aboutsummaryrefslogtreecommitdiffstats
path: root/src/compiler/glsl/builtin_variables.cpp
blob: ff8a7e2db5e96b3d73ae4de8161f3de8881a20ad (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
/*
 * 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[11];
   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].offset = -1;
   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->fields[this->num_fields].image_read_only = 0;
   this->fields[this->num_fields].image_write_only = 0;
   this->fields[this->num_fields].image_coherent = 0;
   this->fields[this->num_fields].image_volatile = 0;
   this->fields[this->num_fields].image_restrict = 0;
   this->fields[this->num_fields].explicit_xfb_buffer = 0;
   this->fields[this->num_fields].xfb_buffer = -1;
   this->fields[this->num_fields].xfb_stride = -1;
   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;
}

extern "C" const struct gl_builtin_uniform_desc *
_mesa_glsl_get_builtin_uniform_desc(const char *name)
{
   for (unsigned i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
      if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
         return &_mesa_builtin_uniform_desc[i];
      }
   }
   return NULL;
}

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);

   const struct gl_builtin_uniform_desc* const statevar =
      _mesa_glsl_get_builtin_uniform_desc(name);
   assert(statevar != NULL);

   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->is_version(450, 0) || state->ARB_cull_distance_enable) {
      add_const("gl_MaxCullDistances", state->Const.MaxClipPlanes);
      add_const("gl_MaxCombinedClipAndCullDistances",
                state->Const.MaxClipPlanes);
   }

   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",
                state->Const.MaxComputeAtomicCounterBuffers);
      add_const("gl_MaxComputeAtomicCounters",
                state->Const.MaxComputeAtomicCounters);
      add_const("gl_MaxComputeImageUniforms",
                state->Const.MaxComputeImageUniforms);
      add_const("gl_MaxComputeTextureImageUnits",
                state->Const.MaxComputeTextureImageUnits);
      add_const("gl_MaxComputeUniformComponents",
                state->Const.MaxComputeUniformComponents);

      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->has_enhanced_layouts()) {
      add_const("gl_MaxTransformFeedbackBuffers",
                state->Const.MaxTransformFeedbackBuffers);
      add_const("gl_MaxTransformFeedbackInterleavedComponents",
                state->Const.MaxTransformFeedbackInterleavedComponents);
   }

   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(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(450, 310) ||
       state->ARB_ES3_1_compatibility_enable) {
      add_const("gl_MaxCombinedShaderOutputResources",
                state->Const.MaxCombinedShaderOutputResources);
   }

   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);
   }

   if (state->is_version(450, 320) ||
       state->OES_sample_variables_enable ||
       state->ARB_ES3_1_compatibility_enable)
      add_const("gl_MaxSamples", state->Const.MaxSamples);
}


/**
 * Generate uniform variables (which exist in all types of shaders).
 */
void
builtin_variable_generator::generate_uniforms()
{
   if (state->is_version(400, 320) ||
       state->ARB_sample_shading_enable ||
       state->OES_sample_variables_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, 320) ||
       state->ARB_sample_shading_enable ||
       state->OES_sample_variables_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, 320) ||
       state->ARB_gpu_shader5_enable ||
       state->OES_sample_variables_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");
      if (!state->es_shader ||
          state->stage == MESA_SHADER_VERTEX ||
          (state->stage == MESA_SHADER_GEOMETRY &&
           state->OES_geometry_point_size_enable)) {
         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 (state->is_version(450, 0) || state->ARB_cull_distance_enable) {
      add_varying(VARYING_SLOT_CULL_DIST0, array(float_t, 0),
                   "gl_CullDistance");
   }

   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);
}