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1 /*
2  * Copyright © 2010 Intel Corporation
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21  * DEALINGS IN THE SOFTWARE.
22  */
23 
24 
25 /**
26  * Building this file with MinGW g++ 7.3 or 7.4 with:
27  *   scons platform=windows toolchain=crossmingw machine=x86 build=profile
28  * triggers an internal compiler error.
29  * Overriding the optimization level to -O1 works around the issue.
30  * MinGW 5.3.1 does not seem to have the bug, neither does 8.3.  So for now
31  * we're simply testing for version 7.x here.
32  */
33 #if defined(__MINGW32__) && __GNUC__ == 7
34 #warning "disabling optimizations for this file to work around compiler bug in MinGW gcc 7.x"
35 #pragma GCC optimize("O1")
36 #endif
37 
38 
39 #include "ir.h"
40 #include "ir_builder.h"
41 #include "linker.h"
42 #include "glsl_parser_extras.h"
43 #include "glsl_symbol_table.h"
44 #include "main/consts_exts.h"
45 #include "main/uniforms.h"
46 #include "program/prog_statevars.h"
47 #include "program/prog_instruction.h"
48 #include "util/compiler.h"
49 #include "builtin_functions.h"
50 
51 using namespace ir_builder;
52 
53 static const struct gl_builtin_uniform_element gl_NumSamples_elements[] = {
54    {NULL, {STATE_NUM_SAMPLES, 0, 0}, SWIZZLE_XXXX}
55 };
56 
57 static const struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
58    {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
59    {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
60    {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
61 };
62 
63 static const struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
64    {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
65 };
66 
67 static const struct gl_builtin_uniform_element gl_Point_elements[] = {
68    {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
69    {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
70    {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
71    {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
72    {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
73    {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
74    {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
75 };
76 
77 static const struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
78    {"emission", {STATE_MATERIAL, MAT_ATTRIB_FRONT_EMISSION}, SWIZZLE_XYZW},
79    {"ambient", {STATE_MATERIAL, MAT_ATTRIB_FRONT_AMBIENT}, SWIZZLE_XYZW},
80    {"diffuse", {STATE_MATERIAL, MAT_ATTRIB_FRONT_DIFFUSE}, SWIZZLE_XYZW},
81    {"specular", {STATE_MATERIAL, MAT_ATTRIB_FRONT_SPECULAR}, SWIZZLE_XYZW},
82    {"shininess", {STATE_MATERIAL, MAT_ATTRIB_FRONT_SHININESS}, SWIZZLE_XXXX},
83 };
84 
85 static const struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
86    {"emission", {STATE_MATERIAL, MAT_ATTRIB_BACK_EMISSION}, SWIZZLE_XYZW},
87    {"ambient", {STATE_MATERIAL, MAT_ATTRIB_BACK_AMBIENT}, SWIZZLE_XYZW},
88    {"diffuse", {STATE_MATERIAL, MAT_ATTRIB_BACK_DIFFUSE}, SWIZZLE_XYZW},
89    {"specular", {STATE_MATERIAL, MAT_ATTRIB_BACK_SPECULAR}, SWIZZLE_XYZW},
90    {"shininess", {STATE_MATERIAL, MAT_ATTRIB_BACK_SHININESS}, SWIZZLE_XXXX},
91 };
92 
93 static const struct gl_builtin_uniform_element gl_LightSource_elements[] = {
94    {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
95    {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
96    {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
97    {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
98    {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
99    {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
100     MAKE_SWIZZLE4(SWIZZLE_X,
101 		  SWIZZLE_Y,
102 		  SWIZZLE_Z,
103 		  SWIZZLE_Z)},
104    {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
105    {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
106    {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
107    {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
108    {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
109    {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
110 };
111 
112 static const struct gl_builtin_uniform_element gl_LightModel_elements[] = {
113    {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
114 };
115 
116 static const struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
117    {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
118 };
119 
120 static const struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
121    {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
122 };
123 
124 static const struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
125    {"ambient", {STATE_LIGHTPROD, 0, MAT_ATTRIB_FRONT_AMBIENT}, SWIZZLE_XYZW},
126    {"diffuse", {STATE_LIGHTPROD, 0, MAT_ATTRIB_FRONT_DIFFUSE}, SWIZZLE_XYZW},
127    {"specular", {STATE_LIGHTPROD, 0, MAT_ATTRIB_FRONT_SPECULAR}, SWIZZLE_XYZW},
128 };
129 
130 static const struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
131    {"ambient", {STATE_LIGHTPROD, 0, MAT_ATTRIB_BACK_AMBIENT}, SWIZZLE_XYZW},
132    {"diffuse", {STATE_LIGHTPROD, 0, MAT_ATTRIB_BACK_DIFFUSE}, SWIZZLE_XYZW},
133    {"specular", {STATE_LIGHTPROD, 0, MAT_ATTRIB_BACK_SPECULAR}, SWIZZLE_XYZW},
134 };
135 
136 static const struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
137    {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
138 };
139 
140 static const struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
141    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
142 };
143 
144 static const struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
145    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
146 };
147 
148 static const struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
149    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
150 };
151 
152 static const struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
153    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
154 };
155 
156 static const struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
157    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
158 };
159 
160 static const struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
161    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
162 };
163 
164 static const struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
165    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
166 };
167 
168 static const struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
169    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
170 };
171 
172 static const struct gl_builtin_uniform_element gl_Fog_elements[] = {
173    {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
174    {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
175    {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
176    {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
177    {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
178 };
179 
180 static const struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
181    {NULL, {STATE_NORMAL_SCALE_EYESPACE}, SWIZZLE_XXXX},
182 };
183 
184 static const struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
185    {NULL, {STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
186 };
187 
188 #define ATTRIB(i) \
189    static const struct gl_builtin_uniform_element gl_CurrentAttribFrag##i##MESA_elements[] = { \
190       {NULL, {STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, i}, SWIZZLE_XYZW}, \
191    };
192 
193 ATTRIB(0)
194 ATTRIB(1)
195 ATTRIB(2)
196 ATTRIB(3)
197 ATTRIB(4)
198 ATTRIB(5)
199 ATTRIB(6)
200 ATTRIB(7)
201 ATTRIB(8)
202 ATTRIB(9)
203 ATTRIB(10)
204 ATTRIB(11)
205 ATTRIB(12)
206 ATTRIB(13)
207 ATTRIB(14)
208 ATTRIB(15)
209 ATTRIB(16)
210 ATTRIB(17)
211 ATTRIB(18)
212 ATTRIB(19)
213 ATTRIB(20)
214 ATTRIB(21)
215 ATTRIB(22)
216 ATTRIB(23)
217 ATTRIB(24)
218 ATTRIB(25)
219 ATTRIB(26)
220 ATTRIB(27)
221 ATTRIB(28)
222 ATTRIB(29)
223 ATTRIB(30)
224 ATTRIB(31)
225 
226 #define MATRIX(name, statevar)				\
227    static const struct gl_builtin_uniform_element name ## _elements[] = { \
228       { NULL, { statevar, 0, 0, 0}, SWIZZLE_XYZW },		\
229       { NULL, { statevar, 0, 1, 1}, SWIZZLE_XYZW },		\
230       { NULL, { statevar, 0, 2, 2}, SWIZZLE_XYZW },		\
231       { NULL, { statevar, 0, 3, 3}, SWIZZLE_XYZW },		\
232    }
233 
234 MATRIX(gl_ModelViewMatrix, STATE_MODELVIEW_MATRIX_TRANSPOSE);
235 MATRIX(gl_ModelViewMatrixInverse, STATE_MODELVIEW_MATRIX_INVTRANS);
236 MATRIX(gl_ModelViewMatrixTranspose, STATE_MODELVIEW_MATRIX);
237 MATRIX(gl_ModelViewMatrixInverseTranspose, STATE_MODELVIEW_MATRIX_INVERSE);
238 
239 MATRIX(gl_ProjectionMatrix, STATE_PROJECTION_MATRIX_TRANSPOSE);
240 MATRIX(gl_ProjectionMatrixInverse, STATE_PROJECTION_MATRIX_INVTRANS);
241 MATRIX(gl_ProjectionMatrixTranspose, STATE_PROJECTION_MATRIX);
242 MATRIX(gl_ProjectionMatrixInverseTranspose, STATE_PROJECTION_MATRIX_INVERSE);
243 
244 MATRIX(gl_ModelViewProjectionMatrix, STATE_MVP_MATRIX_TRANSPOSE);
245 MATRIX(gl_ModelViewProjectionMatrixInverse, STATE_MVP_MATRIX_INVTRANS);
246 MATRIX(gl_ModelViewProjectionMatrixTranspose, STATE_MVP_MATRIX);
247 MATRIX(gl_ModelViewProjectionMatrixInverseTranspose, STATE_MVP_MATRIX_INVERSE);
248 
249 MATRIX(gl_TextureMatrix, STATE_TEXTURE_MATRIX_TRANSPOSE);
250 MATRIX(gl_TextureMatrixInverse, STATE_TEXTURE_MATRIX_INVTRANS);
251 MATRIX(gl_TextureMatrixTranspose, STATE_TEXTURE_MATRIX);
252 MATRIX(gl_TextureMatrixInverseTranspose, STATE_TEXTURE_MATRIX_INVERSE);
253 
254 static const struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
255    { NULL, { STATE_MODELVIEW_MATRIX_INVERSE, 0, 0, 0},
256      MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
257    { NULL, { STATE_MODELVIEW_MATRIX_INVERSE, 0, 1, 1},
258      MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
259    { NULL, { STATE_MODELVIEW_MATRIX_INVERSE, 0, 2, 2},
260      MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
261 };
262 
263 #undef MATRIX
264 
265 #define STATEVAR(name) {#name, name ## _elements, ARRAY_SIZE(name ## _elements)}
266 
267 static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
268    STATEVAR(gl_NumSamples),
269    STATEVAR(gl_DepthRange),
270    STATEVAR(gl_ClipPlane),
271    STATEVAR(gl_Point),
272    STATEVAR(gl_FrontMaterial),
273    STATEVAR(gl_BackMaterial),
274    STATEVAR(gl_LightSource),
275    STATEVAR(gl_LightModel),
276    STATEVAR(gl_FrontLightModelProduct),
277    STATEVAR(gl_BackLightModelProduct),
278    STATEVAR(gl_FrontLightProduct),
279    STATEVAR(gl_BackLightProduct),
280    STATEVAR(gl_TextureEnvColor),
281    STATEVAR(gl_EyePlaneS),
282    STATEVAR(gl_EyePlaneT),
283    STATEVAR(gl_EyePlaneR),
284    STATEVAR(gl_EyePlaneQ),
285    STATEVAR(gl_ObjectPlaneS),
286    STATEVAR(gl_ObjectPlaneT),
287    STATEVAR(gl_ObjectPlaneR),
288    STATEVAR(gl_ObjectPlaneQ),
289    STATEVAR(gl_Fog),
290 
291    STATEVAR(gl_ModelViewMatrix),
292    STATEVAR(gl_ModelViewMatrixInverse),
293    STATEVAR(gl_ModelViewMatrixTranspose),
294    STATEVAR(gl_ModelViewMatrixInverseTranspose),
295 
296    STATEVAR(gl_ProjectionMatrix),
297    STATEVAR(gl_ProjectionMatrixInverse),
298    STATEVAR(gl_ProjectionMatrixTranspose),
299    STATEVAR(gl_ProjectionMatrixInverseTranspose),
300 
301    STATEVAR(gl_ModelViewProjectionMatrix),
302    STATEVAR(gl_ModelViewProjectionMatrixInverse),
303    STATEVAR(gl_ModelViewProjectionMatrixTranspose),
304    STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
305 
306    STATEVAR(gl_TextureMatrix),
307    STATEVAR(gl_TextureMatrixInverse),
308    STATEVAR(gl_TextureMatrixTranspose),
309    STATEVAR(gl_TextureMatrixInverseTranspose),
310 
311    STATEVAR(gl_NormalMatrix),
312    STATEVAR(gl_NormalScale),
313 
314    STATEVAR(gl_FogParamsOptimizedMESA),
315 
316    STATEVAR(gl_CurrentAttribFrag0MESA),
317    STATEVAR(gl_CurrentAttribFrag1MESA),
318    STATEVAR(gl_CurrentAttribFrag2MESA),
319    STATEVAR(gl_CurrentAttribFrag3MESA),
320    STATEVAR(gl_CurrentAttribFrag4MESA),
321    STATEVAR(gl_CurrentAttribFrag5MESA),
322    STATEVAR(gl_CurrentAttribFrag6MESA),
323    STATEVAR(gl_CurrentAttribFrag7MESA),
324    STATEVAR(gl_CurrentAttribFrag8MESA),
325    STATEVAR(gl_CurrentAttribFrag9MESA),
326    STATEVAR(gl_CurrentAttribFrag10MESA),
327    STATEVAR(gl_CurrentAttribFrag11MESA),
328    STATEVAR(gl_CurrentAttribFrag12MESA),
329    STATEVAR(gl_CurrentAttribFrag13MESA),
330    STATEVAR(gl_CurrentAttribFrag14MESA),
331    STATEVAR(gl_CurrentAttribFrag15MESA),
332    STATEVAR(gl_CurrentAttribFrag16MESA),
333    STATEVAR(gl_CurrentAttribFrag17MESA),
334    STATEVAR(gl_CurrentAttribFrag18MESA),
335    STATEVAR(gl_CurrentAttribFrag19MESA),
336    STATEVAR(gl_CurrentAttribFrag20MESA),
337    STATEVAR(gl_CurrentAttribFrag21MESA),
338    STATEVAR(gl_CurrentAttribFrag22MESA),
339    STATEVAR(gl_CurrentAttribFrag23MESA),
340    STATEVAR(gl_CurrentAttribFrag24MESA),
341    STATEVAR(gl_CurrentAttribFrag25MESA),
342    STATEVAR(gl_CurrentAttribFrag26MESA),
343    STATEVAR(gl_CurrentAttribFrag27MESA),
344    STATEVAR(gl_CurrentAttribFrag28MESA),
345    STATEVAR(gl_CurrentAttribFrag29MESA),
346    STATEVAR(gl_CurrentAttribFrag30MESA),
347    STATEVAR(gl_CurrentAttribFrag31MESA),
348 
349    {NULL, NULL, 0}
350 };
351 
352 
353 namespace {
354 
355 /**
356  * Data structure that accumulates fields for the gl_PerVertex interface
357  * block.
358  */
359 class per_vertex_accumulator
360 {
361 public:
362    per_vertex_accumulator();
363    void add_field(int slot, const glsl_type *type, int precision,
364                   const char *name, enum glsl_interp_mode interp);
365    const glsl_type *construct_interface_instance() const;
366 
367 private:
368    glsl_struct_field fields[14];
369    unsigned num_fields;
370 };
371 
372 
per_vertex_accumulator()373 per_vertex_accumulator::per_vertex_accumulator()
374    : fields(),
375      num_fields(0)
376 {
377 }
378 
379 
380 void
add_field(int slot,const glsl_type * type,int precision,const char * name,enum glsl_interp_mode interp)381 per_vertex_accumulator::add_field(int slot, const glsl_type *type,
382                                   int precision, const char *name,
383                                   enum glsl_interp_mode interp)
384 {
385    assert(this->num_fields < ARRAY_SIZE(this->fields));
386    this->fields[this->num_fields].type = type;
387    this->fields[this->num_fields].name = name;
388    this->fields[this->num_fields].matrix_layout = GLSL_MATRIX_LAYOUT_INHERITED;
389    this->fields[this->num_fields].location = slot;
390    this->fields[this->num_fields].offset = -1;
391    this->fields[this->num_fields].interpolation = interp;
392    this->fields[this->num_fields].centroid = 0;
393    this->fields[this->num_fields].sample = 0;
394    this->fields[this->num_fields].patch = 0;
395    this->fields[this->num_fields].precision = precision;
396    this->fields[this->num_fields].memory_read_only = 0;
397    this->fields[this->num_fields].memory_write_only = 0;
398    this->fields[this->num_fields].memory_coherent = 0;
399    this->fields[this->num_fields].memory_volatile = 0;
400    this->fields[this->num_fields].memory_restrict = 0;
401    this->fields[this->num_fields].image_format = PIPE_FORMAT_NONE;
402    this->fields[this->num_fields].explicit_xfb_buffer = 0;
403    this->fields[this->num_fields].xfb_buffer = -1;
404    this->fields[this->num_fields].xfb_stride = -1;
405    this->num_fields++;
406 }
407 
408 
409 const glsl_type *
construct_interface_instance() const410 per_vertex_accumulator::construct_interface_instance() const
411 {
412    return glsl_type::get_interface_instance(this->fields, this->num_fields,
413                                             GLSL_INTERFACE_PACKING_STD140,
414                                             false,
415                                             "gl_PerVertex");
416 }
417 
418 
419 class builtin_variable_generator
420 {
421 public:
422    builtin_variable_generator(exec_list *instructions,
423                               struct _mesa_glsl_parse_state *state);
424    void generate_constants();
425    void generate_uniforms();
426    void generate_special_vars();
427    void generate_vs_special_vars();
428    void generate_tcs_special_vars();
429    void generate_tes_special_vars();
430    void generate_gs_special_vars();
431    void generate_fs_special_vars();
432    void generate_cs_special_vars();
433    void generate_varyings();
434 
435 private:
array(const glsl_type * base,unsigned elements)436    const glsl_type *array(const glsl_type *base, unsigned elements)
437    {
438       return glsl_type::get_array_instance(base, elements);
439    }
440 
type(const char * name)441    const glsl_type *type(const char *name)
442    {
443       return symtab->get_type(name);
444    }
445 
add_input(int slot,const glsl_type * type,int precision,const char * name,enum glsl_interp_mode interp=INTERP_MODE_NONE)446    ir_variable *add_input(int slot, const glsl_type *type, int precision,
447                           const char *name,
448                           enum glsl_interp_mode interp = INTERP_MODE_NONE)
449    {
450       return add_variable(name, type, precision, ir_var_shader_in, slot, interp);
451    }
452 
add_input(int slot,const glsl_type * type,const char * name,enum glsl_interp_mode interp=INTERP_MODE_NONE)453    ir_variable *add_input(int slot, const glsl_type *type, const char *name,
454                           enum glsl_interp_mode interp = INTERP_MODE_NONE)
455    {
456       return add_input(slot, type, GLSL_PRECISION_NONE, name, interp);
457    }
458 
add_output(int slot,const glsl_type * type,int precision,const char * name)459    ir_variable *add_output(int slot, const glsl_type *type, int precision,
460                            const char *name)
461    {
462       return add_variable(name, type, precision, ir_var_shader_out, slot);
463    }
464 
add_output(int slot,const glsl_type * type,const char * name)465    ir_variable *add_output(int slot, const glsl_type *type, const char *name)
466    {
467       return add_output(slot, type, GLSL_PRECISION_NONE, name);
468    }
469 
add_index_output(int slot,int index,const glsl_type * type,int precision,const char * name)470    ir_variable *add_index_output(int slot, int index, const glsl_type *type,
471                                  int precision, const char *name)
472    {
473       return add_index_variable(name, type, precision, ir_var_shader_out, slot,
474                                 index);
475    }
476 
add_system_value(int slot,const glsl_type * type,int precision,const char * name)477    ir_variable *add_system_value(int slot, const glsl_type *type, int precision,
478                                  const char *name)
479    {
480       return add_variable(name, type, precision, ir_var_system_value, slot);
481    }
add_system_value(int slot,const glsl_type * type,const char * name)482    ir_variable *add_system_value(int slot, const glsl_type *type,
483                                  const char *name)
484    {
485       return add_system_value(slot, type, GLSL_PRECISION_NONE, name);
486    }
487 
488    ir_variable *add_variable(const char *name, const glsl_type *type,
489                              int precision, enum ir_variable_mode mode,
490                              int slot, enum glsl_interp_mode interp = INTERP_MODE_NONE);
491    ir_variable *add_index_variable(const char *name, const glsl_type *type,
492                                    int precision, enum ir_variable_mode mode,
493                                    int slot, int index);
494    ir_variable *add_uniform(const glsl_type *type, int precision,
495                             const char *name);
add_uniform(const glsl_type * type,const char * name)496    ir_variable *add_uniform(const glsl_type *type, const char *name)
497    {
498       return add_uniform(type, GLSL_PRECISION_NONE, name);
499    }
500    ir_variable *add_const(const char *name, int precision, int value);
add_const(const char * name,int value)501    ir_variable *add_const(const char *name, int value)
502    {
503       return add_const(name, GLSL_PRECISION_MEDIUM, value);
504    }
505    ir_variable *add_const_ivec3(const char *name, int x, int y, int z);
506    void add_varying(int slot, const glsl_type *type, int precision,
507                     const char *name,
508                     enum glsl_interp_mode interp  = INTERP_MODE_NONE);
add_varying(int slot,const glsl_type * type,const char * name,enum glsl_interp_mode interp=INTERP_MODE_NONE)509    void add_varying(int slot, const glsl_type *type, const char *name,
510                     enum glsl_interp_mode interp = INTERP_MODE_NONE)
511    {
512       add_varying(slot, type, GLSL_PRECISION_NONE, name, interp);
513    }
514 
515    exec_list * const instructions;
516    struct _mesa_glsl_parse_state * const state;
517    glsl_symbol_table * const symtab;
518 
519    /**
520     * True if compatibility-profile-only variables should be included.  (In
521     * desktop GL, these are always included when the GLSL version is 1.30 and
522     * or below).
523     */
524    const bool compatibility;
525 
526    const glsl_type * const bool_t;
527    const glsl_type * const int_t;
528    const glsl_type * const uint_t;
529    const glsl_type * const uint64_t;
530    const glsl_type * const float_t;
531    const glsl_type * const vec2_t;
532    const glsl_type * const vec3_t;
533    const glsl_type * const vec4_t;
534    const glsl_type * const uvec3_t;
535    const glsl_type * const mat3_t;
536    const glsl_type * const mat4_t;
537 
538    per_vertex_accumulator per_vertex_in;
539    per_vertex_accumulator per_vertex_out;
540 };
541 
542 
builtin_variable_generator(exec_list * instructions,struct _mesa_glsl_parse_state * state)543 builtin_variable_generator::builtin_variable_generator(
544    exec_list *instructions, struct _mesa_glsl_parse_state *state)
545    : instructions(instructions), state(state), symtab(state->symbols),
546      compatibility(state->compat_shader || state->ARB_compatibility_enable),
547      bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
548      uint_t(glsl_type::uint_type),
549      uint64_t(glsl_type::uint64_t_type),
550      float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
551      vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
552      uvec3_t(glsl_type::uvec3_type),
553      mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
554 {
555 }
556 
557 ir_variable *
add_index_variable(const char * name,const glsl_type * type,int precision,enum ir_variable_mode mode,int slot,int index)558 builtin_variable_generator::add_index_variable(const char *name,
559                                                const glsl_type *type,
560                                                int precision,
561                                                enum ir_variable_mode mode,
562                                                int slot, int index)
563 {
564    ir_variable *var = new(symtab) ir_variable(type, name, mode);
565    var->data.how_declared = ir_var_declared_implicitly;
566 
567    switch (var->data.mode) {
568    case ir_var_auto:
569    case ir_var_shader_in:
570    case ir_var_uniform:
571    case ir_var_system_value:
572       var->data.read_only = true;
573       break;
574    case ir_var_shader_out:
575    case ir_var_shader_storage:
576       break;
577    default:
578       /* The only variables that are added using this function should be
579        * uniforms, shader storage, shader inputs, and shader outputs, constants
580        * (which use ir_var_auto), and system values.
581        */
582       assert(0);
583       break;
584    }
585 
586    var->data.location = slot;
587    var->data.explicit_location = (slot >= 0);
588    var->data.explicit_index = 1;
589    var->data.index = index;
590 
591    if (state->es_shader)
592       var->data.precision = precision;
593 
594    /* Once the variable is created an initialized, add it to the symbol table
595     * and add the declaration to the IR stream.
596     */
597    instructions->push_tail(var);
598 
599    symtab->add_variable(var);
600    return var;
601 }
602 
603 ir_variable *
add_variable(const char * name,const glsl_type * type,int precision,enum ir_variable_mode mode,int slot,enum glsl_interp_mode interp)604 builtin_variable_generator::add_variable(const char *name,
605                                          const glsl_type *type,
606                                          int precision,
607                                          enum ir_variable_mode mode, int slot,
608                                          enum glsl_interp_mode interp)
609 {
610    ir_variable *var = new(symtab) ir_variable(type, name, mode);
611    var->data.how_declared = ir_var_declared_implicitly;
612 
613    switch (var->data.mode) {
614    case ir_var_auto:
615    case ir_var_shader_in:
616    case ir_var_uniform:
617    case ir_var_system_value:
618       var->data.read_only = true;
619       break;
620    case ir_var_shader_out:
621    case ir_var_shader_storage:
622       break;
623    default:
624       /* The only variables that are added using this function should be
625        * uniforms, shader storage, shader inputs, and shader outputs, constants
626        * (which use ir_var_auto), and system values.
627        */
628       assert(0);
629       break;
630    }
631 
632    var->data.location = slot;
633    var->data.explicit_location = (slot >= 0);
634    var->data.explicit_index = 0;
635    var->data.interpolation = interp;
636 
637    if (state->es_shader)
638       var->data.precision = precision;
639 
640    /* Once the variable is created an initialized, add it to the symbol table
641     * and add the declaration to the IR stream.
642     */
643    instructions->push_tail(var);
644 
645    symtab->add_variable(var);
646    return var;
647 }
648 
649 extern "C" const struct gl_builtin_uniform_desc *
_mesa_glsl_get_builtin_uniform_desc(const char * name)650 _mesa_glsl_get_builtin_uniform_desc(const char *name)
651 {
652    for (unsigned i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
653       if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
654          return &_mesa_builtin_uniform_desc[i];
655       }
656    }
657    return NULL;
658 }
659 
660 ir_variable *
add_uniform(const glsl_type * type,int precision,const char * name)661 builtin_variable_generator::add_uniform(const glsl_type *type,
662                                         int precision,
663                                         const char *name)
664 {
665    ir_variable *const uni =
666       add_variable(name, type, precision, ir_var_uniform, -1);
667 
668    const struct gl_builtin_uniform_desc* const statevar =
669       _mesa_glsl_get_builtin_uniform_desc(name);
670    assert(statevar != NULL);
671 
672    const unsigned array_count = type->is_array() ? type->length : 1;
673 
674    ir_state_slot *slots =
675       uni->allocate_state_slots(array_count * statevar->num_elements);
676 
677    for (unsigned a = 0; a < array_count; a++) {
678       for (unsigned j = 0; j < statevar->num_elements; j++) {
679 	 const struct gl_builtin_uniform_element *element =
680 	    &statevar->elements[j];
681 
682 	 memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
683 	 if (type->is_array())
684             slots->tokens[1] = a;
685 
686 	 slots->swizzle = element->swizzle;
687 	 slots++;
688       }
689    }
690 
691    return uni;
692 }
693 
694 
695 ir_variable *
add_const(const char * name,int precision,int value)696 builtin_variable_generator::add_const(const char *name, int precision,
697                                       int value)
698 {
699    ir_variable *const var = add_variable(name, glsl_type::int_type,
700                                          precision, ir_var_auto, -1);
701    var->constant_value = new(var) ir_constant(value);
702    var->constant_initializer = new(var) ir_constant(value);
703    var->data.has_initializer = true;
704    return var;
705 }
706 
707 
708 ir_variable *
add_const_ivec3(const char * name,int x,int y,int z)709 builtin_variable_generator::add_const_ivec3(const char *name, int x, int y,
710                                             int z)
711 {
712    ir_variable *const var = add_variable(name, glsl_type::ivec3_type,
713                                          GLSL_PRECISION_HIGH,
714                                          ir_var_auto, -1);
715    ir_constant_data data;
716    memset(&data, 0, sizeof(data));
717    data.i[0] = x;
718    data.i[1] = y;
719    data.i[2] = z;
720    var->constant_value = new(var) ir_constant(glsl_type::ivec3_type, &data);
721    var->constant_initializer =
722       new(var) ir_constant(glsl_type::ivec3_type, &data);
723    var->data.has_initializer = true;
724    return var;
725 }
726 
727 
728 void
generate_constants()729 builtin_variable_generator::generate_constants()
730 {
731    add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
732    add_const("gl_MaxVertexTextureImageUnits",
733              state->Const.MaxVertexTextureImageUnits);
734    add_const("gl_MaxCombinedTextureImageUnits",
735              state->Const.MaxCombinedTextureImageUnits);
736    add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
737    add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
738 
739    /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
740     * GL counts them in units of "components" or "floats" and also in units
741     * of vectors since GL 4.1
742     */
743    if (!state->es_shader) {
744       add_const("gl_MaxFragmentUniformComponents",
745                 state->Const.MaxFragmentUniformComponents);
746       add_const("gl_MaxVertexUniformComponents",
747                 state->Const.MaxVertexUniformComponents);
748    }
749 
750    if (state->is_version(410, 100)) {
751       add_const("gl_MaxVertexUniformVectors",
752                 state->Const.MaxVertexUniformComponents / 4);
753       add_const("gl_MaxFragmentUniformVectors",
754                 state->Const.MaxFragmentUniformComponents / 4);
755 
756       /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
757        * vertex and fragment shader constants.
758        */
759       if (state->is_version(0, 300)) {
760          add_const("gl_MaxVertexOutputVectors",
761                    state->consts->Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4);
762          add_const("gl_MaxFragmentInputVectors",
763                    state->consts->Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4);
764       } else {
765          add_const("gl_MaxVaryingVectors",
766                    state->consts->MaxVarying);
767       }
768 
769       /* EXT_blend_func_extended brings a built in constant
770        * for determining number of dual source draw buffers
771        */
772       if (state->EXT_blend_func_extended_enable) {
773          add_const("gl_MaxDualSourceDrawBuffersEXT",
774                    state->Const.MaxDualSourceDrawBuffers);
775       }
776    }
777 
778    /* gl_MaxVaryingFloats was deprecated in GLSL 1.30+, and was moved to
779     * compat profile in GLSL 4.20. GLSL ES never supported this constant.
780     */
781    if (compatibility || !state->is_version(420, 100))  {
782       add_const("gl_MaxVaryingFloats", state->consts->MaxVarying * 4);
783    }
784 
785    /* Texel offsets were introduced in ARB_shading_language_420pack (which
786     * requires desktop GLSL version 130), and adopted into desktop GLSL
787     * version 4.20 and GLSL ES version 3.00.
788     */
789    if ((state->is_version(130, 0) &&
790         state->ARB_shading_language_420pack_enable) ||
791       state->is_version(420, 300)) {
792       add_const("gl_MinProgramTexelOffset",
793                 state->Const.MinProgramTexelOffset);
794       add_const("gl_MaxProgramTexelOffset",
795                 state->Const.MaxProgramTexelOffset);
796    }
797 
798    if (state->has_clip_distance()) {
799       add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
800    }
801    if (state->is_version(130, 0)) {
802       add_const("gl_MaxVaryingComponents", state->consts->MaxVarying * 4);
803    }
804    if (state->has_cull_distance()) {
805       add_const("gl_MaxCullDistances", state->Const.MaxClipPlanes);
806       add_const("gl_MaxCombinedClipAndCullDistances",
807                 state->Const.MaxClipPlanes);
808    }
809 
810    if (state->has_geometry_shader()) {
811       add_const("gl_MaxVertexOutputComponents",
812                 state->Const.MaxVertexOutputComponents);
813       add_const("gl_MaxGeometryInputComponents",
814                 state->Const.MaxGeometryInputComponents);
815       add_const("gl_MaxGeometryOutputComponents",
816                 state->Const.MaxGeometryOutputComponents);
817       add_const("gl_MaxFragmentInputComponents",
818                 state->Const.MaxFragmentInputComponents);
819       add_const("gl_MaxGeometryTextureImageUnits",
820                 state->Const.MaxGeometryTextureImageUnits);
821       add_const("gl_MaxGeometryOutputVertices",
822                 state->Const.MaxGeometryOutputVertices);
823       add_const("gl_MaxGeometryTotalOutputComponents",
824                 state->Const.MaxGeometryTotalOutputComponents);
825       add_const("gl_MaxGeometryUniformComponents",
826                 state->Const.MaxGeometryUniformComponents);
827 
828       /* Note: the GLSL 1.50-4.40 specs require
829        * gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
830        * But they do not define what it means (and there does not appear to be
831        * any corresponding constant in the GL specs).  However,
832        * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
833        * be the maximum number of components available for use as geometry
834        * outputs.  So we assume this is a synonym for
835        * gl_MaxGeometryOutputComponents.
836        */
837       add_const("gl_MaxGeometryVaryingComponents",
838                 state->Const.MaxGeometryOutputComponents);
839    }
840 
841    if (compatibility) {
842       /* Note: gl_MaxLights stopped being listed as an explicit constant in
843        * GLSL 1.30, however it continues to be referred to (as a minimum size
844        * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
845        * this seems like it was probably an oversight.
846        */
847       add_const("gl_MaxLights", state->Const.MaxLights);
848 
849       add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
850 
851       /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
852        * 1.50, however this seems like it was probably an oversight.
853        */
854       add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
855 
856       /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
857        * re-introduced in GLSL 1.50, so this seems like it was probably an
858        * oversight.
859        */
860       add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
861    }
862 
863    if (state->has_atomic_counters()) {
864       add_const("gl_MaxVertexAtomicCounters",
865                 state->Const.MaxVertexAtomicCounters);
866       add_const("gl_MaxFragmentAtomicCounters",
867                 state->Const.MaxFragmentAtomicCounters);
868       add_const("gl_MaxCombinedAtomicCounters",
869                 state->Const.MaxCombinedAtomicCounters);
870       add_const("gl_MaxAtomicCounterBindings",
871                 state->Const.MaxAtomicBufferBindings);
872 
873       if (state->has_geometry_shader()) {
874          add_const("gl_MaxGeometryAtomicCounters",
875                    state->Const.MaxGeometryAtomicCounters);
876       }
877       if (state->is_version(110, 320)) {
878          add_const("gl_MaxTessControlAtomicCounters",
879                    state->Const.MaxTessControlAtomicCounters);
880          add_const("gl_MaxTessEvaluationAtomicCounters",
881                    state->Const.MaxTessEvaluationAtomicCounters);
882       }
883    }
884 
885    if (state->is_version(420, 310)) {
886       add_const("gl_MaxVertexAtomicCounterBuffers",
887                 state->Const.MaxVertexAtomicCounterBuffers);
888       add_const("gl_MaxFragmentAtomicCounterBuffers",
889                 state->Const.MaxFragmentAtomicCounterBuffers);
890       add_const("gl_MaxCombinedAtomicCounterBuffers",
891                 state->Const.MaxCombinedAtomicCounterBuffers);
892       add_const("gl_MaxAtomicCounterBufferSize",
893                 state->Const.MaxAtomicCounterBufferSize);
894 
895       if (state->has_geometry_shader()) {
896          add_const("gl_MaxGeometryAtomicCounterBuffers",
897                    state->Const.MaxGeometryAtomicCounterBuffers);
898       }
899       if (state->is_version(110, 320)) {
900          add_const("gl_MaxTessControlAtomicCounterBuffers",
901                    state->Const.MaxTessControlAtomicCounterBuffers);
902          add_const("gl_MaxTessEvaluationAtomicCounterBuffers",
903                    state->Const.MaxTessEvaluationAtomicCounterBuffers);
904       }
905    }
906 
907    if (state->is_version(430, 310) || state->ARB_compute_shader_enable) {
908       add_const("gl_MaxComputeAtomicCounterBuffers",
909                 state->Const.MaxComputeAtomicCounterBuffers);
910       add_const("gl_MaxComputeAtomicCounters",
911                 state->Const.MaxComputeAtomicCounters);
912       add_const("gl_MaxComputeImageUniforms",
913                 state->Const.MaxComputeImageUniforms);
914       add_const("gl_MaxComputeTextureImageUnits",
915                 state->Const.MaxComputeTextureImageUnits);
916       add_const("gl_MaxComputeUniformComponents",
917                 state->Const.MaxComputeUniformComponents);
918 
919       add_const_ivec3("gl_MaxComputeWorkGroupCount",
920                       state->Const.MaxComputeWorkGroupCount[0],
921                       state->Const.MaxComputeWorkGroupCount[1],
922                       state->Const.MaxComputeWorkGroupCount[2]);
923       add_const_ivec3("gl_MaxComputeWorkGroupSize",
924                       state->Const.MaxComputeWorkGroupSize[0],
925                       state->Const.MaxComputeWorkGroupSize[1],
926                       state->Const.MaxComputeWorkGroupSize[2]);
927 
928       /* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables):
929        *
930        *     The built-in constant gl_WorkGroupSize is a compute-shader
931        *     constant containing the local work-group size of the shader.  The
932        *     size of the work group in the X, Y, and Z dimensions is stored in
933        *     the x, y, and z components.  The constants values in
934        *     gl_WorkGroupSize will match those specified in the required
935        *     local_size_x, local_size_y, and local_size_z layout qualifiers
936        *     for the current shader.  This is a constant so that it can be
937        *     used to size arrays of memory that can be shared within the local
938        *     work group.  It is a compile-time error to use gl_WorkGroupSize
939        *     in a shader that does not declare a fixed local group size, or
940        *     before that shader has declared a fixed local group size, using
941        *     local_size_x, local_size_y, and local_size_z.
942        *
943        * To prevent the shader from trying to refer to gl_WorkGroupSize before
944        * the layout declaration, we don't define it here.  Intead we define it
945        * in ast_cs_input_layout::hir().
946        */
947    }
948 
949    if (state->has_enhanced_layouts()) {
950       add_const("gl_MaxTransformFeedbackBuffers",
951                 state->Const.MaxTransformFeedbackBuffers);
952       add_const("gl_MaxTransformFeedbackInterleavedComponents",
953                 state->Const.MaxTransformFeedbackInterleavedComponents);
954    }
955 
956    if (state->has_shader_image_load_store()) {
957       add_const("gl_MaxImageUnits",
958                 state->Const.MaxImageUnits);
959       add_const("gl_MaxVertexImageUniforms",
960                 state->Const.MaxVertexImageUniforms);
961       add_const("gl_MaxFragmentImageUniforms",
962                 state->Const.MaxFragmentImageUniforms);
963       add_const("gl_MaxCombinedImageUniforms",
964                 state->Const.MaxCombinedImageUniforms);
965 
966       if (state->has_geometry_shader()) {
967          add_const("gl_MaxGeometryImageUniforms",
968                    state->Const.MaxGeometryImageUniforms);
969       }
970 
971       if (!state->es_shader) {
972          add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs",
973                    state->Const.MaxCombinedShaderOutputResources);
974          add_const("gl_MaxImageSamples",
975                    state->Const.MaxImageSamples);
976       }
977 
978       if (state->has_tessellation_shader()) {
979          add_const("gl_MaxTessControlImageUniforms",
980                    state->Const.MaxTessControlImageUniforms);
981          add_const("gl_MaxTessEvaluationImageUniforms",
982                    state->Const.MaxTessEvaluationImageUniforms);
983       }
984    }
985 
986    if (state->is_version(440, 310) ||
987        state->ARB_ES3_1_compatibility_enable) {
988       add_const("gl_MaxCombinedShaderOutputResources",
989                 state->Const.MaxCombinedShaderOutputResources);
990    }
991 
992    if (state->is_version(410, 0) ||
993        state->ARB_viewport_array_enable ||
994        state->OES_viewport_array_enable) {
995       add_const("gl_MaxViewports", GLSL_PRECISION_HIGH,
996                 state->Const.MaxViewports);
997    }
998 
999    if (state->has_tessellation_shader()) {
1000       add_const("gl_MaxPatchVertices", state->Const.MaxPatchVertices);
1001       add_const("gl_MaxTessGenLevel", state->Const.MaxTessGenLevel);
1002       add_const("gl_MaxTessControlInputComponents", state->Const.MaxTessControlInputComponents);
1003       add_const("gl_MaxTessControlOutputComponents", state->Const.MaxTessControlOutputComponents);
1004       add_const("gl_MaxTessControlTextureImageUnits", state->Const.MaxTessControlTextureImageUnits);
1005       add_const("gl_MaxTessEvaluationInputComponents", state->Const.MaxTessEvaluationInputComponents);
1006       add_const("gl_MaxTessEvaluationOutputComponents", state->Const.MaxTessEvaluationOutputComponents);
1007       add_const("gl_MaxTessEvaluationTextureImageUnits", state->Const.MaxTessEvaluationTextureImageUnits);
1008       add_const("gl_MaxTessPatchComponents", state->Const.MaxTessPatchComponents);
1009       add_const("gl_MaxTessControlTotalOutputComponents", state->Const.MaxTessControlTotalOutputComponents);
1010       add_const("gl_MaxTessControlUniformComponents", state->Const.MaxTessControlUniformComponents);
1011       add_const("gl_MaxTessEvaluationUniformComponents", state->Const.MaxTessEvaluationUniformComponents);
1012    }
1013 
1014    if (state->is_version(450, 320) ||
1015        state->OES_sample_variables_enable ||
1016        state->ARB_ES3_1_compatibility_enable)
1017       add_const("gl_MaxSamples", state->Const.MaxSamples);
1018 }
1019 
1020 
1021 /**
1022  * Generate uniform variables (which exist in all types of shaders).
1023  */
1024 void
generate_uniforms()1025 builtin_variable_generator::generate_uniforms()
1026 {
1027    if (state->is_version(400, 320) ||
1028        state->ARB_sample_shading_enable ||
1029        state->OES_sample_variables_enable)
1030       add_uniform(int_t, GLSL_PRECISION_LOW, "gl_NumSamples");
1031    add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
1032 
1033    for (unsigned i = 0; i < VARYING_SLOT_VAR0; i++) {
1034       char name[128];
1035 
1036       snprintf(name, sizeof(name), "gl_CurrentAttribFrag%uMESA", i);
1037       add_uniform(vec4_t, name);
1038    }
1039 
1040    if (compatibility) {
1041       add_uniform(mat4_t, "gl_ModelViewMatrix");
1042       add_uniform(mat4_t, "gl_ProjectionMatrix");
1043       add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
1044       add_uniform(mat3_t, "gl_NormalMatrix");
1045       add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
1046       add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
1047       add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
1048       add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
1049       add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
1050       add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
1051       add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
1052       add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
1053       add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
1054       add_uniform(float_t, "gl_NormalScale");
1055       add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
1056       add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
1057 
1058       const glsl_type *const mat4_array_type =
1059 	 array(mat4_t, state->Const.MaxTextureCoords);
1060       add_uniform(mat4_array_type, "gl_TextureMatrix");
1061       add_uniform(mat4_array_type, "gl_TextureMatrixInverse");
1062       add_uniform(mat4_array_type, "gl_TextureMatrixTranspose");
1063       add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
1064 
1065       add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
1066       add_uniform(type("gl_PointParameters"), "gl_Point");
1067 
1068       const glsl_type *const material_parameters_type =
1069 	 type("gl_MaterialParameters");
1070       add_uniform(material_parameters_type, "gl_FrontMaterial");
1071       add_uniform(material_parameters_type, "gl_BackMaterial");
1072 
1073       add_uniform(array(type("gl_LightSourceParameters"),
1074                         state->Const.MaxLights),
1075                   "gl_LightSource");
1076 
1077       const glsl_type *const light_model_products_type =
1078          type("gl_LightModelProducts");
1079       add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
1080       add_uniform(light_model_products_type, "gl_BackLightModelProduct");
1081 
1082       const glsl_type *const light_products_type =
1083          array(type("gl_LightProducts"), state->Const.MaxLights);
1084       add_uniform(light_products_type, "gl_FrontLightProduct");
1085       add_uniform(light_products_type, "gl_BackLightProduct");
1086 
1087       add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
1088                   "gl_TextureEnvColor");
1089 
1090       const glsl_type *const texcoords_vec4 =
1091 	 array(vec4_t, state->Const.MaxTextureCoords);
1092       add_uniform(texcoords_vec4, "gl_EyePlaneS");
1093       add_uniform(texcoords_vec4, "gl_EyePlaneT");
1094       add_uniform(texcoords_vec4, "gl_EyePlaneR");
1095       add_uniform(texcoords_vec4, "gl_EyePlaneQ");
1096       add_uniform(texcoords_vec4, "gl_ObjectPlaneS");
1097       add_uniform(texcoords_vec4, "gl_ObjectPlaneT");
1098       add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
1099       add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
1100 
1101       add_uniform(type("gl_FogParameters"), "gl_Fog");
1102    }
1103 }
1104 
1105 
1106 /**
1107  * Generate special variables which exist in all shaders.
1108  */
1109 void
generate_special_vars()1110 builtin_variable_generator::generate_special_vars()
1111 {
1112    if (state->ARB_shader_ballot_enable) {
1113       add_system_value(SYSTEM_VALUE_SUBGROUP_SIZE, uint_t, "gl_SubGroupSizeARB");
1114       add_system_value(SYSTEM_VALUE_SUBGROUP_INVOCATION, uint_t, "gl_SubGroupInvocationARB");
1115       add_system_value(SYSTEM_VALUE_SUBGROUP_EQ_MASK, uint64_t, "gl_SubGroupEqMaskARB");
1116       add_system_value(SYSTEM_VALUE_SUBGROUP_GE_MASK, uint64_t, "gl_SubGroupGeMaskARB");
1117       add_system_value(SYSTEM_VALUE_SUBGROUP_GT_MASK, uint64_t, "gl_SubGroupGtMaskARB");
1118       add_system_value(SYSTEM_VALUE_SUBGROUP_LE_MASK, uint64_t, "gl_SubGroupLeMaskARB");
1119       add_system_value(SYSTEM_VALUE_SUBGROUP_LT_MASK, uint64_t, "gl_SubGroupLtMaskARB");
1120    }
1121 }
1122 
1123 
1124 /**
1125  * Generate variables which only exist in vertex shaders.
1126  */
1127 void
generate_vs_special_vars()1128 builtin_variable_generator::generate_vs_special_vars()
1129 {
1130    if (state->is_version(130, 300) || state->EXT_gpu_shader4_enable) {
1131       add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, GLSL_PRECISION_HIGH,
1132                        "gl_VertexID");
1133    }
1134    if (state->is_version(460, 0)) {
1135       add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertex");
1136       add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstance");
1137       add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawID");
1138    }
1139    if (state->EXT_draw_instanced_enable && state->is_version(0, 100))
1140       add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, GLSL_PRECISION_HIGH,
1141                        "gl_InstanceIDEXT");
1142 
1143    if (state->ARB_draw_instanced_enable)
1144       add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
1145 
1146    if (state->ARB_draw_instanced_enable || state->is_version(140, 300) ||
1147        state->EXT_gpu_shader4_enable) {
1148       add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, GLSL_PRECISION_HIGH,
1149                        "gl_InstanceID");
1150    }
1151    if (state->ARB_shader_draw_parameters_enable) {
1152       add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertexARB");
1153       add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstanceARB");
1154       add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawIDARB");
1155    }
1156    if (compatibility) {
1157       add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
1158       add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
1159       add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
1160       add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
1161       add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
1162       add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
1163       add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
1164       add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
1165       add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
1166       add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
1167       add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
1168       add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
1169       add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
1170    }
1171 }
1172 
1173 
1174 /**
1175  * Generate variables which only exist in tessellation control shaders.
1176  */
1177 void
generate_tcs_special_vars()1178 builtin_variable_generator::generate_tcs_special_vars()
1179 {
1180    add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
1181                     "gl_PrimitiveID");
1182    add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, GLSL_PRECISION_HIGH,
1183                     "gl_InvocationID");
1184    add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, GLSL_PRECISION_HIGH,
1185                     "gl_PatchVerticesIn");
1186 
1187    add_output(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
1188               GLSL_PRECISION_HIGH, "gl_TessLevelOuter")->data.patch = 1;
1189    add_output(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
1190               GLSL_PRECISION_HIGH, "gl_TessLevelInner")->data.patch = 1;
1191    /* XXX What to do if multiple are flipped on? */
1192    int bbox_slot = state->consts->NoPrimitiveBoundingBoxOutput ? -1 :
1193       VARYING_SLOT_BOUNDING_BOX0;
1194    if (state->EXT_primitive_bounding_box_enable)
1195       add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBoxEXT")
1196          ->data.patch = 1;
1197    if (state->OES_primitive_bounding_box_enable) {
1198       add_output(bbox_slot, array(vec4_t, 2), GLSL_PRECISION_HIGH,
1199                  "gl_BoundingBoxOES")->data.patch = 1;
1200    }
1201    if (state->is_version(0, 320) || state->ARB_ES3_2_compatibility_enable) {
1202       add_output(bbox_slot, array(vec4_t, 2), GLSL_PRECISION_HIGH,
1203                  "gl_BoundingBox")->data.patch = 1;
1204    }
1205 
1206    /* NOTE: These are completely pointless. Writing these will never go
1207     * anywhere. But the specs demands it. So we add them with a slot of -1,
1208     * which makes the data go nowhere.
1209     */
1210    if (state->NV_viewport_array2_enable) {
1211       add_output(-1, int_t, "gl_Layer");
1212       add_output(-1, int_t, "gl_ViewportIndex");
1213       add_output(-1, array(int_t, 1), "gl_ViewportMask");
1214    }
1215 
1216 }
1217 
1218 
1219 /**
1220  * Generate variables which only exist in tessellation evaluation shaders.
1221  */
1222 void
generate_tes_special_vars()1223 builtin_variable_generator::generate_tes_special_vars()
1224 {
1225    ir_variable *var;
1226 
1227    add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
1228                     "gl_PrimitiveID");
1229    add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, GLSL_PRECISION_HIGH,
1230                     "gl_PatchVerticesIn");
1231    add_system_value(SYSTEM_VALUE_TESS_COORD, vec3_t, GLSL_PRECISION_HIGH,
1232                     "gl_TessCoord");
1233    if (this->state->consts->GLSLTessLevelsAsInputs) {
1234       add_input(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
1235                 GLSL_PRECISION_HIGH, "gl_TessLevelOuter")->data.patch = 1;
1236       add_input(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
1237                 GLSL_PRECISION_HIGH, "gl_TessLevelInner")->data.patch = 1;
1238    } else {
1239       add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER, array(float_t, 4),
1240                        GLSL_PRECISION_HIGH, "gl_TessLevelOuter");
1241       add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2),
1242                        GLSL_PRECISION_HIGH, "gl_TessLevelInner");
1243    }
1244    if (state->ARB_shader_viewport_layer_array_enable ||
1245        state->NV_viewport_array2_enable) {
1246       var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1247       var->data.interpolation = INTERP_MODE_FLAT;
1248       var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1249       var->data.interpolation = INTERP_MODE_FLAT;
1250    }
1251    if (state->NV_viewport_array2_enable) {
1252       var = add_output(VARYING_SLOT_VIEWPORT_MASK, array(int_t, 1),
1253                        "gl_ViewportMask");
1254       var->data.interpolation = INTERP_MODE_FLAT;
1255    }
1256 }
1257 
1258 
1259 /**
1260  * Generate variables which only exist in geometry shaders.
1261  */
1262 void
generate_gs_special_vars()1263 builtin_variable_generator::generate_gs_special_vars()
1264 {
1265    ir_variable *var;
1266 
1267    var = add_output(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH, "gl_Layer");
1268    var->data.interpolation = INTERP_MODE_FLAT;
1269    if (state->is_version(410, 0) || state->ARB_viewport_array_enable ||
1270        state->OES_viewport_array_enable) {
1271       var = add_output(VARYING_SLOT_VIEWPORT, int_t, GLSL_PRECISION_HIGH,
1272                        "gl_ViewportIndex");
1273       var->data.interpolation = INTERP_MODE_FLAT;
1274    }
1275    if (state->NV_viewport_array2_enable) {
1276       var = add_output(VARYING_SLOT_VIEWPORT_MASK, array(int_t, 1),
1277                        "gl_ViewportMask");
1278       var->data.interpolation = INTERP_MODE_FLAT;
1279    }
1280    if (state->is_version(400, 320) || state->ARB_gpu_shader5_enable ||
1281        state->OES_geometry_shader_enable || state->EXT_geometry_shader_enable) {
1282       add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, GLSL_PRECISION_HIGH,
1283                        "gl_InvocationID");
1284    }
1285 
1286    /* Although gl_PrimitiveID appears in tessellation control and tessellation
1287     * evaluation shaders, it has a different function there than it has in
1288     * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
1289     * as special geometry shader variables.
1290     *
1291     * Note that although the general convention of suffixing geometry shader
1292     * input varyings with "In" was not adopted into GLSL 1.50, it is used in
1293     * the specific case of gl_PrimitiveIDIn.  So we don't need to treat
1294     * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
1295     */
1296    var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
1297                    "gl_PrimitiveIDIn");
1298    var->data.interpolation = INTERP_MODE_FLAT;
1299    var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
1300                     "gl_PrimitiveID");
1301    var->data.interpolation = INTERP_MODE_FLAT;
1302 }
1303 
1304 
1305 /**
1306  * Generate variables which only exist in fragment shaders.
1307  */
1308 void
generate_fs_special_vars()1309 builtin_variable_generator::generate_fs_special_vars()
1310 {
1311    ir_variable *var;
1312 
1313    int frag_coord_precision = (state->is_version(0, 300) ?
1314                                GLSL_PRECISION_HIGH :
1315                                GLSL_PRECISION_MEDIUM);
1316 
1317    if (this->state->consts->GLSLFragCoordIsSysVal) {
1318       add_system_value(SYSTEM_VALUE_FRAG_COORD, vec4_t, frag_coord_precision,
1319                        "gl_FragCoord");
1320    } else {
1321       add_input(VARYING_SLOT_POS, vec4_t, frag_coord_precision, "gl_FragCoord");
1322    }
1323 
1324    if (this->state->consts->GLSLFrontFacingIsSysVal) {
1325       var = add_system_value(SYSTEM_VALUE_FRONT_FACE, bool_t, "gl_FrontFacing");
1326       var->data.interpolation = INTERP_MODE_FLAT;
1327    } else {
1328       var = add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
1329       var->data.interpolation = INTERP_MODE_FLAT;
1330    }
1331 
1332    if (state->is_version(120, 100)) {
1333       if (this->state->consts->GLSLPointCoordIsSysVal)
1334          add_system_value(SYSTEM_VALUE_POINT_COORD, vec2_t,
1335                           GLSL_PRECISION_MEDIUM, "gl_PointCoord");
1336       else
1337          add_input(VARYING_SLOT_PNTC, vec2_t, GLSL_PRECISION_MEDIUM,
1338                    "gl_PointCoord");
1339    }
1340 
1341    if (state->has_geometry_shader() || state->EXT_gpu_shader4_enable) {
1342       var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
1343                       "gl_PrimitiveID");
1344       var->data.interpolation = INTERP_MODE_FLAT;
1345    }
1346 
1347    /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
1348     * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
1349     * They were removed from GLSL ES 3.00.
1350     */
1351    if (compatibility || !state->is_version(420, 300)) {
1352       add_output(FRAG_RESULT_COLOR, vec4_t, GLSL_PRECISION_MEDIUM,
1353                  "gl_FragColor");
1354       add_output(FRAG_RESULT_DATA0,
1355                  array(vec4_t, state->Const.MaxDrawBuffers),
1356                  GLSL_PRECISION_MEDIUM,
1357                  "gl_FragData");
1358    }
1359 
1360    if (state->has_framebuffer_fetch() && !state->is_version(130, 300)) {
1361       ir_variable *const var =
1362          add_output(FRAG_RESULT_DATA0,
1363                     array(vec4_t, state->Const.MaxDrawBuffers),
1364                     "gl_LastFragData");
1365       var->data.precision = GLSL_PRECISION_MEDIUM;
1366       var->data.read_only = 1;
1367       var->data.fb_fetch_output = 1;
1368       var->data.memory_coherent = 1;
1369    }
1370 
1371    if (state->has_framebuffer_fetch_zs()) {
1372       ir_variable *const depth_var =
1373          add_output(FRAG_RESULT_DEPTH, float_t,
1374                     GLSL_PRECISION_HIGH, "gl_LastFragDepthARM");
1375       depth_var->data.read_only = 1;
1376       depth_var->data.fb_fetch_output = 1;
1377       depth_var->data.memory_coherent = 1;
1378 
1379       ir_variable *const stencil_var =
1380          add_output(FRAG_RESULT_STENCIL, int_t,
1381                     GLSL_PRECISION_LOW, "gl_LastFragStencilARM");
1382       stencil_var->data.read_only = 1;
1383       stencil_var->data.fb_fetch_output = 1;
1384       stencil_var->data.memory_coherent = 1;
1385    }
1386 
1387    if (state->es_shader && state->language_version == 100 && state->EXT_blend_func_extended_enable) {
1388       add_index_output(FRAG_RESULT_COLOR, 1, vec4_t,
1389                        GLSL_PRECISION_MEDIUM, "gl_SecondaryFragColorEXT");
1390       add_index_output(FRAG_RESULT_DATA0, 1,
1391                        array(vec4_t, state->Const.MaxDualSourceDrawBuffers),
1392                        GLSL_PRECISION_MEDIUM, "gl_SecondaryFragDataEXT");
1393    }
1394 
1395    /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
1396     * ES 1.00.
1397     */
1398    if (state->is_version(110, 300)) {
1399       add_output(FRAG_RESULT_DEPTH, float_t, GLSL_PRECISION_HIGH,
1400                  "gl_FragDepth");
1401    }
1402 
1403    if (state->EXT_frag_depth_enable)
1404       add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepthEXT");
1405 
1406    if (state->ARB_shader_stencil_export_enable) {
1407       ir_variable *const var =
1408          add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
1409       if (state->ARB_shader_stencil_export_warn)
1410          var->enable_extension_warning("GL_ARB_shader_stencil_export");
1411    }
1412 
1413    if (state->AMD_shader_stencil_export_enable) {
1414       ir_variable *const var =
1415          add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
1416       if (state->AMD_shader_stencil_export_warn)
1417          var->enable_extension_warning("GL_AMD_shader_stencil_export");
1418    }
1419 
1420    if (state->is_version(400, 320) ||
1421        state->ARB_sample_shading_enable ||
1422        state->OES_sample_variables_enable) {
1423       add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, GLSL_PRECISION_LOW,
1424                        "gl_SampleID");
1425       add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, GLSL_PRECISION_MEDIUM,
1426                        "gl_SamplePosition");
1427       /* From the ARB_sample_shading specification:
1428        *    "The number of elements in the array is ceil(<s>/32), where
1429        *    <s> is the maximum number of color samples supported by the
1430        *    implementation."
1431        * Since no drivers expose more than 32x MSAA, we can simply set
1432        * the array size to 1 rather than computing it.
1433        */
1434       add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1),
1435                  GLSL_PRECISION_HIGH, "gl_SampleMask");
1436    }
1437 
1438    if (state->is_version(400, 320) ||
1439        state->ARB_gpu_shader5_enable ||
1440        state->OES_sample_variables_enable) {
1441       add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1),
1442                        GLSL_PRECISION_HIGH, "gl_SampleMaskIn");
1443    }
1444 
1445    if (state->is_version(430, 320) ||
1446        state->ARB_fragment_layer_viewport_enable ||
1447        state->OES_geometry_shader_enable ||
1448        state->EXT_geometry_shader_enable) {
1449       add_varying(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH,
1450                   "gl_Layer", INTERP_MODE_FLAT);
1451    }
1452 
1453    if (state->is_version(430, 0) ||
1454        state->ARB_fragment_layer_viewport_enable ||
1455        state->OES_viewport_array_enable) {
1456       add_varying(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex", INTERP_MODE_FLAT);
1457    }
1458 
1459    if (state->is_version(450, 310) || state->ARB_ES3_1_compatibility_enable)
1460       add_system_value(SYSTEM_VALUE_HELPER_INVOCATION, bool_t, "gl_HelperInvocation");
1461 }
1462 
1463 
1464 /**
1465  * Generate variables which only exist in compute shaders.
1466  */
1467 void
generate_cs_special_vars()1468 builtin_variable_generator::generate_cs_special_vars()
1469 {
1470    add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_ID, uvec3_t,
1471                     "gl_LocalInvocationID");
1472    add_system_value(SYSTEM_VALUE_WORKGROUP_ID, uvec3_t, "gl_WorkGroupID");
1473    add_system_value(SYSTEM_VALUE_NUM_WORKGROUPS, uvec3_t, "gl_NumWorkGroups");
1474 
1475    if (state->ARB_compute_variable_group_size_enable) {
1476       add_system_value(SYSTEM_VALUE_WORKGROUP_SIZE,
1477                        uvec3_t, "gl_LocalGroupSizeARB");
1478    }
1479 
1480    add_system_value(SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
1481                     uvec3_t, "gl_GlobalInvocationID");
1482    add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
1483                     uint_t, "gl_LocalInvocationIndex");
1484 }
1485 
1486 
1487 /**
1488  * Add a single "varying" variable.  The variable's type and direction (input
1489  * or output) are adjusted as appropriate for the type of shader being
1490  * compiled.
1491  */
1492 void
add_varying(int slot,const glsl_type * type,int precision,const char * name,enum glsl_interp_mode interp)1493 builtin_variable_generator::add_varying(int slot, const glsl_type *type,
1494                                         int precision, const char *name,
1495                                         enum glsl_interp_mode interp)
1496 {
1497    switch (state->stage) {
1498    case MESA_SHADER_TESS_CTRL:
1499    case MESA_SHADER_TESS_EVAL:
1500    case MESA_SHADER_GEOMETRY:
1501       this->per_vertex_in.add_field(slot, type, precision, name, interp);
1502       FALLTHROUGH;
1503    case MESA_SHADER_VERTEX:
1504       this->per_vertex_out.add_field(slot, type, precision, name, interp);
1505       break;
1506    case MESA_SHADER_FRAGMENT:
1507       add_input(slot, type, precision, name, interp);
1508       break;
1509    case MESA_SHADER_COMPUTE:
1510       /* Compute shaders don't have varyings. */
1511       break;
1512    default:
1513       break;
1514    }
1515 }
1516 
1517 
1518 /**
1519  * Generate variables that are used to communicate data from one shader stage
1520  * to the next ("varyings").
1521  */
1522 void
generate_varyings()1523 builtin_variable_generator::generate_varyings()
1524 {
1525    const struct gl_shader_compiler_options *options =
1526       &state->consts->ShaderCompilerOptions[state->stage];
1527 
1528    /* gl_Position and gl_PointSize are not visible from fragment shaders. */
1529    if (state->stage != MESA_SHADER_FRAGMENT) {
1530       add_varying(VARYING_SLOT_POS, vec4_t, GLSL_PRECISION_HIGH, "gl_Position");
1531       if (!state->es_shader ||
1532           state->stage == MESA_SHADER_VERTEX ||
1533           (state->stage == MESA_SHADER_GEOMETRY &&
1534            (state->OES_geometry_point_size_enable ||
1535             state->EXT_geometry_point_size_enable)) ||
1536           ((state->stage == MESA_SHADER_TESS_CTRL ||
1537             state->stage == MESA_SHADER_TESS_EVAL) &&
1538            (state->OES_tessellation_point_size_enable ||
1539             state->EXT_tessellation_point_size_enable))) {
1540          add_varying(VARYING_SLOT_PSIZ,
1541                      float_t,
1542                      state->is_version(0, 300) ?
1543                      GLSL_PRECISION_HIGH :
1544                      GLSL_PRECISION_MEDIUM,
1545                      "gl_PointSize");
1546       }
1547       if (state->stage == MESA_SHADER_VERTEX) {
1548          if (state->AMD_vertex_shader_viewport_index_enable ||
1549              state->ARB_shader_viewport_layer_array_enable ||
1550              state->NV_viewport_array2_enable) {
1551             add_varying(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex", INTERP_MODE_FLAT);
1552          }
1553 
1554          if (state->AMD_vertex_shader_layer_enable ||
1555              state->ARB_shader_viewport_layer_array_enable ||
1556              state->NV_viewport_array2_enable) {
1557             add_varying(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH,
1558                         "gl_Layer", INTERP_MODE_FLAT);
1559          }
1560 
1561          /* From the NV_viewport_array2 specification:
1562           *
1563           *    "The variable gl_ViewportMask[] is available as an output variable
1564           *    in the VTG languages. The array has ceil(v/32) elements where v is
1565           *    the maximum number of viewports supported by the implementation."
1566           *
1567           * Since no drivers expose more than 16 viewports, we can simply set the
1568           * array size to 1 rather than computing it and dealing with varying
1569           * slot complication.
1570           */
1571          if (state->NV_viewport_array2_enable)
1572             add_varying(VARYING_SLOT_VIEWPORT_MASK, array(int_t, 1),
1573                         "gl_ViewportMask", INTERP_MODE_FLAT);
1574         }
1575    }
1576 
1577    if (state->has_clip_distance()) {
1578        add_varying(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
1579                    GLSL_PRECISION_HIGH, "gl_ClipDistance");
1580    }
1581    if (state->has_cull_distance()) {
1582       add_varying(VARYING_SLOT_CULL_DIST0, array(float_t, 0),
1583                   GLSL_PRECISION_HIGH, "gl_CullDistance");
1584    }
1585 
1586    if (compatibility) {
1587       add_varying(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
1588       add_varying(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
1589       if (state->stage == MESA_SHADER_FRAGMENT) {
1590          add_varying(VARYING_SLOT_COL0, vec4_t, "gl_Color");
1591          add_varying(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
1592       } else {
1593          add_varying(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
1594          add_varying(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
1595          add_varying(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
1596          add_varying(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
1597          add_varying(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
1598       }
1599    }
1600 
1601    /* Section 7.1 (Built-In Language Variables) of the GLSL 4.00 spec
1602     * says:
1603     *
1604     *    "In the tessellation control language, built-in variables are
1605     *    intrinsically declared as:
1606     *
1607     *        in gl_PerVertex {
1608     *            vec4 gl_Position;
1609     *            float gl_PointSize;
1610     *            float gl_ClipDistance[];
1611     *        } gl_in[gl_MaxPatchVertices];"
1612     */
1613    if (state->stage == MESA_SHADER_TESS_CTRL ||
1614        state->stage == MESA_SHADER_TESS_EVAL) {
1615       const glsl_type *per_vertex_in_type =
1616          this->per_vertex_in.construct_interface_instance();
1617       add_variable("gl_in", array(per_vertex_in_type, state->Const.MaxPatchVertices),
1618                    GLSL_PRECISION_NONE, ir_var_shader_in, -1);
1619    }
1620    if (state->stage == MESA_SHADER_GEOMETRY) {
1621       const glsl_type *per_vertex_in_type =
1622          this->per_vertex_in.construct_interface_instance();
1623       add_variable("gl_in", array(per_vertex_in_type, 0),
1624                    GLSL_PRECISION_NONE, ir_var_shader_in, -1);
1625    }
1626    if (state->stage == MESA_SHADER_TESS_CTRL) {
1627       const glsl_type *per_vertex_out_type =
1628          this->per_vertex_out.construct_interface_instance();
1629       add_variable("gl_out", array(per_vertex_out_type, 0),
1630                    GLSL_PRECISION_NONE, ir_var_shader_out, -1);
1631    }
1632    if (state->stage == MESA_SHADER_VERTEX ||
1633        state->stage == MESA_SHADER_TESS_EVAL ||
1634        state->stage == MESA_SHADER_GEOMETRY) {
1635       const glsl_type *per_vertex_out_type =
1636          this->per_vertex_out.construct_interface_instance();
1637       const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
1638       for (unsigned i = 0; i < per_vertex_out_type->length; i++) {
1639          ir_variable *var =
1640             add_variable(fields[i].name, fields[i].type, fields[i].precision,
1641                          ir_var_shader_out, fields[i].location);
1642          var->data.interpolation = fields[i].interpolation;
1643          var->data.centroid = fields[i].centroid;
1644          var->data.sample = fields[i].sample;
1645          var->data.patch = fields[i].patch;
1646          var->init_interface_type(per_vertex_out_type);
1647 
1648          var->data.invariant = fields[i].location == VARYING_SLOT_POS &&
1649                                options->PositionAlwaysInvariant;
1650 
1651          var->data.precise = fields[i].location == VARYING_SLOT_POS &&
1652                                options->PositionAlwaysPrecise;
1653       }
1654    }
1655 }
1656 
1657 
1658 }; /* Anonymous namespace */
1659 
1660 
1661 void
_mesa_glsl_initialize_variables(exec_list * instructions,struct _mesa_glsl_parse_state * state)1662 _mesa_glsl_initialize_variables(exec_list *instructions,
1663 				struct _mesa_glsl_parse_state *state)
1664 {
1665    builtin_variable_generator gen(instructions, state);
1666 
1667    gen.generate_constants();
1668    gen.generate_uniforms();
1669    gen.generate_special_vars();
1670 
1671    gen.generate_varyings();
1672 
1673    switch (state->stage) {
1674    case MESA_SHADER_VERTEX:
1675       gen.generate_vs_special_vars();
1676       break;
1677    case MESA_SHADER_TESS_CTRL:
1678       gen.generate_tcs_special_vars();
1679       break;
1680    case MESA_SHADER_TESS_EVAL:
1681       gen.generate_tes_special_vars();
1682       break;
1683    case MESA_SHADER_GEOMETRY:
1684       gen.generate_gs_special_vars();
1685       break;
1686    case MESA_SHADER_FRAGMENT:
1687       gen.generate_fs_special_vars();
1688       break;
1689    case MESA_SHADER_COMPUTE:
1690       gen.generate_cs_special_vars();
1691       break;
1692    default:
1693       break;
1694    }
1695 }
1696