diff options
author | Fabian Bieler <[email protected]> | 2014-03-20 22:41:40 +0100 |
---|---|---|
committer | Marek Olšák <[email protected]> | 2015-07-23 00:59:26 +0200 |
commit | 1036b024d4c8ce2376ac41219dfda01d5a59b3ef (patch) | |
tree | da4b0962904769b9c904604689e4527e17036f23 /src/glsl/builtin_variables.cpp | |
parent | 497eb295838baccde1420adfcc4ef7e8fdddd774 (diff) |
glsl: add tessellation shader defines and built-in variables.
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/glsl/builtin_variables.cpp')
-rw-r--r-- | src/glsl/builtin_variables.cpp | 72 |
1 files changed, 71 insertions, 1 deletions
diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp index aba1750c09d..c094906ba69 100644 --- a/src/glsl/builtin_variables.cpp +++ b/src/glsl/builtin_variables.cpp @@ -343,6 +343,8 @@ public: void generate_constants(); void generate_uniforms(); void generate_vs_special_vars(); + void generate_tcs_special_vars(); + void generate_tes_special_vars(); void generate_gs_special_vars(); void generate_fs_special_vars(); void generate_cs_special_vars(); @@ -872,6 +874,39 @@ builtin_variable_generator::generate_vs_special_vars() /** + * Generate variables which only exist in tessellation control shaders. + */ +void +builtin_variable_generator::generate_tcs_special_vars() +{ + add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID"); + add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn"); + add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID"); + + add_output(VARYING_SLOT_TESS_LEVEL_OUTER, + array(float_t, 4), "gl_TessLevelOuter"); + add_output(VARYING_SLOT_TESS_LEVEL_INNER, + array(float_t, 2), "gl_TessLevelInner"); +} + + +/** + * 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 @@ -994,6 +1029,8 @@ builtin_variable_generator::add_varying(int slot, const glsl_type *type, const char *name_as_gs_input) { 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 */ @@ -1046,13 +1083,40 @@ builtin_variable_generator::generate_varyings() } } + /* Section 7.1 (Built-In Language Variables) of the GLSL 4.00 spec + * says: + * + * "In the tessellation control language, built-in variables are + * intrinsically declared as: + * + * in gl_PerVertex { + * vec4 gl_Position; + * float gl_PointSize; + * float gl_ClipDistance[]; + * } gl_in[gl_MaxPatchVertices];" + */ + if (state->stage == MESA_SHADER_TESS_CTRL || + state->stage == MESA_SHADER_TESS_EVAL) { + const glsl_type *per_vertex_in_type = + this->per_vertex_in.construct_interface_instance(); + add_variable("gl_in", array(per_vertex_in_type, state->Const.MaxPatchVertices), + ir_var_shader_in, -1); + } if (state->stage == MESA_SHADER_GEOMETRY) { const glsl_type *per_vertex_in_type = this->per_vertex_in.construct_interface_instance(); add_variable("gl_in", array(per_vertex_in_type, 0), ir_var_shader_in, -1); } - if (state->stage == MESA_SHADER_VERTEX || state->stage == MESA_SHADER_GEOMETRY) { + if (state->stage == MESA_SHADER_TESS_CTRL) { + const glsl_type *per_vertex_out_type = + this->per_vertex_out.construct_interface_instance(); + add_variable("gl_out", array(per_vertex_out_type, 0), + ir_var_shader_out, -1); + } + if (state->stage == MESA_SHADER_VERTEX || + state->stage == MESA_SHADER_TESS_EVAL || + state->stage == MESA_SHADER_GEOMETRY) { const glsl_type *per_vertex_out_type = this->per_vertex_out.construct_interface_instance(); const glsl_struct_field *fields = per_vertex_out_type->fields.structure; @@ -1087,6 +1151,12 @@ _mesa_glsl_initialize_variables(exec_list *instructions, case MESA_SHADER_VERTEX: gen.generate_vs_special_vars(); break; + case MESA_SHADER_TESS_CTRL: + gen.generate_tcs_special_vars(); + break; + case MESA_SHADER_TESS_EVAL: + gen.generate_tes_special_vars(); + break; case MESA_SHADER_GEOMETRY: gen.generate_gs_special_vars(); break; |