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authorFabian Bieler <[email protected]>2014-03-20 22:41:40 +0100
committerMarek Olšák <[email protected]>2015-07-23 00:59:26 +0200
commit1036b024d4c8ce2376ac41219dfda01d5a59b3ef (patch)
treeda4b0962904769b9c904604689e4527e17036f23 /src/glsl
parent497eb295838baccde1420adfcc4ef7e8fdddd774 (diff)
glsl: add tessellation shader defines and built-in variables.
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/glsl')
-rw-r--r--src/glsl/builtin_variables.cpp72
-rw-r--r--src/glsl/glcpp/glcpp-parse.y3
-rw-r--r--src/glsl/shader_enums.h13
3 files changed, 86 insertions, 2 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;
diff --git a/src/glsl/glcpp/glcpp-parse.y b/src/glsl/glcpp/glcpp-parse.y
index ed1bffbde3c..4236fb319d3 100644
--- a/src/glsl/glcpp/glcpp-parse.y
+++ b/src/glsl/glcpp/glcpp-parse.y
@@ -2486,6 +2486,9 @@ _glcpp_parser_handle_version_declaration(glcpp_parser_t *parser, intmax_t versio
if (extensions->ARB_shader_storage_buffer_object)
add_builtin_define(parser, "GL_ARB_shader_storage_buffer_object", 1);
+
+ if (extensions->ARB_tessellation_shader)
+ add_builtin_define(parser, "GL_ARB_tessellation_shader", 1);
}
}
diff --git a/src/glsl/shader_enums.h b/src/glsl/shader_enums.h
index 42a30ae8fb9..3c3941645f0 100644
--- a/src/glsl/shader_enums.h
+++ b/src/glsl/shader_enums.h
@@ -152,7 +152,7 @@ typedef enum
* \name Geometry shader system values
*/
/*@{*/
- SYSTEM_VALUE_INVOCATION_ID,
+ SYSTEM_VALUE_INVOCATION_ID, /**< (Also in Tessellation Control shader) */
/*@}*/
/**
@@ -165,6 +165,17 @@ typedef enum
SYSTEM_VALUE_SAMPLE_MASK_IN,
/*@}*/
+ /**
+ * \name Tessellation Evaluation shader system values
+ */
+ /*@{*/
+ SYSTEM_VALUE_TESS_COORD,
+ SYSTEM_VALUE_VERTICES_IN, /**< Tessellation vertices in input patch */
+ SYSTEM_VALUE_PRIMITIVE_ID, /**< (currently not used by GS) */
+ SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */
+ SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */
+ /*@}*/
+
SYSTEM_VALUE_MAX /**< Number of values */
} gl_system_value;