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 #include "ir.h"
25 #include "ir_builder.h"
26 #include "linker.h"
27 #include "glsl_parser_extras.h"
28 #include "glsl_symbol_table.h"
29 #include "main/core.h"
30 #include "main/uniforms.h"
31 #include "program/prog_statevars.h"
32 #include "program/prog_instruction.h"
33 #include "builtin_functions.h"
34
35 using namespace ir_builder;
36
37 static const struct gl_builtin_uniform_element gl_NumSamples_elements[] = {
38 {NULL, {STATE_NUM_SAMPLES, 0, 0}, SWIZZLE_XXXX}
39 };
40
41 static const struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
42 {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
43 {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
44 {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
45 };
46
47 static const struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
48 {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
49 };
50
51 static const struct gl_builtin_uniform_element gl_Point_elements[] = {
52 {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
53 {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
54 {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
55 {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
56 {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
57 {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
58 {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
59 };
60
61 static const struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
62 {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
63 {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
64 {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
65 {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
66 {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
67 };
68
69 static const struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
70 {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
71 {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
72 {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
73 {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
74 {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
75 };
76
77 static const struct gl_builtin_uniform_element gl_LightSource_elements[] = {
78 {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
79 {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
80 {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
81 {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
82 {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
83 {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
84 MAKE_SWIZZLE4(SWIZZLE_X,
85 SWIZZLE_Y,
86 SWIZZLE_Z,
87 SWIZZLE_Z)},
88 {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
89 {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
90 {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
91 {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
92 {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
93 {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
94 };
95
96 static const struct gl_builtin_uniform_element gl_LightModel_elements[] = {
97 {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
98 };
99
100 static const struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
101 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
102 };
103
104 static const struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
105 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
106 };
107
108 static const struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
109 {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
110 {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
111 {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
112 };
113
114 static const struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
115 {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
116 {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
117 {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
118 };
119
120 static const struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
121 {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
122 };
123
124 static const struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
125 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
126 };
127
128 static const struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
129 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
130 };
131
132 static const struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
133 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
134 };
135
136 static const struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
137 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
138 };
139
140 static const struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
141 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
142 };
143
144 static const struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
145 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
146 };
147
148 static const struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
149 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
150 };
151
152 static const struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
153 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
154 };
155
156 static const struct gl_builtin_uniform_element gl_Fog_elements[] = {
157 {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
158 {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
159 {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
160 {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
161 {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
162 };
163
164 static const struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
165 {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
166 };
167
168 static const struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
169 {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
170 };
171
172 static const struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = {
173 {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW},
174 };
175
176 static const struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = {
177 {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, SWIZZLE_XYZW},
178 };
179
180 #define MATRIX(name, statevar, modifier) \
181 static const struct gl_builtin_uniform_element name ## _elements[] = { \
182 { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW }, \
183 { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW }, \
184 { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW }, \
185 { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW }, \
186 }
187
188 MATRIX(gl_ModelViewMatrix,
189 STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE);
190 MATRIX(gl_ModelViewMatrixInverse,
191 STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS);
192 MATRIX(gl_ModelViewMatrixTranspose,
193 STATE_MODELVIEW_MATRIX, 0);
194 MATRIX(gl_ModelViewMatrixInverseTranspose,
195 STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE);
196
197 MATRIX(gl_ProjectionMatrix,
198 STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE);
199 MATRIX(gl_ProjectionMatrixInverse,
200 STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS);
201 MATRIX(gl_ProjectionMatrixTranspose,
202 STATE_PROJECTION_MATRIX, 0);
203 MATRIX(gl_ProjectionMatrixInverseTranspose,
204 STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE);
205
206 MATRIX(gl_ModelViewProjectionMatrix,
207 STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE);
208 MATRIX(gl_ModelViewProjectionMatrixInverse,
209 STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS);
210 MATRIX(gl_ModelViewProjectionMatrixTranspose,
211 STATE_MVP_MATRIX, 0);
212 MATRIX(gl_ModelViewProjectionMatrixInverseTranspose,
213 STATE_MVP_MATRIX, STATE_MATRIX_INVERSE);
214
215 MATRIX(gl_TextureMatrix,
216 STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE);
217 MATRIX(gl_TextureMatrixInverse,
218 STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS);
219 MATRIX(gl_TextureMatrixTranspose,
220 STATE_TEXTURE_MATRIX, 0);
221 MATRIX(gl_TextureMatrixInverseTranspose,
222 STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE);
223
224 static const struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
225 { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
226 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
227 { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
228 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
229 { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
230 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
231 };
232
233 #undef MATRIX
234
235 #define STATEVAR(name) {#name, name ## _elements, ARRAY_SIZE(name ## _elements)}
236
237 static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
238 STATEVAR(gl_NumSamples),
239 STATEVAR(gl_DepthRange),
240 STATEVAR(gl_ClipPlane),
241 STATEVAR(gl_Point),
242 STATEVAR(gl_FrontMaterial),
243 STATEVAR(gl_BackMaterial),
244 STATEVAR(gl_LightSource),
245 STATEVAR(gl_LightModel),
246 STATEVAR(gl_FrontLightModelProduct),
247 STATEVAR(gl_BackLightModelProduct),
248 STATEVAR(gl_FrontLightProduct),
249 STATEVAR(gl_BackLightProduct),
250 STATEVAR(gl_TextureEnvColor),
251 STATEVAR(gl_EyePlaneS),
252 STATEVAR(gl_EyePlaneT),
253 STATEVAR(gl_EyePlaneR),
254 STATEVAR(gl_EyePlaneQ),
255 STATEVAR(gl_ObjectPlaneS),
256 STATEVAR(gl_ObjectPlaneT),
257 STATEVAR(gl_ObjectPlaneR),
258 STATEVAR(gl_ObjectPlaneQ),
259 STATEVAR(gl_Fog),
260
261 STATEVAR(gl_ModelViewMatrix),
262 STATEVAR(gl_ModelViewMatrixInverse),
263 STATEVAR(gl_ModelViewMatrixTranspose),
264 STATEVAR(gl_ModelViewMatrixInverseTranspose),
265
266 STATEVAR(gl_ProjectionMatrix),
267 STATEVAR(gl_ProjectionMatrixInverse),
268 STATEVAR(gl_ProjectionMatrixTranspose),
269 STATEVAR(gl_ProjectionMatrixInverseTranspose),
270
271 STATEVAR(gl_ModelViewProjectionMatrix),
272 STATEVAR(gl_ModelViewProjectionMatrixInverse),
273 STATEVAR(gl_ModelViewProjectionMatrixTranspose),
274 STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
275
276 STATEVAR(gl_TextureMatrix),
277 STATEVAR(gl_TextureMatrixInverse),
278 STATEVAR(gl_TextureMatrixTranspose),
279 STATEVAR(gl_TextureMatrixInverseTranspose),
280
281 STATEVAR(gl_NormalMatrix),
282 STATEVAR(gl_NormalScale),
283
284 STATEVAR(gl_FogParamsOptimizedMESA),
285 STATEVAR(gl_CurrentAttribVertMESA),
286 STATEVAR(gl_CurrentAttribFragMESA),
287
288 {NULL, NULL, 0}
289 };
290
291
292 namespace {
293
294 /**
295 * Data structure that accumulates fields for the gl_PerVertex interface
296 * block.
297 */
298 class per_vertex_accumulator
299 {
300 public:
301 per_vertex_accumulator();
302 void add_field(int slot, const glsl_type *type, const char *name);
303 const glsl_type *construct_interface_instance() const;
304
305 private:
306 glsl_struct_field fields[11];
307 unsigned num_fields;
308 };
309
310
per_vertex_accumulator()311 per_vertex_accumulator::per_vertex_accumulator()
312 : fields(),
313 num_fields(0)
314 {
315 }
316
317
318 void
add_field(int slot,const glsl_type * type,const char * name)319 per_vertex_accumulator::add_field(int slot, const glsl_type *type,
320 const char *name)
321 {
322 assert(this->num_fields < ARRAY_SIZE(this->fields));
323 this->fields[this->num_fields].type = type;
324 this->fields[this->num_fields].name = name;
325 this->fields[this->num_fields].matrix_layout = GLSL_MATRIX_LAYOUT_INHERITED;
326 this->fields[this->num_fields].location = slot;
327 this->fields[this->num_fields].offset = -1;
328 this->fields[this->num_fields].interpolation = INTERP_MODE_NONE;
329 this->fields[this->num_fields].centroid = 0;
330 this->fields[this->num_fields].sample = 0;
331 this->fields[this->num_fields].patch = 0;
332 this->fields[this->num_fields].precision = GLSL_PRECISION_NONE;
333 this->fields[this->num_fields].memory_read_only = 0;
334 this->fields[this->num_fields].memory_write_only = 0;
335 this->fields[this->num_fields].memory_coherent = 0;
336 this->fields[this->num_fields].memory_volatile = 0;
337 this->fields[this->num_fields].memory_restrict = 0;
338 this->fields[this->num_fields].image_format = 0;
339 this->fields[this->num_fields].explicit_xfb_buffer = 0;
340 this->fields[this->num_fields].xfb_buffer = -1;
341 this->fields[this->num_fields].xfb_stride = -1;
342 this->num_fields++;
343 }
344
345
346 const glsl_type *
construct_interface_instance() const347 per_vertex_accumulator::construct_interface_instance() const
348 {
349 return glsl_type::get_interface_instance(this->fields, this->num_fields,
350 GLSL_INTERFACE_PACKING_STD140,
351 false,
352 "gl_PerVertex");
353 }
354
355
356 class builtin_variable_generator
357 {
358 public:
359 builtin_variable_generator(exec_list *instructions,
360 struct _mesa_glsl_parse_state *state);
361 void generate_constants();
362 void generate_uniforms();
363 void generate_special_vars();
364 void generate_vs_special_vars();
365 void generate_tcs_special_vars();
366 void generate_tes_special_vars();
367 void generate_gs_special_vars();
368 void generate_fs_special_vars();
369 void generate_cs_special_vars();
370 void generate_varyings();
371
372 private:
array(const glsl_type * base,unsigned elements)373 const glsl_type *array(const glsl_type *base, unsigned elements)
374 {
375 return glsl_type::get_array_instance(base, elements);
376 }
377
type(const char * name)378 const glsl_type *type(const char *name)
379 {
380 return symtab->get_type(name);
381 }
382
add_input(int slot,const glsl_type * type,const char * name)383 ir_variable *add_input(int slot, const glsl_type *type, const char *name)
384 {
385 return add_variable(name, type, ir_var_shader_in, slot);
386 }
387
add_output(int slot,const glsl_type * type,const char * name)388 ir_variable *add_output(int slot, const glsl_type *type, const char *name)
389 {
390 return add_variable(name, type, ir_var_shader_out, slot);
391 }
392
add_index_output(int slot,int index,const glsl_type * type,const char * name)393 ir_variable *add_index_output(int slot, int index, const glsl_type *type, const char *name)
394 {
395 return add_index_variable(name, type, ir_var_shader_out, slot, index);
396 }
397
add_system_value(int slot,const glsl_type * type,const char * name)398 ir_variable *add_system_value(int slot, const glsl_type *type,
399 const char *name)
400 {
401 return add_variable(name, type, ir_var_system_value, slot);
402 }
403
404 ir_variable *add_variable(const char *name, const glsl_type *type,
405 enum ir_variable_mode mode, int slot);
406 ir_variable *add_index_variable(const char *name, const glsl_type *type,
407 enum ir_variable_mode mode, int slot, int index);
408 ir_variable *add_uniform(const glsl_type *type, const char *name);
409 ir_variable *add_const(const char *name, int value);
410 ir_variable *add_const_ivec3(const char *name, int x, int y, int z);
411 void add_varying(int slot, const glsl_type *type, const char *name);
412
413 exec_list * const instructions;
414 struct _mesa_glsl_parse_state * const state;
415 glsl_symbol_table * const symtab;
416
417 /**
418 * True if compatibility-profile-only variables should be included. (In
419 * desktop GL, these are always included when the GLSL version is 1.30 and
420 * or below).
421 */
422 const bool compatibility;
423
424 const glsl_type * const bool_t;
425 const glsl_type * const int_t;
426 const glsl_type * const uint_t;
427 const glsl_type * const uint64_t;
428 const glsl_type * const float_t;
429 const glsl_type * const vec2_t;
430 const glsl_type * const vec3_t;
431 const glsl_type * const vec4_t;
432 const glsl_type * const uvec3_t;
433 const glsl_type * const mat3_t;
434 const glsl_type * const mat4_t;
435
436 per_vertex_accumulator per_vertex_in;
437 per_vertex_accumulator per_vertex_out;
438 };
439
440
builtin_variable_generator(exec_list * instructions,struct _mesa_glsl_parse_state * state)441 builtin_variable_generator::builtin_variable_generator(
442 exec_list *instructions, struct _mesa_glsl_parse_state *state)
443 : instructions(instructions), state(state), symtab(state->symbols),
444 compatibility(state->compat_shader || !state->is_version(140, 100)),
445 bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
446 uint_t(glsl_type::uint_type),
447 uint64_t(glsl_type::uint64_t_type),
448 float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
449 vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
450 uvec3_t(glsl_type::uvec3_type),
451 mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
452 {
453 }
454
455 ir_variable *
add_index_variable(const char * name,const glsl_type * type,enum ir_variable_mode mode,int slot,int index)456 builtin_variable_generator::add_index_variable(const char *name,
457 const glsl_type *type,
458 enum ir_variable_mode mode, int slot, int index)
459 {
460 ir_variable *var = new(symtab) ir_variable(type, name, mode);
461 var->data.how_declared = ir_var_declared_implicitly;
462
463 switch (var->data.mode) {
464 case ir_var_auto:
465 case ir_var_shader_in:
466 case ir_var_uniform:
467 case ir_var_system_value:
468 var->data.read_only = true;
469 break;
470 case ir_var_shader_out:
471 case ir_var_shader_storage:
472 break;
473 default:
474 /* The only variables that are added using this function should be
475 * uniforms, shader storage, shader inputs, and shader outputs, constants
476 * (which use ir_var_auto), and system values.
477 */
478 assert(0);
479 break;
480 }
481
482 var->data.location = slot;
483 var->data.explicit_location = (slot >= 0);
484 var->data.explicit_index = 1;
485 var->data.index = index;
486
487 /* Once the variable is created an initialized, add it to the symbol table
488 * and add the declaration to the IR stream.
489 */
490 instructions->push_tail(var);
491
492 symtab->add_variable(var);
493 return var;
494 }
495
496 ir_variable *
add_variable(const char * name,const glsl_type * type,enum ir_variable_mode mode,int slot)497 builtin_variable_generator::add_variable(const char *name,
498 const glsl_type *type,
499 enum ir_variable_mode mode, int slot)
500 {
501 ir_variable *var = new(symtab) ir_variable(type, name, mode);
502 var->data.how_declared = ir_var_declared_implicitly;
503
504 switch (var->data.mode) {
505 case ir_var_auto:
506 case ir_var_shader_in:
507 case ir_var_uniform:
508 case ir_var_system_value:
509 var->data.read_only = true;
510 break;
511 case ir_var_shader_out:
512 case ir_var_shader_storage:
513 break;
514 default:
515 /* The only variables that are added using this function should be
516 * uniforms, shader storage, shader inputs, and shader outputs, constants
517 * (which use ir_var_auto), and system values.
518 */
519 assert(0);
520 break;
521 }
522
523 var->data.location = slot;
524 var->data.explicit_location = (slot >= 0);
525 var->data.explicit_index = 0;
526
527 /* Once the variable is created an initialized, add it to the symbol table
528 * and add the declaration to the IR stream.
529 */
530 instructions->push_tail(var);
531
532 symtab->add_variable(var);
533 return var;
534 }
535
536 extern "C" const struct gl_builtin_uniform_desc *
_mesa_glsl_get_builtin_uniform_desc(const char * name)537 _mesa_glsl_get_builtin_uniform_desc(const char *name)
538 {
539 for (unsigned i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
540 if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
541 return &_mesa_builtin_uniform_desc[i];
542 }
543 }
544 return NULL;
545 }
546
547 ir_variable *
add_uniform(const glsl_type * type,const char * name)548 builtin_variable_generator::add_uniform(const glsl_type *type,
549 const char *name)
550 {
551 ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1);
552
553 const struct gl_builtin_uniform_desc* const statevar =
554 _mesa_glsl_get_builtin_uniform_desc(name);
555 assert(statevar != NULL);
556
557 const unsigned array_count = type->is_array() ? type->length : 1;
558
559 ir_state_slot *slots =
560 uni->allocate_state_slots(array_count * statevar->num_elements);
561
562 for (unsigned a = 0; a < array_count; a++) {
563 for (unsigned j = 0; j < statevar->num_elements; j++) {
564 const struct gl_builtin_uniform_element *element =
565 &statevar->elements[j];
566
567 memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
568 if (type->is_array()) {
569 if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
570 strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
571 slots->tokens[2] = a;
572 } else {
573 slots->tokens[1] = a;
574 }
575 }
576
577 slots->swizzle = element->swizzle;
578 slots++;
579 }
580 }
581
582 return uni;
583 }
584
585
586 ir_variable *
add_const(const char * name,int value)587 builtin_variable_generator::add_const(const char *name, int value)
588 {
589 ir_variable *const var = add_variable(name, glsl_type::int_type,
590 ir_var_auto, -1);
591 var->constant_value = new(var) ir_constant(value);
592 var->constant_initializer = new(var) ir_constant(value);
593 var->data.has_initializer = true;
594 return var;
595 }
596
597
598 ir_variable *
add_const_ivec3(const char * name,int x,int y,int z)599 builtin_variable_generator::add_const_ivec3(const char *name, int x, int y,
600 int z)
601 {
602 ir_variable *const var = add_variable(name, glsl_type::ivec3_type,
603 ir_var_auto, -1);
604 ir_constant_data data;
605 memset(&data, 0, sizeof(data));
606 data.i[0] = x;
607 data.i[1] = y;
608 data.i[2] = z;
609 var->constant_value = new(var) ir_constant(glsl_type::ivec3_type, &data);
610 var->constant_initializer =
611 new(var) ir_constant(glsl_type::ivec3_type, &data);
612 var->data.has_initializer = true;
613 return var;
614 }
615
616
617 void
generate_constants()618 builtin_variable_generator::generate_constants()
619 {
620 add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
621 add_const("gl_MaxVertexTextureImageUnits",
622 state->Const.MaxVertexTextureImageUnits);
623 add_const("gl_MaxCombinedTextureImageUnits",
624 state->Const.MaxCombinedTextureImageUnits);
625 add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
626 add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
627
628 /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
629 * GL counts them in units of "components" or "floats" and also in units
630 * of vectors since GL 4.1
631 */
632 if (!state->es_shader) {
633 add_const("gl_MaxFragmentUniformComponents",
634 state->Const.MaxFragmentUniformComponents);
635 add_const("gl_MaxVertexUniformComponents",
636 state->Const.MaxVertexUniformComponents);
637 }
638
639 if (state->is_version(410, 100)) {
640 add_const("gl_MaxVertexUniformVectors",
641 state->Const.MaxVertexUniformComponents / 4);
642 add_const("gl_MaxFragmentUniformVectors",
643 state->Const.MaxFragmentUniformComponents / 4);
644
645 /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
646 * vertex and fragment shader constants.
647 */
648 if (state->is_version(0, 300)) {
649 add_const("gl_MaxVertexOutputVectors",
650 state->ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4);
651 add_const("gl_MaxFragmentInputVectors",
652 state->ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4);
653 } else {
654 add_const("gl_MaxVaryingVectors",
655 state->ctx->Const.MaxVarying);
656 }
657
658 /* EXT_blend_func_extended brings a built in constant
659 * for determining number of dual source draw buffers
660 */
661 if (state->EXT_blend_func_extended_enable) {
662 add_const("gl_MaxDualSourceDrawBuffersEXT",
663 state->Const.MaxDualSourceDrawBuffers);
664 }
665 } else {
666 /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
667 * removed
668 */
669 add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4);
670 }
671
672 /* Texel offsets were introduced in ARB_shading_language_420pack (which
673 * requires desktop GLSL version 130), and adopted into desktop GLSL
674 * version 4.20 and GLSL ES version 3.00.
675 */
676 if ((state->is_version(130, 0) &&
677 state->ARB_shading_language_420pack_enable) ||
678 state->is_version(420, 300)) {
679 add_const("gl_MinProgramTexelOffset",
680 state->Const.MinProgramTexelOffset);
681 add_const("gl_MaxProgramTexelOffset",
682 state->Const.MaxProgramTexelOffset);
683 }
684
685 if (state->has_clip_distance()) {
686 add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
687 }
688 if (state->is_version(130, 0)) {
689 add_const("gl_MaxVaryingComponents", state->ctx->Const.MaxVarying * 4);
690 }
691 if (state->has_cull_distance()) {
692 add_const("gl_MaxCullDistances", state->Const.MaxClipPlanes);
693 add_const("gl_MaxCombinedClipAndCullDistances",
694 state->Const.MaxClipPlanes);
695 }
696
697 if (state->has_geometry_shader()) {
698 add_const("gl_MaxVertexOutputComponents",
699 state->Const.MaxVertexOutputComponents);
700 add_const("gl_MaxGeometryInputComponents",
701 state->Const.MaxGeometryInputComponents);
702 add_const("gl_MaxGeometryOutputComponents",
703 state->Const.MaxGeometryOutputComponents);
704 add_const("gl_MaxFragmentInputComponents",
705 state->Const.MaxFragmentInputComponents);
706 add_const("gl_MaxGeometryTextureImageUnits",
707 state->Const.MaxGeometryTextureImageUnits);
708 add_const("gl_MaxGeometryOutputVertices",
709 state->Const.MaxGeometryOutputVertices);
710 add_const("gl_MaxGeometryTotalOutputComponents",
711 state->Const.MaxGeometryTotalOutputComponents);
712 add_const("gl_MaxGeometryUniformComponents",
713 state->Const.MaxGeometryUniformComponents);
714
715 /* Note: the GLSL 1.50-4.40 specs require
716 * gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
717 * But they do not define what it means (and there does not appear to be
718 * any corresponding constant in the GL specs). However,
719 * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
720 * be the maximum number of components available for use as geometry
721 * outputs. So we assume this is a synonym for
722 * gl_MaxGeometryOutputComponents.
723 */
724 add_const("gl_MaxGeometryVaryingComponents",
725 state->Const.MaxGeometryOutputComponents);
726 }
727
728 if (compatibility) {
729 /* Note: gl_MaxLights stopped being listed as an explicit constant in
730 * GLSL 1.30, however it continues to be referred to (as a minimum size
731 * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
732 * this seems like it was probably an oversight.
733 */
734 add_const("gl_MaxLights", state->Const.MaxLights);
735
736 add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
737
738 /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
739 * 1.50, however this seems like it was probably an oversight.
740 */
741 add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
742
743 /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
744 * re-introduced in GLSL 1.50, so this seems like it was probably an
745 * oversight.
746 */
747 add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
748 }
749
750 if (state->has_atomic_counters()) {
751 add_const("gl_MaxVertexAtomicCounters",
752 state->Const.MaxVertexAtomicCounters);
753 add_const("gl_MaxFragmentAtomicCounters",
754 state->Const.MaxFragmentAtomicCounters);
755 add_const("gl_MaxCombinedAtomicCounters",
756 state->Const.MaxCombinedAtomicCounters);
757 add_const("gl_MaxAtomicCounterBindings",
758 state->Const.MaxAtomicBufferBindings);
759
760 if (state->has_geometry_shader()) {
761 add_const("gl_MaxGeometryAtomicCounters",
762 state->Const.MaxGeometryAtomicCounters);
763 }
764 if (state->is_version(110, 320)) {
765 add_const("gl_MaxTessControlAtomicCounters",
766 state->Const.MaxTessControlAtomicCounters);
767 add_const("gl_MaxTessEvaluationAtomicCounters",
768 state->Const.MaxTessEvaluationAtomicCounters);
769 }
770 }
771
772 if (state->is_version(420, 310)) {
773 add_const("gl_MaxVertexAtomicCounterBuffers",
774 state->Const.MaxVertexAtomicCounterBuffers);
775 add_const("gl_MaxFragmentAtomicCounterBuffers",
776 state->Const.MaxFragmentAtomicCounterBuffers);
777 add_const("gl_MaxCombinedAtomicCounterBuffers",
778 state->Const.MaxCombinedAtomicCounterBuffers);
779 add_const("gl_MaxAtomicCounterBufferSize",
780 state->Const.MaxAtomicCounterBufferSize);
781
782 if (state->has_geometry_shader()) {
783 add_const("gl_MaxGeometryAtomicCounterBuffers",
784 state->Const.MaxGeometryAtomicCounterBuffers);
785 }
786 if (state->is_version(110, 320)) {
787 add_const("gl_MaxTessControlAtomicCounterBuffers",
788 state->Const.MaxTessControlAtomicCounterBuffers);
789 add_const("gl_MaxTessEvaluationAtomicCounterBuffers",
790 state->Const.MaxTessEvaluationAtomicCounterBuffers);
791 }
792 }
793
794 if (state->is_version(430, 310) || state->ARB_compute_shader_enable) {
795 add_const("gl_MaxComputeAtomicCounterBuffers",
796 state->Const.MaxComputeAtomicCounterBuffers);
797 add_const("gl_MaxComputeAtomicCounters",
798 state->Const.MaxComputeAtomicCounters);
799 add_const("gl_MaxComputeImageUniforms",
800 state->Const.MaxComputeImageUniforms);
801 add_const("gl_MaxComputeTextureImageUnits",
802 state->Const.MaxComputeTextureImageUnits);
803 add_const("gl_MaxComputeUniformComponents",
804 state->Const.MaxComputeUniformComponents);
805
806 add_const_ivec3("gl_MaxComputeWorkGroupCount",
807 state->Const.MaxComputeWorkGroupCount[0],
808 state->Const.MaxComputeWorkGroupCount[1],
809 state->Const.MaxComputeWorkGroupCount[2]);
810 add_const_ivec3("gl_MaxComputeWorkGroupSize",
811 state->Const.MaxComputeWorkGroupSize[0],
812 state->Const.MaxComputeWorkGroupSize[1],
813 state->Const.MaxComputeWorkGroupSize[2]);
814
815 /* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables):
816 *
817 * The built-in constant gl_WorkGroupSize is a compute-shader
818 * constant containing the local work-group size of the shader. The
819 * size of the work group in the X, Y, and Z dimensions is stored in
820 * the x, y, and z components. The constants values in
821 * gl_WorkGroupSize will match those specified in the required
822 * local_size_x, local_size_y, and local_size_z layout qualifiers
823 * for the current shader. This is a constant so that it can be
824 * used to size arrays of memory that can be shared within the local
825 * work group. It is a compile-time error to use gl_WorkGroupSize
826 * in a shader that does not declare a fixed local group size, or
827 * before that shader has declared a fixed local group size, using
828 * local_size_x, local_size_y, and local_size_z.
829 *
830 * To prevent the shader from trying to refer to gl_WorkGroupSize before
831 * the layout declaration, we don't define it here. Intead we define it
832 * in ast_cs_input_layout::hir().
833 */
834 }
835
836 if (state->has_enhanced_layouts()) {
837 add_const("gl_MaxTransformFeedbackBuffers",
838 state->Const.MaxTransformFeedbackBuffers);
839 add_const("gl_MaxTransformFeedbackInterleavedComponents",
840 state->Const.MaxTransformFeedbackInterleavedComponents);
841 }
842
843 if (state->has_shader_image_load_store()) {
844 add_const("gl_MaxImageUnits",
845 state->Const.MaxImageUnits);
846 add_const("gl_MaxVertexImageUniforms",
847 state->Const.MaxVertexImageUniforms);
848 add_const("gl_MaxFragmentImageUniforms",
849 state->Const.MaxFragmentImageUniforms);
850 add_const("gl_MaxCombinedImageUniforms",
851 state->Const.MaxCombinedImageUniforms);
852
853 if (state->has_geometry_shader()) {
854 add_const("gl_MaxGeometryImageUniforms",
855 state->Const.MaxGeometryImageUniforms);
856 }
857
858 if (!state->es_shader) {
859 add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs",
860 state->Const.MaxCombinedShaderOutputResources);
861 add_const("gl_MaxImageSamples",
862 state->Const.MaxImageSamples);
863 }
864
865 if (state->has_tessellation_shader()) {
866 add_const("gl_MaxTessControlImageUniforms",
867 state->Const.MaxTessControlImageUniforms);
868 add_const("gl_MaxTessEvaluationImageUniforms",
869 state->Const.MaxTessEvaluationImageUniforms);
870 }
871 }
872
873 if (state->is_version(440, 310) ||
874 state->ARB_ES3_1_compatibility_enable) {
875 add_const("gl_MaxCombinedShaderOutputResources",
876 state->Const.MaxCombinedShaderOutputResources);
877 }
878
879 if (state->is_version(410, 0) ||
880 state->ARB_viewport_array_enable ||
881 state->OES_viewport_array_enable)
882 add_const("gl_MaxViewports", state->Const.MaxViewports);
883
884 if (state->has_tessellation_shader()) {
885 add_const("gl_MaxPatchVertices", state->Const.MaxPatchVertices);
886 add_const("gl_MaxTessGenLevel", state->Const.MaxTessGenLevel);
887 add_const("gl_MaxTessControlInputComponents", state->Const.MaxTessControlInputComponents);
888 add_const("gl_MaxTessControlOutputComponents", state->Const.MaxTessControlOutputComponents);
889 add_const("gl_MaxTessControlTextureImageUnits", state->Const.MaxTessControlTextureImageUnits);
890 add_const("gl_MaxTessEvaluationInputComponents", state->Const.MaxTessEvaluationInputComponents);
891 add_const("gl_MaxTessEvaluationOutputComponents", state->Const.MaxTessEvaluationOutputComponents);
892 add_const("gl_MaxTessEvaluationTextureImageUnits", state->Const.MaxTessEvaluationTextureImageUnits);
893 add_const("gl_MaxTessPatchComponents", state->Const.MaxTessPatchComponents);
894 add_const("gl_MaxTessControlTotalOutputComponents", state->Const.MaxTessControlTotalOutputComponents);
895 add_const("gl_MaxTessControlUniformComponents", state->Const.MaxTessControlUniformComponents);
896 add_const("gl_MaxTessEvaluationUniformComponents", state->Const.MaxTessEvaluationUniformComponents);
897 }
898
899 if (state->is_version(450, 320) ||
900 state->OES_sample_variables_enable ||
901 state->ARB_ES3_1_compatibility_enable)
902 add_const("gl_MaxSamples", state->Const.MaxSamples);
903 }
904
905
906 /**
907 * Generate uniform variables (which exist in all types of shaders).
908 */
909 void
generate_uniforms()910 builtin_variable_generator::generate_uniforms()
911 {
912 if (state->is_version(400, 320) ||
913 state->ARB_sample_shading_enable ||
914 state->OES_sample_variables_enable)
915 add_uniform(int_t, "gl_NumSamples");
916 add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
917 add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
918 add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
919
920 if (compatibility) {
921 add_uniform(mat4_t, "gl_ModelViewMatrix");
922 add_uniform(mat4_t, "gl_ProjectionMatrix");
923 add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
924 add_uniform(mat3_t, "gl_NormalMatrix");
925 add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
926 add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
927 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
928 add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
929 add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
930 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
931 add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
932 add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
933 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
934 add_uniform(float_t, "gl_NormalScale");
935 add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
936 add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
937
938 const glsl_type *const mat4_array_type =
939 array(mat4_t, state->Const.MaxTextureCoords);
940 add_uniform(mat4_array_type, "gl_TextureMatrix");
941 add_uniform(mat4_array_type, "gl_TextureMatrixInverse");
942 add_uniform(mat4_array_type, "gl_TextureMatrixTranspose");
943 add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
944
945 add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
946 add_uniform(type("gl_PointParameters"), "gl_Point");
947
948 const glsl_type *const material_parameters_type =
949 type("gl_MaterialParameters");
950 add_uniform(material_parameters_type, "gl_FrontMaterial");
951 add_uniform(material_parameters_type, "gl_BackMaterial");
952
953 add_uniform(array(type("gl_LightSourceParameters"),
954 state->Const.MaxLights),
955 "gl_LightSource");
956
957 const glsl_type *const light_model_products_type =
958 type("gl_LightModelProducts");
959 add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
960 add_uniform(light_model_products_type, "gl_BackLightModelProduct");
961
962 const glsl_type *const light_products_type =
963 array(type("gl_LightProducts"), state->Const.MaxLights);
964 add_uniform(light_products_type, "gl_FrontLightProduct");
965 add_uniform(light_products_type, "gl_BackLightProduct");
966
967 add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
968 "gl_TextureEnvColor");
969
970 const glsl_type *const texcoords_vec4 =
971 array(vec4_t, state->Const.MaxTextureCoords);
972 add_uniform(texcoords_vec4, "gl_EyePlaneS");
973 add_uniform(texcoords_vec4, "gl_EyePlaneT");
974 add_uniform(texcoords_vec4, "gl_EyePlaneR");
975 add_uniform(texcoords_vec4, "gl_EyePlaneQ");
976 add_uniform(texcoords_vec4, "gl_ObjectPlaneS");
977 add_uniform(texcoords_vec4, "gl_ObjectPlaneT");
978 add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
979 add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
980
981 add_uniform(type("gl_FogParameters"), "gl_Fog");
982 }
983 }
984
985
986 /**
987 * Generate special variables which exist in all shaders.
988 */
989 void
generate_special_vars()990 builtin_variable_generator::generate_special_vars()
991 {
992 if (state->ARB_shader_ballot_enable) {
993 add_system_value(SYSTEM_VALUE_SUBGROUP_SIZE, uint_t, "gl_SubGroupSizeARB");
994 add_system_value(SYSTEM_VALUE_SUBGROUP_INVOCATION, uint_t, "gl_SubGroupInvocationARB");
995 add_system_value(SYSTEM_VALUE_SUBGROUP_EQ_MASK, uint64_t, "gl_SubGroupEqMaskARB");
996 add_system_value(SYSTEM_VALUE_SUBGROUP_GE_MASK, uint64_t, "gl_SubGroupGeMaskARB");
997 add_system_value(SYSTEM_VALUE_SUBGROUP_GT_MASK, uint64_t, "gl_SubGroupGtMaskARB");
998 add_system_value(SYSTEM_VALUE_SUBGROUP_LE_MASK, uint64_t, "gl_SubGroupLeMaskARB");
999 add_system_value(SYSTEM_VALUE_SUBGROUP_LT_MASK, uint64_t, "gl_SubGroupLtMaskARB");
1000 }
1001 }
1002
1003
1004 /**
1005 * Generate variables which only exist in vertex shaders.
1006 */
1007 void
generate_vs_special_vars()1008 builtin_variable_generator::generate_vs_special_vars()
1009 {
1010 ir_variable *var;
1011
1012 if (state->is_version(130, 300))
1013 add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
1014 if (state->is_version(460, 0)) {
1015 add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertex");
1016 add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstance");
1017 add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawID");
1018 }
1019 if (state->ARB_draw_instanced_enable)
1020 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
1021 if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
1022 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
1023 if (state->ARB_shader_draw_parameters_enable) {
1024 add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertexARB");
1025 add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstanceARB");
1026 add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawIDARB");
1027 }
1028 if (state->AMD_vertex_shader_layer_enable ||
1029 state->ARB_shader_viewport_layer_array_enable) {
1030 var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1031 var->data.interpolation = INTERP_MODE_FLAT;
1032 }
1033 if (state->AMD_vertex_shader_viewport_index_enable ||
1034 state->ARB_shader_viewport_layer_array_enable) {
1035 var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1036 var->data.interpolation = INTERP_MODE_FLAT;
1037 }
1038 if (compatibility) {
1039 add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
1040 add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
1041 add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
1042 add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
1043 add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
1044 add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
1045 add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
1046 add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
1047 add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
1048 add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
1049 add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
1050 add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
1051 add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
1052 }
1053 }
1054
1055
1056 /**
1057 * Generate variables which only exist in tessellation control shaders.
1058 */
1059 void
generate_tcs_special_vars()1060 builtin_variable_generator::generate_tcs_special_vars()
1061 {
1062 add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
1063 add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
1064 add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
1065
1066 add_output(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
1067 "gl_TessLevelOuter")->data.patch = 1;
1068 add_output(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
1069 "gl_TessLevelInner")->data.patch = 1;
1070 /* XXX What to do if multiple are flipped on? */
1071 int bbox_slot = state->ctx->Const.NoPrimitiveBoundingBoxOutput ? -1 :
1072 VARYING_SLOT_BOUNDING_BOX0;
1073 if (state->EXT_primitive_bounding_box_enable)
1074 add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBoxEXT")
1075 ->data.patch = 1;
1076 if (state->OES_primitive_bounding_box_enable)
1077 add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBoxOES")
1078 ->data.patch = 1;
1079 if (state->is_version(0, 320) || state->ARB_ES3_2_compatibility_enable)
1080 add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBox")
1081 ->data.patch = 1;
1082 }
1083
1084
1085 /**
1086 * Generate variables which only exist in tessellation evaluation shaders.
1087 */
1088 void
generate_tes_special_vars()1089 builtin_variable_generator::generate_tes_special_vars()
1090 {
1091 ir_variable *var;
1092
1093 add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
1094 add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
1095 add_system_value(SYSTEM_VALUE_TESS_COORD, vec3_t, "gl_TessCoord");
1096 if (this->state->ctx->Const.GLSLTessLevelsAsInputs) {
1097 add_input(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
1098 "gl_TessLevelOuter")->data.patch = 1;
1099 add_input(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
1100 "gl_TessLevelInner")->data.patch = 1;
1101 } else {
1102 add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER, array(float_t, 4),
1103 "gl_TessLevelOuter");
1104 add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2),
1105 "gl_TessLevelInner");
1106 }
1107 if (state->ARB_shader_viewport_layer_array_enable) {
1108 var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1109 var->data.interpolation = INTERP_MODE_FLAT;
1110 var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1111 var->data.interpolation = INTERP_MODE_FLAT;
1112 }
1113 }
1114
1115
1116 /**
1117 * Generate variables which only exist in geometry shaders.
1118 */
1119 void
generate_gs_special_vars()1120 builtin_variable_generator::generate_gs_special_vars()
1121 {
1122 ir_variable *var;
1123
1124 var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1125 var->data.interpolation = INTERP_MODE_FLAT;
1126 if (state->is_version(410, 0) || state->ARB_viewport_array_enable ||
1127 state->OES_viewport_array_enable) {
1128 var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1129 var->data.interpolation = INTERP_MODE_FLAT;
1130 }
1131 if (state->is_version(400, 320) || state->ARB_gpu_shader5_enable ||
1132 state->OES_geometry_shader_enable || state->EXT_geometry_shader_enable) {
1133 add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
1134 }
1135
1136 /* Although gl_PrimitiveID appears in tessellation control and tessellation
1137 * evaluation shaders, it has a different function there than it has in
1138 * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
1139 * as special geometry shader variables.
1140 *
1141 * Note that although the general convention of suffixing geometry shader
1142 * input varyings with "In" was not adopted into GLSL 1.50, it is used in
1143 * the specific case of gl_PrimitiveIDIn. So we don't need to treat
1144 * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
1145 */
1146 var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
1147 var->data.interpolation = INTERP_MODE_FLAT;
1148 var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
1149 var->data.interpolation = INTERP_MODE_FLAT;
1150 }
1151
1152
1153 /**
1154 * Generate variables which only exist in fragment shaders.
1155 */
1156 void
generate_fs_special_vars()1157 builtin_variable_generator::generate_fs_special_vars()
1158 {
1159 ir_variable *var;
1160
1161 if (this->state->ctx->Const.GLSLFragCoordIsSysVal)
1162 add_system_value(SYSTEM_VALUE_FRAG_COORD, vec4_t, "gl_FragCoord");
1163 else
1164 add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
1165
1166 if (this->state->ctx->Const.GLSLFrontFacingIsSysVal)
1167 add_system_value(SYSTEM_VALUE_FRONT_FACE, bool_t, "gl_FrontFacing");
1168 else
1169 add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
1170
1171 if (state->is_version(120, 100))
1172 add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
1173
1174 if (state->has_geometry_shader()) {
1175 var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
1176 var->data.interpolation = INTERP_MODE_FLAT;
1177 }
1178
1179 /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
1180 * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
1181 * They were removed from GLSL ES 3.00.
1182 */
1183 if (compatibility || !state->is_version(420, 300)) {
1184 add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor");
1185 add_output(FRAG_RESULT_DATA0,
1186 array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
1187 }
1188
1189 if (state->has_framebuffer_fetch() && !state->is_version(130, 300)) {
1190 ir_variable *const var =
1191 add_output(FRAG_RESULT_DATA0,
1192 array(vec4_t, state->Const.MaxDrawBuffers),
1193 "gl_LastFragData");
1194 var->data.precision = GLSL_PRECISION_MEDIUM;
1195 var->data.read_only = 1;
1196 var->data.fb_fetch_output = 1;
1197 }
1198
1199 if (state->es_shader && state->language_version == 100 && state->EXT_blend_func_extended_enable) {
1200 add_index_output(FRAG_RESULT_COLOR, 1, vec4_t,
1201 "gl_SecondaryFragColorEXT");
1202 add_index_output(FRAG_RESULT_DATA0, 1,
1203 array(vec4_t, state->Const.MaxDualSourceDrawBuffers),
1204 "gl_SecondaryFragDataEXT");
1205 }
1206
1207 /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
1208 * ES 1.00.
1209 */
1210 if (state->is_version(110, 300))
1211 add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth");
1212
1213 if (state->EXT_frag_depth_enable)
1214 add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepthEXT");
1215
1216 if (state->ARB_shader_stencil_export_enable) {
1217 ir_variable *const var =
1218 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
1219 if (state->ARB_shader_stencil_export_warn)
1220 var->enable_extension_warning("GL_ARB_shader_stencil_export");
1221 }
1222
1223 if (state->AMD_shader_stencil_export_enable) {
1224 ir_variable *const var =
1225 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
1226 if (state->AMD_shader_stencil_export_warn)
1227 var->enable_extension_warning("GL_AMD_shader_stencil_export");
1228 }
1229
1230 if (state->is_version(400, 320) ||
1231 state->ARB_sample_shading_enable ||
1232 state->OES_sample_variables_enable) {
1233 add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, "gl_SampleID");
1234 add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, "gl_SamplePosition");
1235 /* From the ARB_sample_shading specification:
1236 * "The number of elements in the array is ceil(<s>/32), where
1237 * <s> is the maximum number of color samples supported by the
1238 * implementation."
1239 * Since no drivers expose more than 32x MSAA, we can simply set
1240 * the array size to 1 rather than computing it.
1241 */
1242 add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), "gl_SampleMask");
1243 }
1244
1245 if (state->is_version(400, 320) ||
1246 state->ARB_gpu_shader5_enable ||
1247 state->OES_sample_variables_enable) {
1248 add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1), "gl_SampleMaskIn");
1249 }
1250
1251 if (state->is_version(430, 320) ||
1252 state->ARB_fragment_layer_viewport_enable ||
1253 state->OES_geometry_shader_enable ||
1254 state->EXT_geometry_shader_enable) {
1255 var = add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1256 var->data.interpolation = INTERP_MODE_FLAT;
1257 }
1258
1259 if (state->is_version(430, 0) ||
1260 state->ARB_fragment_layer_viewport_enable ||
1261 state->OES_viewport_array_enable) {
1262 var = add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1263 var->data.interpolation = INTERP_MODE_FLAT;
1264 }
1265
1266 if (state->is_version(450, 310) || state->ARB_ES3_1_compatibility_enable)
1267 add_system_value(SYSTEM_VALUE_HELPER_INVOCATION, bool_t, "gl_HelperInvocation");
1268 }
1269
1270
1271 /**
1272 * Generate variables which only exist in compute shaders.
1273 */
1274 void
generate_cs_special_vars()1275 builtin_variable_generator::generate_cs_special_vars()
1276 {
1277 add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_ID, uvec3_t,
1278 "gl_LocalInvocationID");
1279 add_system_value(SYSTEM_VALUE_WORK_GROUP_ID, uvec3_t, "gl_WorkGroupID");
1280 add_system_value(SYSTEM_VALUE_NUM_WORK_GROUPS, uvec3_t, "gl_NumWorkGroups");
1281
1282 if (state->ARB_compute_variable_group_size_enable) {
1283 add_system_value(SYSTEM_VALUE_LOCAL_GROUP_SIZE,
1284 uvec3_t, "gl_LocalGroupSizeARB");
1285 }
1286
1287 add_system_value(SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
1288 uvec3_t, "gl_GlobalInvocationID");
1289 add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
1290 uint_t, "gl_LocalInvocationIndex");
1291 }
1292
1293
1294 /**
1295 * Add a single "varying" variable. The variable's type and direction (input
1296 * or output) are adjusted as appropriate for the type of shader being
1297 * compiled.
1298 */
1299 void
add_varying(int slot,const glsl_type * type,const char * name)1300 builtin_variable_generator::add_varying(int slot, const glsl_type *type,
1301 const char *name)
1302 {
1303 switch (state->stage) {
1304 case MESA_SHADER_TESS_CTRL:
1305 case MESA_SHADER_TESS_EVAL:
1306 case MESA_SHADER_GEOMETRY:
1307 this->per_vertex_in.add_field(slot, type, name);
1308 /* FALLTHROUGH */
1309 case MESA_SHADER_VERTEX:
1310 this->per_vertex_out.add_field(slot, type, name);
1311 break;
1312 case MESA_SHADER_FRAGMENT:
1313 add_input(slot, type, name);
1314 break;
1315 case MESA_SHADER_COMPUTE:
1316 /* Compute shaders don't have varyings. */
1317 break;
1318 default:
1319 break;
1320 }
1321 }
1322
1323
1324 /**
1325 * Generate variables that are used to communicate data from one shader stage
1326 * to the next ("varyings").
1327 */
1328 void
generate_varyings()1329 builtin_variable_generator::generate_varyings()
1330 {
1331 /* gl_Position and gl_PointSize are not visible from fragment shaders. */
1332 if (state->stage != MESA_SHADER_FRAGMENT) {
1333 add_varying(VARYING_SLOT_POS, vec4_t, "gl_Position");
1334 if (!state->es_shader ||
1335 state->stage == MESA_SHADER_VERTEX ||
1336 (state->stage == MESA_SHADER_GEOMETRY &&
1337 (state->OES_geometry_point_size_enable ||
1338 state->EXT_geometry_point_size_enable)) ||
1339 ((state->stage == MESA_SHADER_TESS_CTRL ||
1340 state->stage == MESA_SHADER_TESS_EVAL) &&
1341 (state->OES_tessellation_point_size_enable ||
1342 state->EXT_tessellation_point_size_enable))) {
1343 add_varying(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
1344 }
1345 }
1346
1347 if (state->has_clip_distance()) {
1348 add_varying(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
1349 "gl_ClipDistance");
1350 }
1351 if (state->has_cull_distance()) {
1352 add_varying(VARYING_SLOT_CULL_DIST0, array(float_t, 0),
1353 "gl_CullDistance");
1354 }
1355
1356 if (compatibility) {
1357 add_varying(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
1358 add_varying(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
1359 if (state->stage == MESA_SHADER_FRAGMENT) {
1360 add_varying(VARYING_SLOT_COL0, vec4_t, "gl_Color");
1361 add_varying(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
1362 } else {
1363 add_varying(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
1364 add_varying(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
1365 add_varying(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
1366 add_varying(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
1367 add_varying(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
1368 }
1369 }
1370
1371 /* Section 7.1 (Built-In Language Variables) of the GLSL 4.00 spec
1372 * says:
1373 *
1374 * "In the tessellation control language, built-in variables are
1375 * intrinsically declared as:
1376 *
1377 * in gl_PerVertex {
1378 * vec4 gl_Position;
1379 * float gl_PointSize;
1380 * float gl_ClipDistance[];
1381 * } gl_in[gl_MaxPatchVertices];"
1382 */
1383 if (state->stage == MESA_SHADER_TESS_CTRL ||
1384 state->stage == MESA_SHADER_TESS_EVAL) {
1385 const glsl_type *per_vertex_in_type =
1386 this->per_vertex_in.construct_interface_instance();
1387 add_variable("gl_in", array(per_vertex_in_type, state->Const.MaxPatchVertices),
1388 ir_var_shader_in, -1);
1389 }
1390 if (state->stage == MESA_SHADER_GEOMETRY) {
1391 const glsl_type *per_vertex_in_type =
1392 this->per_vertex_in.construct_interface_instance();
1393 add_variable("gl_in", array(per_vertex_in_type, 0),
1394 ir_var_shader_in, -1);
1395 }
1396 if (state->stage == MESA_SHADER_TESS_CTRL) {
1397 const glsl_type *per_vertex_out_type =
1398 this->per_vertex_out.construct_interface_instance();
1399 add_variable("gl_out", array(per_vertex_out_type, 0),
1400 ir_var_shader_out, -1);
1401 }
1402 if (state->stage == MESA_SHADER_VERTEX ||
1403 state->stage == MESA_SHADER_TESS_EVAL ||
1404 state->stage == MESA_SHADER_GEOMETRY) {
1405 const glsl_type *per_vertex_out_type =
1406 this->per_vertex_out.construct_interface_instance();
1407 const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
1408 for (unsigned i = 0; i < per_vertex_out_type->length; i++) {
1409 ir_variable *var =
1410 add_variable(fields[i].name, fields[i].type, ir_var_shader_out,
1411 fields[i].location);
1412 var->data.interpolation = fields[i].interpolation;
1413 var->data.centroid = fields[i].centroid;
1414 var->data.sample = fields[i].sample;
1415 var->data.patch = fields[i].patch;
1416 var->data.precision = fields[i].precision;
1417 var->init_interface_type(per_vertex_out_type);
1418 }
1419 }
1420 }
1421
1422
1423 }; /* Anonymous namespace */
1424
1425
1426 void
_mesa_glsl_initialize_variables(exec_list * instructions,struct _mesa_glsl_parse_state * state)1427 _mesa_glsl_initialize_variables(exec_list *instructions,
1428 struct _mesa_glsl_parse_state *state)
1429 {
1430 builtin_variable_generator gen(instructions, state);
1431
1432 gen.generate_constants();
1433 gen.generate_uniforms();
1434 gen.generate_special_vars();
1435
1436 gen.generate_varyings();
1437
1438 switch (state->stage) {
1439 case MESA_SHADER_VERTEX:
1440 gen.generate_vs_special_vars();
1441 break;
1442 case MESA_SHADER_TESS_CTRL:
1443 gen.generate_tcs_special_vars();
1444 break;
1445 case MESA_SHADER_TESS_EVAL:
1446 gen.generate_tes_special_vars();
1447 break;
1448 case MESA_SHADER_GEOMETRY:
1449 gen.generate_gs_special_vars();
1450 break;
1451 case MESA_SHADER_FRAGMENT:
1452 gen.generate_fs_special_vars();
1453 break;
1454 case MESA_SHADER_COMPUTE:
1455 gen.generate_cs_special_vars();
1456 break;
1457 default:
1458 break;
1459 }
1460 }
1461