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-rw-r--r--src/glsl/builtin_variables.cpp22
1 files changed, 22 insertions, 0 deletions
diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp
index 34d4006f86f..b5e2908f951 100644
--- a/src/glsl/builtin_variables.cpp
+++ b/src/glsl/builtin_variables.cpp
@@ -402,6 +402,7 @@ private:
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;
@@ -420,6 +421,7 @@ builtin_variable_generator::builtin_variable_generator(
: 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),
@@ -1061,6 +1063,7 @@ builtin_variable_generator::generate_cs_special_vars()
"gl_LocalInvocationID");
add_system_value(SYSTEM_VALUE_WORK_GROUP_ID, uvec3_t, "gl_WorkGroupID");
add_variable("gl_GlobalInvocationID", uvec3_t, ir_var_auto, 0);
+ add_variable("gl_LocalInvocationIndex", uint_t, ir_var_auto, 0);
/* TODO: finish this. */
}
@@ -1253,6 +1256,25 @@ initialize_cs_derived_variables(gl_shader *shader,
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);
}