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-rw-r--r--src/glsl/builtin_variables.cpp18
-rw-r--r--src/mesa/main/mtypes.h10
-rw-r--r--src/mesa/program/prog_print.c1
3 files changed, 28 insertions, 1 deletions
diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp
index 7a3505ace12..4d441045a83 100644
--- a/src/glsl/builtin_variables.cpp
+++ b/src/glsl/builtin_variables.cpp
@@ -30,6 +30,9 @@
#include "program/prog_statevars.h"
#include "program/prog_instruction.h"
+static struct gl_builtin_uniform_element gl_NumSamples_elements[] = {
+ {NULL, {STATE_NUM_SAMPLES, 0, 0}, SWIZZLE_XXXX}
+};
static struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
{"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
@@ -236,6 +239,7 @@ static struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
#define STATEVAR(name) {#name, name ## _elements, Elements(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),
@@ -662,6 +666,7 @@ builtin_variable_generator::generate_constants()
void
builtin_variable_generator::generate_uniforms()
{
+ 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");
@@ -838,6 +843,19 @@ builtin_variable_generator::generate_fs_special_vars()
if (state->AMD_shader_stencil_export_warn)
var->warn_extension = "GL_AMD_shader_stencil_export";
}
+
+ if (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");
+ }
}
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index 4774c8eb04c..b5c5583d6d3 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -274,6 +274,11 @@ typedef enum
#define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
/*@}*/
+/**
+ * Bitflags for system values.
+ */
+#define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
+#define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
/**
* Determine if the given gl_varying_slot appears in the fragment shader.
@@ -306,12 +311,13 @@ typedef enum
* register is written. No FRAG_RESULT_DATAn will be written.
*/
FRAG_RESULT_COLOR = 2,
+ FRAG_RESULT_SAMPLE_MASK = 3,
/* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
* or ARB_fragment_program fragment.color[n]) color results. If
* any are written, FRAG_RESULT_COLOR will not be written.
*/
- FRAG_RESULT_DATA0 = 3,
+ FRAG_RESULT_DATA0 = 4,
FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
} gl_frag_result;
@@ -1904,6 +1910,8 @@ typedef enum
SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
+ SYSTEM_VALUE_SAMPLE_ID, /**< Fragment shader only */
+ SYSTEM_VALUE_SAMPLE_POS, /**< Fragment shader only */
SYSTEM_VALUE_MAX /**< Number of values */
} gl_system_value;
diff --git a/src/mesa/program/prog_print.c b/src/mesa/program/prog_print.c
index cf852132d04..fa9063f5b9d 100644
--- a/src/mesa/program/prog_print.c
+++ b/src/mesa/program/prog_print.c
@@ -311,6 +311,7 @@ arb_output_attrib_string(GLint index, GLenum progType)
"result.depth", /* FRAG_RESULT_DEPTH */
"result.(one)", /* FRAG_RESULT_STENCIL */
"result.color", /* FRAG_RESULT_COLOR */
+ "result.samplemask", /* FRAG_RESULT_SAMPLE_MASK */
"result.color[0]", /* FRAG_RESULT_DATA0 (named for GLSL's gl_FragData) */
"result.color[1]",
"result.color[2]",