; +} + + +ir_variable * +builtin_variable_generator::add_const_ivec3(const char *name, int x, int y, + int z) +{ + ir_variable *const var = add_variable(name, glsl_type::ivec3_type, + ir_var_auto, -1); + ir_constant_data data; + memset(&data, 0, sizeof(data)); + data.i[0] = x; + data.i[1] = y; + data.i[2] = z; + var->constant_value = new(var) ir_constant(glsl_type::ivec3_type, &data); + var->constant_initializer = + new(var) ir_constant(glsl_type::ivec3_type, &data); + var->data.has_initializer = true; + return var; +} + + +void +builtin_variable_generator::generate_constants() +{ + add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs); + add_const("gl_MaxVertexTextureImageUnits", + state->Const.MaxVertexTextureImageUnits); + add_const("gl_MaxCombinedTextureImageUnits", + state->Const.MaxCombinedTextureImageUnits); + add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits); + add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers); + + /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop + * GL counts them in units of "components" or "floats". + */ + if (state->es_shader) { + add_const("gl_MaxVertexUniformVectors", + state->Const.MaxVertexUniformComponents / 4); + add_const("gl_MaxFragmentUniformVectors", + state->Const.MaxFragmentUniformComponents / 4); + + /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate + * vertex and fragment shader constants. + */ + if (state->is_version(0, 300)) { + add_const("gl_MaxVertexOutputVectors", + state->ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4); + add_const("gl_MaxFragmentInputVectors", + state->ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4); + } else { + add_const("gl_MaxVaryingVectors", + state->ctx->Const.MaxVarying); + } + + /* EXT_blend_func_extended brings a built in constant + * for determining number of dual source draw buffers + */ + if (state->EXT_blend_func_extended_enable) { + add_const("gl_MaxDualSourceDrawBuffersEXT", + state->Const.MaxDualSourceDrawBuffers); + } + } else { + add_const("gl_MaxVertexUniformComponents", + state->Const.MaxVertexUniformComponents); + + /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not + * removed + */ + add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4); + + add_const("gl_MaxFragmentUniformComponents", + state->Const.MaxFragmentUniformComponents); + } + + /* Texel offsets were introduced in ARB_shading_language_420pack (which + * requires desktop GLSL version 130), and adopted into desktop GLSL + * version 4.20 and GLSL ES version 3.00. + */ + if ((state->is_version(130, 0) && + state->ARB_shading_language_420pack_enable) || + state->is_version(420, 300)) { + add_const("gl_MinProgramTexelOffset", + state->Const.MinProgramTexelOffset); + add_const("gl_MaxProgramTexelOffset", + state->Const.MaxProgramTexelOffset); + } + + if (state->is_version(130, 0)) { + add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes); + add_const("gl_MaxVaryingComponents", state->ctx->Const.MaxVarying * 4); + } + + if (state->has_geometry_shader()) { + add_const("gl_MaxVertexOutputComponents", + state->Const.MaxVertexOutputComponents); + add_const("gl_MaxGeometryInputComponents", + state->Const.MaxGeometryInputComponents); + add_const("gl_MaxGeometryOutputComponents", + state->Const.MaxGeometryOutputComponents); + add_const("gl_MaxFragmentInputComponents", + state->Const.MaxFragmentInputComponents); + add_const("gl_MaxGeometryTextureImageUnits", + state->Const.MaxGeometryTextureImageUnits); + add_const("gl_MaxGeometryOutputVertices", + state->Const.MaxGeometryOutputVertices); + add_const("gl_MaxGeometryTotalOutputComponents", + state->Const.MaxGeometryTotalOutputComponents); + add_const("gl_MaxGeometryUniformComponents", + state->Const.MaxGeometryUniformComponents); + + /* Note: the GLSL 1.50-4.40 specs require + * gl_MaxGeometryVaryingComponents to be present, and to be at least 64. + * But they do not define what it means (and there does not appear to be + * any corresponding constant in the GL specs). However, + * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to + * be the maximum number of components available for use as geometry + * outputs. So we assume this is a synonym for + * gl_MaxGeometryOutputComponents. + */ + add_const("gl_MaxGeometryVaryingComponents", + state->Const.MaxGeometryOutputComponents); + } + + if (compatibility) { + /* Note: gl_MaxLights stopped being listed as an explicit constant in + * GLSL 1.30, however it continues to be referred to (as a minimum size + * for compatibility-mode uniforms) all the way up through GLSL 4.30, so + * this seems like it was probably an oversight. + */ + add_const("gl_MaxLights", state->Const.MaxLights); + + add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes); + + /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL + * 1.50, however this seems like it was probably an oversight. + */ + add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits); + + /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was + * re-introduced in GLSL 1.50, so this seems like it was probably an + * oversight. + */ + add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords); + } + + if (state->has_atomic_counters()) { + add_const("gl_MaxVertexAtomicCounters", + state->Const.MaxVertexAtomicCounters); + add_const("gl_MaxFragmentAtomicCounters", + state->Const.MaxFragmentAtomicCounters); + add_const("gl_MaxCombinedAtomicCounters", + state->Const.MaxCombinedAtomicCounters); + add_const("gl_MaxAtomicCounterBindings", + state->Const.MaxAtomicBufferBindings); + + if (state->has_geometry_shader()) { + add_const("gl_MaxGeometryAtomicCounters", + state->Const.MaxGeometryAtomicCounters); + } + if (!state->es_shader) { + add_const("gl_MaxTessControlAtomicCounters", + state->Const.MaxTessControlAtomicCounters); + add_const("gl_MaxTessEvaluationAtomicCounters", + state->Const.MaxTessEvaluationAtomicCounters); + } + } + + if (state->is_version(420, 310)) { + add_const("gl_MaxVertexAtomicCounterBuffers", + state->Const.MaxVertexAtomicCounterBuffers); + add_const("gl_MaxFragmentAtomicCounterBuffers", + state->Const.MaxFragmentAtomicCounterBuffers); + add_const("gl_MaxCombinedAtomicCounterBuffers", + state->Const.MaxCombinedAtomicCounterBuffers); + add_const("gl_MaxAtomicCounterBufferSize", + state->Const.MaxAtomicCounterBufferSize); + + if (state->has_geometry_shader()) { + add_const("gl_MaxGeometryAtomicCounterBuffers", + state->Const.MaxGeometryAtomicCounterBuffers); + } + if (!state->es_shader) { + add_const("gl_MaxTessControlAtomicCounterBuffers", + state->Const.MaxTessControlAtomicCounterBuffers); + add_const("gl_MaxTessEvaluationAtomicCounterBuffers", + state->Const.MaxTessEvaluationAtomicCounterBuffers); + } + } + + if (state->is_version(430, 310) || state->ARB_compute_shader_enable) { + add_const("gl_MaxComputeAtomicCounterBuffers", MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS); + add_const("gl_MaxComputeAtomicCounters", MAX_COMPUTE_ATOMIC_COUNTERS); + add_const("gl_MaxComputeImageUniforms", MAX_COMPUTE_IMAGE_UNIFORMS); + add_const("gl_MaxComputeTextureImageUnits", MAX_COMPUTE_TEXTURE_IMAGE_UNITS); + add_const("gl_MaxComputeUniformComponents", MAX_COMPUTE_UNIFORM_COMPONENTS); + + add_const_ivec3("gl_MaxComputeWorkGroupCount", + state->Const.MaxComputeWorkGroupCount[0], + state->Const.MaxComputeWorkGroupCount[1], + state->Const.MaxComputeWorkGroupCount[2]); + add_const_ivec3("gl_MaxComputeWorkGroupSize", + state->Const.MaxComputeWorkGroupSize[0], + state->Const.MaxComputeWorkGroupSize[1], + state->Const.MaxComputeWorkGroupSize[2]); + + /* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables): + * + * The built-in constant gl_WorkGroupSize is a compute-shader + * constant containing the local work-group size of the shader. The + * size of the work group in the X, Y, and Z dimensions is stored in + * the x, y, and z components. The constants values in + * gl_WorkGroupSize will match those specified in the required + * local_size_x, local_size_y, and local_size_z layout qualifiers + * for the current shader. This is a constant so that it can be + * used to size arrays of memory that can be shared within the local + * work group. It is a compile-time error to use gl_WorkGroupSize + * in a shader that does not declare a fixed local group size, or + * before that shader has declared a fixed local group size, using + * local_size_x, local_size_y, and local_size_z. + * + * To prevent the shader from trying to refer to gl_WorkGroupSize before + * the layout declaration, we don't define it here. Intead we define it + * in ast_cs_input_layout::hir(). + */ + } + + if (state->is_version(420, 310) || + state->ARB_shader_image_load_store_enable) { + add_const("gl_MaxImageUnits", + state->Const.MaxImageUnits); + add_const("gl_MaxVertexImageUniforms", + state->Const.MaxVertexImageUniforms); + add_const("gl_MaxFragmentImageUniforms", + state->Const.MaxFragmentImageUniforms); + add_const("gl_MaxCombinedImageUniforms", + state->Const.MaxCombinedImageUniforms); + + if (state->has_geometry_shader()) { + add_const("gl_MaxGeometryImageUniforms", + state->Const.MaxGeometryImageUniforms); + } + + if (!state->es_shader) { + add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs", + state->Const.MaxCombinedShaderOutputResources); + add_const("gl_MaxImageSamples", + state->Const.MaxImageSamples); + } + + if (state->is_version(450, 310)) { + add_const("gl_MaxCombinedShaderOutputResources", + state->Const.MaxCombinedShaderOutputResources); + } + + if (state->is_version(400, 0) || + state->ARB_tessellation_shader_enable) { + add_const("gl_MaxTessControlImageUniforms", + state->Const.MaxTessControlImageUniforms); + add_const("gl_MaxTessEvaluationImageUniforms", + state->Const.MaxTessEvaluationImageUniforms); + } + } + + if (state->is_version(410, 0) || + state->ARB_viewport_array_enable) + add_const("gl_MaxViewports", state->Const.MaxViewports); + + if (state->is_version(400, 0) || + state->ARB_tessellation_shader_enable) { + add_const("gl_MaxPatchVertices", state->Const.MaxPatchVertices); + add_const("gl_MaxTessGenLevel", state->Const.MaxTessGenLevel); + add_const("gl_MaxTessControlInputComponents", state->Const.MaxTessControlInputComponents); + add_const("gl_MaxTessControlOutputComponents", state->Const.MaxTessControlOutputComponents); + add_const("gl_MaxTessControlTextureImageUnits", state->Const.MaxTessControlTextureImageUnits); + add_const("gl_MaxTessEvaluationInputComponents", state->Const.MaxTessEvaluationInputComponents); + add_const("gl_MaxTessEvaluationOutputComponents", state->Const.MaxTessEvaluationOutputComponents); + add_const("gl_MaxTessEvaluationTextureImageUnits", state->Const.MaxTessEvaluationTextureImageUnits); + add_const("gl_MaxTessPatchComponents", state->Const.MaxTessPatchComponents); + add_const("gl_MaxTessControlTotalOutputComponents", state->Const.MaxTessControlTotalOutputComponents); + add_const("gl_MaxTessControlUniformComponents", state->Const.MaxTessControlUniformComponents); + add_const("gl_MaxTessEvaluationUniformComponents", state->Const.MaxTessEvaluationUniformComponents); + } +} + + +/** + * Generate uniform variables (which exist in all types of shaders). + */ +void +builtin_variable_generator::generate_uniforms() +{ + if (state->is_version(400, 0) || state->ARB_sample_shading_enable) + add_uniform(int_t, "gl_NumSamples"); + add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange"); + add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA"); + add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA"); + + if (compatibility) { + add_uniform(mat4_t, "gl_ModelViewMatrix"); + add_uniform(mat4_t, "gl_ProjectionMatrix"); + add_uniform(mat4_t, "gl_ModelViewProjectionMatrix"); + add_uniform(mat3_t, "gl_NormalMatrix"); + add_uniform(mat4_t, "gl_ModelViewMatrixInverse"); + add_uniform(mat4_t, "gl_ProjectionMatrixInverse"); + add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse"); + add_uniform(mat4_t, "gl_ModelViewMatrixTranspose"); + add_uniform(mat4_t, "gl_ProjectionMatrixTranspose"); + add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose"); + add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose"); + add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose"); + add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose"); + add_uniform(float_t, "gl_NormalScale"); + add_uniform(type("gl_LightModelParameters"), "gl_LightModel"); + add_uniform(vec4_t, "gl_FogParamsOptimizedMESA"); + + const glsl_type *const mat4_array_type = + array(mat4_t, state->Const.MaxTextureCoords); + add_uniform(mat4_array_type, "gl_TextureMatrix"); + add_uniform(mat4_array_type, "gl_TextureMatrixInverse"); + add_uniform(mat4_array_type, "gl_TextureMatrixTranspose"); + add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose"); + + add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane"); + add_uniform(type("gl_PointParameters"), "gl_Point"); + + const glsl_type *const material_parameters_type = + type("gl_MaterialParameters"); + add_uniform(material_parameters_type, "gl_FrontMaterial"); + add_uniform(material_parameters_type, "gl_BackMaterial"); + + add_uniform(array(type("gl_LightSourceParameters"), + state->Const.MaxLights), + "gl_LightSource"); + + const glsl_type *const light_model_products_type = + type("gl_LightModelProducts"); + add_uniform(light_model_products_type, "gl_FrontLightModelProduct"); + add_uniform(light_model_products_type, "gl_BackLightModelProduct"); + + const glsl_type *const light_products_type = + array(type("gl_LightProducts"), state->Const.MaxLights); + add_uniform(light_products_type, "gl_FrontLightProduct"); + add_uniform(light_products_type, "gl_BackLightProduct"); + + add_uniform(array(vec4_t, state->Const.MaxTextureUnits), + "gl_TextureEnvColor"); + + const glsl_type *const texcoords_vec4 = + array(vec4_t, state->Const.MaxTextureCoords); + add_uniform(texcoords_vec4, "gl_EyePlaneS"); + add_uniform(texcoords_vec4, "gl_EyePlaneT"); + add_uniform(texcoords_vec4, "gl_EyePlaneR"); + add_uniform(texcoords_vec4, "gl_EyePlaneQ"); + add_uniform(texcoords_vec4, "gl_ObjectPlaneS"); + add_uniform(texcoords_vec4, "gl_ObjectPlaneT"); + add_uniform(texcoords_vec4, "gl_ObjectPlaneR"); + add_uniform(texcoords_vec4, "gl_ObjectPlaneQ"); + + add_uniform(type("gl_FogParameters"), "gl_Fog"); + } +} + + +/** + * Generate variables which only exist in vertex shaders. + */ +void +builtin_variable_generator::generate_vs_special_vars() +{ + ir_variable *var; + + if (state->is_version(130, 300)) + add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID"); + if (state->ARB_draw_instanced_enable) + add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB"); + if (state->ARB_draw_instanced_enable || state->is_version(140, 300)) + add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID"); + if (state->ARB_shader_draw_parameters_enable) { + add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertexARB"); + add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstanceARB"); + add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawIDARB"); + } + if (state->AMD_vertex_shader_layer_enable) { + var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer"); + var->data.interpolation = INTERP_QUALIFIER_FLAT; + } + if (state->AMD_vertex_shader_viewport_index_enable) { + var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex"); + var->data.interpolation = INTERP_QUALIFIER_FLAT; + } + if (compatibility) { + add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex"); + add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal"); + add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color"); + add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor"); + add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0"); + add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1"); + add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2"); + add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3"); + add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4"); + add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5"); + add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6"); + add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7"); + add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord"); + } +} + + +/** + * Generate variables which only exist in tessellation control shaders. + */ +void +builtin_variable_generator::generate_tcs_special_vars() +{ + add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID"); + add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn"); + add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID"); + + add_output(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4), + "gl_TessLevelOuter")->data.patch = 1; + add_output(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2), + "gl_TessLevelInner")->data.patch = 1; +} + + +/** + * Generate variables which only exist in tessellation evaluation shaders. + */ +void +builtin_variable_generator::generate_tes_special_vars() +{ + add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID"); + add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn"); + add_system_value(SYSTEM_VALUE_TESS_COORD, vec3_t, "gl_TessCoord"); + add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER, array(float_t, 4), + "gl_TessLevelOuter"); + add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2), + "gl_TessLevelInner"); +} + + +/** + * Generate variables which only exist in geometry shaders. + */ +void +builtin_variable_generator::generate_gs_special_vars() +{ + ir_variable *var; + + var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer"); + var->data.interpolation = INTERP_QUALIFIER_FLAT; + if (state->is_version(410, 0) || state->ARB_viewport_array_enable) { + var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex"); + var->data.interpolation = INTERP_QUALIFIER_FLAT; + } + if (state->is_version(400, 0) || state->ARB_gpu_shader5_enable) + add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID"); + + /* Although gl_PrimitiveID appears in tessellation control and tessellation + * evaluation shaders, it has a different function there than it has in + * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn) + * as special geometry shader variables. + * + * Note that although the general convention of suffixing geometry shader + * input varyings with "In" was not adopted into GLSL 1.50, it is used in + * the specific case of gl_PrimitiveIDIn. So we don't need to treat + * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable. + */ + var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn"); + var->data.interpolation = INTERP_QUALIFIER_FLAT; + var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID"); + var->data.interpolation = INTERP_QUALIFIER_FLAT; +} + + +/** + * Generate variables which only exist in fragment shaders. + */ +void +builtin_variable_generator::generate_fs_special_vars() +{ + ir_variable *var; + + if (this->state->ctx->Const.GLSLFragCoordIsSysVal) + add_system_value(SYSTEM_VALUE_FRAG_COORD, vec4_t, "gl_FragCoord"); + else + add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord"); + + if (this->state->ctx->Const.GLSLFrontFacingIsSysVal) + add_system_value(SYSTEM_VALUE_FRONT_FACE, bool_t, "gl_FrontFacing"); + else + add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing"); + + if (state->is_version(120, 100)) + add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord"); + + if (state->has_geometry_shader()) { + var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID"); + var->data.interpolation = INTERP_QUALIFIER_FLAT; + } + + /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL + * 1.30, and were relegated to the compatibility profile in GLSL 4.20. + * They were removed from GLSL ES 3.00. + */ + if (compatibility || !state->is_version(420, 300)) { + add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor"); + add_output(FRAG_RESULT_DATA0, + array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData"); + } + + if (state->es_shader && state->language_version == 100 && state->EXT_blend_func_extended_enable) { + /* We make an assumption here that there will only ever be one dual-source draw buffer + * In case this assumption is ever proven to be false, make sure to assert here + * since we don't handle this case. + * In practice, this issue will never arise since no hardware will support it. + */ + assert(state->Const.MaxDualSourceDrawBuffers <= 1); + add_index_output(FRAG_RESULT_DATA0, 1, vec4_t, "gl_SecondaryFragColorEXT"); + add_index_output(FRAG_RESULT_DATA0, 1, + array(vec4_t, state->Const.MaxDualSourceDrawBuffers), + "gl_SecondaryFragDataEXT"); + } + + /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL + * ES 1.00. + */ + if (state->is_version(110, 300)) + add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth"); + + if (state->ARB_shader_stencil_export_enable) { + ir_variable *const var = + add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB"); + if (state->ARB_shader_stencil_export_warn) + var->enable_extension_warning("GL_ARB_shader_stencil_export"); + } + + if (state->AMD_shader_stencil_export_enable) { + ir_variable *const var = + add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD"); + if (state->AMD_shader_stencil_export_warn) + var->enable_extension_warning("GL_AMD_shader_stencil_export"); + } + + if (state->is_version(400, 0) || state->ARB_sample_shading_enable) { + add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, "gl_SampleID"); + add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, "gl_SamplePosition"); + /* From the ARB_sample_shading specification: + * "The number of elements in the array is ceil(<s>/32), where + * <s> is the maximum number of color samples supported by the + * implementation." + * Since no drivers expose more than 32x MSAA, we can simply set + * the array size to 1 rather than computing it. + */ + add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), "gl_SampleMask"); + } + + if (state->is_version(400, 0) || state->ARB_gpu_shader5_enable) { + add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1), "gl_SampleMaskIn"); + } + + if (state->is_version(430, 0) || state->ARB_fragment_layer_viewport_enable) { + var = add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer"); + var->data.interpolation = INTERP_QUALIFIER_FLAT; + var = add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex"); + var->data.interpolation = INTERP_QUALIFIER_FLAT; + } + + if (state->is_version(450, 310)/* || state->ARB_ES3_1_compatibility_enable*/) + add_system_value(SYSTEM_VALUE_HELPER_INVOCATION, bool_t, "gl_HelperInvocation"); +} + + +/** + * Generate variables which only exist in compute shaders. + */ +void +builtin_variable_generator::generate_cs_special_vars() +{ + add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_ID, uvec3_t, + "gl_LocalInvocationID"); + add_system_value(SYSTEM_VALUE_WORK_GROUP_ID, uvec3_t, "gl_WorkGroupID"); + add_system_value(SYSTEM_VALUE_NUM_WORK_GROUPS, uvec3_t, "gl_NumWorkGroups"); + add_variable("gl_GlobalInvocationID", uvec3_t, ir_var_auto, 0); + add_variable("gl_LocalInvocationIndex", uint_t, ir_var_auto, 0); +} + + +/** + * Add a single "varying" variable. The variable's type and direction (input + * or output) are adjusted as appropriate for the type of shader being + * compiled. + */ +void +builtin_variable_generator::add_varying(int slot, const glsl_type *type, + const char *name) +{ + switch (state->stage) { + case MESA_SHADER_TESS_CTRL: + case MESA_SHADER_TESS_EVAL: + case MESA_SHADER_GEOMETRY: + this->per_vertex_in.add_field(slot, type, name); + /* FALLTHROUGH */ + case MESA_SHADER_VERTEX: + this->per_vertex_out.add_field(slot, type, name); + break; + case MESA_SHADER_FRAGMENT: + add_input(slot, type, name); + break; + case MESA_SHADER_COMPUTE: + /* Compute shaders don't have varyings. */ + break; + } +} + + +/** + * Generate variables that are used to communicate data from one shader stage + * to the next ("varyings"). + */ +void +builtin_variable_generator::generate_varyings() +{ + /* gl_Position and gl_PointSize are not visible from fragment shaders. */ + if (state->stage != MESA_SHADER_FRAGMENT) { + add_varying(VARYING_SLOT_POS, vec4_t, "gl_Position"); + add_varying(VARYING_SLOT_PSIZ, float_t, "gl_PointSize"); + } + + if (state->is_version(130, 0)) { + add_varying(VARYING_SLOT_CLIP_DIST0, array(float_t, 0), + "gl_ClipDistance"); + } + + if (compatibility) { + add_varying(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord"); + add_varying(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord"); + if (state->stage == MESA_SHADER_FRAGMENT) { + add_varying(VARYING_SLOT_COL0, vec4_t, "gl_Color"); + add_varying(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor"); + } else { + add_varying(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex"); + add_varying(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor"); + add_varying(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor"); + add_varying(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor"); + add_varying(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor"); + } + } + + /* Section 7.1 (Built-In Language Variables) of the GLSL 4.00 spec + * says: + * + * "In the tessellation control language, built-in variables are + * intrinsically declared as: + * + * in gl_PerVertex { + * vec4 gl_Position; + * float gl_PointSize; + * float gl_ClipDistance[]; + * } gl_in[gl_MaxPatchVertices];" + */ + if (state->stage == MESA_SHADER_TESS_CTRL || + state->stage == MESA_SHADER_TESS_EVAL) { + const glsl_type *per_vertex_in_type = + this->per_vertex_in.construct_interface_instance(); + add_variable("gl_in", array(per_vertex_in_type, state->Const.MaxPatchVertices), + ir_var_shader_in, -1); + } + if (state->stage == MESA_SHADER_GEOMETRY) { + const glsl_type *per_vertex_in_type = + this->per_vertex_in.construct_interface_instance(); + add_variable("gl_in", array(per_vertex_in_type, 0), + ir_var_shader_in, -1); + } + if (state->stage == MESA_SHADER_TESS_CTRL) { + const glsl_type *per_vertex_out_type = + this->per_vertex_out.construct_interface_instance(); + add_variable("gl_out", array(per_vertex_out_type, 0), + ir_var_shader_out, -1); + } + if (state->stage == MESA_SHADER_VERTEX || + state->stage == MESA_SHADER_TESS_EVAL || + state->stage == MESA_SHADER_GEOMETRY) { + const glsl_type *per_vertex_out_type = + this->per_vertex_out.construct_interface_instance(); + const glsl_struct_field *fields = per_vertex_out_type->fields.structure; + for (unsigned i = 0; i < per_vertex_out_type->length; i++) { + ir_variable *var = + add_variable(fields[i].name, fields[i].type, ir_var_shader_out, + fields[i].location); + var->data.interpolation = fields[i].interpolation; + var->data.centroid = fields[i].centroid; + var->data.sample = fields[i].sample; + var->data.patch = fields[i].patch; + var->data.precision = fields[i].precision; + var->init_interface_type(per_vertex_out_type); + } + } +} + + +}; /* Anonymous namespace */ + + +void +_mesa_glsl_initialize_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + builtin_variable_generator gen(instructions, state); + + gen.generate_constants(); + gen.generate_uniforms(); + + gen.generate_varyings(); + + switch (state->stage) { + case MESA_SHADER_VERTEX: + gen.generate_vs_special_vars(); + break; + case MESA_SHADER_TESS_CTRL: + gen.generate_tcs_special_vars(); + break; + case MESA_SHADER_TESS_EVAL: + gen.generate_tes_special_vars(); + break; + case MESA_SHADER_GEOMETRY: + gen.generate_gs_special_vars(); + break; + case MESA_SHADER_FRAGMENT: + gen.generate_fs_special_vars(); + break; + case MESA_SHADER_COMPUTE: + gen.generate_cs_special_vars(); + break; + } +} + + +/** + * Initialize compute shader variables with values that are derived from other + * compute shader variable. + */ +static void +initialize_cs_derived_variables(gl_shader *shader, + ir_function_signature *const main_sig) +{ + assert(shader->Stage == MESA_SHADER_COMPUTE); + + ir_variable *gl_GlobalInvocationID = + shader->symbols->get_variable("gl_GlobalInvocationID"); + assert(gl_GlobalInvocationID); + ir_variable *gl_WorkGroupID = + shader->symbols->get_variable("gl_WorkGroupID"); + assert(gl_WorkGroupID); + ir_variable *gl_WorkGroupSize = + shader->symbols->get_variable("gl_WorkGroupSize"); + if (gl_WorkGroupSize == NULL) { + void *const mem_ctx = ralloc_parent(shader->ir); + gl_WorkGroupSize = new(mem_ctx) ir_variable(glsl_type::uvec3_type, + "gl_WorkGroupSize", + ir_var_auto); + gl_WorkGroupSize->data.how_declared = ir_var_declared_implicitly; + gl_WorkGroupSize->data.read_only = true; + shader->ir->push_head(gl_WorkGroupSize); + } + ir_variable *gl_LocalInvocationID = + shader->symbols->get_variable("gl_LocalInvocationID"); + assert(gl_LocalInvocationID); + + /* gl_GlobalInvocationID = + * gl_WorkGroupID * gl_WorkGroupSize + gl_LocalInvocationID + */ + ir_instruction *inst = + assign(gl_GlobalInvocationID, + add(mul(gl_WorkGroupID, gl_WorkGroupSize), + gl_LocalInvocationID)); + main_sig->body.push_head(inst); + + /* gl_LocalInvocationIndex = + * gl_LocalInvocationID.z * gl_WorkGroupSize.x * gl_WorkGroupSize.y + + * gl_LocalInvocationID.y * gl_WorkGroupSize.x + + * gl_LocalInvocationID.x; + */ + ir_expression *index_z = + mul(mul(swizzle_z(gl_LocalInvocationID), swizzle_x(gl_WorkGroupSize)), + swizzle_y(gl_WorkGroupSize)); + ir_expression *index_y = + mul(swizzle_y(gl_LocalInvocationID), swizzle_x(gl_WorkGroupSize)); + ir_expression *index_y_plus_z = add(index_y, index_z); + operand index_x(swizzle_x(gl_LocalInvocationID)); + ir_expression *index_x_plus_y_plus_z = add(index_y_plus_z, index_x); + ir_variable *gl_LocalInvocationIndex = + shader->symbols->get_variable("gl_LocalInvocationIndex"); + assert(gl_LocalInvocationIndex); + inst = assign(gl_LocalInvocationIndex, index_x_plus_y_plus_z); + main_sig->body.push_head(inst); +} + + +/** + * Initialize builtin variables with values based on other builtin variables. + * These are initialized in the main function. + */ +void +_mesa_glsl_initialize_derived_variables(gl_shader *shader) +{ + /* We only need to set CS variables currently. */ + if (shader->Stage != MESA_SHADER_COMPUTE) + return; + + ir_function_signature *const main_sig = + _mesa_get_main_function_signature(shader); + if (main_sig == NULL) + return; + + initialize_cs_derived_variables(shader, main_sig); +} |