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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/mtypes.h"
45 #include "main/uniforms.h"
46 #include "program/prog_statevars.h"
47 #include "program/prog_instruction.h"
48 #include "builtin_functions.h"
49 
50 using namespace ir_builder;
51 
52 static const struct gl_builtin_uniform_element gl_NumSamples_elements[] = {
53    {NULL, {STATE_NUM_SAMPLES, 0, 0}, SWIZZLE_XXXX}
54 };
55 
56 static const struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
57    {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
58    {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
59    {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
60 };
61 
62 static const struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
63    {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
64 };
65 
66 static const struct gl_builtin_uniform_element gl_Point_elements[] = {
67    {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
68    {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
69    {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
70    {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
71    {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
72    {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
73    {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
74 };
75 
76 static const struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
77    {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
78    {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
79    {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
80    {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
81    {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
82 };
83 
84 static const struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
85    {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
86    {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
87    {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
88    {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
89    {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
90 };
91 
92 static const struct gl_builtin_uniform_element gl_LightSource_elements[] = {
93    {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
94    {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
95    {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
96    {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
97    {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
98    {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
99     MAKE_SWIZZLE4(SWIZZLE_X,
100 		  SWIZZLE_Y,
101 		  SWIZZLE_Z,
102 		  SWIZZLE_Z)},
103    {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
104    {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
105    {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
106    {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
107    {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
108    {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
109 };
110 
111 static const struct gl_builtin_uniform_element gl_LightModel_elements[] = {
112    {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
113 };
114 
115 static const struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
116    {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
117 };
118 
119 static const struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
120    {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
121 };
122 
123 static const struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
124    {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
125    {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
126    {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
127 };
128 
129 static const struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
130    {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
131    {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
132    {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
133 };
134 
135 static const struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
136    {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
137 };
138 
139 static const struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
140    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
141 };
142 
143 static const struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
144    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
145 };
146 
147 static const struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
148    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
149 };
150 
151 static const struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
152    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
153 };
154 
155 static const struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
156    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
157 };
158 
159 static const struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
160    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
161 };
162 
163 static const struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
164    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
165 };
166 
167 static const struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
168    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
169 };
170 
171 static const struct gl_builtin_uniform_element gl_Fog_elements[] = {
172    {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
173    {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
174    {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
175    {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
176    {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
177 };
178 
179 static const struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
180    {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
181 };
182 
183 static const struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
184    {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
185 };
186 
187 static const struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = {
188    {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW},
189 };
190 
191 static const struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = {
192    {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, SWIZZLE_XYZW},
193 };
194 
195 #define MATRIX(name, statevar, modifier)				\
196    static const struct gl_builtin_uniform_element name ## _elements[] = { \
197       { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW },		\
198       { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW },		\
199       { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW },		\
200       { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW },		\
201    }
202 
203 MATRIX(gl_ModelViewMatrix,
204        STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE);
205 MATRIX(gl_ModelViewMatrixInverse,
206        STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS);
207 MATRIX(gl_ModelViewMatrixTranspose,
208        STATE_MODELVIEW_MATRIX, 0);
209 MATRIX(gl_ModelViewMatrixInverseTranspose,
210        STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE);
211 
212 MATRIX(gl_ProjectionMatrix,
213        STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE);
214 MATRIX(gl_ProjectionMatrixInverse,
215        STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS);
216 MATRIX(gl_ProjectionMatrixTranspose,
217        STATE_PROJECTION_MATRIX, 0);
218 MATRIX(gl_ProjectionMatrixInverseTranspose,
219        STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE);
220 
221 MATRIX(gl_ModelViewProjectionMatrix,
222        STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE);
223 MATRIX(gl_ModelViewProjectionMatrixInverse,
224        STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS);
225 MATRIX(gl_ModelViewProjectionMatrixTranspose,
226        STATE_MVP_MATRIX, 0);
227 MATRIX(gl_ModelViewProjectionMatrixInverseTranspose,
228        STATE_MVP_MATRIX, STATE_MATRIX_INVERSE);
229 
230 MATRIX(gl_TextureMatrix,
231        STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE);
232 MATRIX(gl_TextureMatrixInverse,
233        STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS);
234 MATRIX(gl_TextureMatrixTranspose,
235        STATE_TEXTURE_MATRIX, 0);
236 MATRIX(gl_TextureMatrixInverseTranspose,
237        STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE);
238 
239 static const struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
240    { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
241      MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
242    { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
243      MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
244    { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
245      MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
246 };
247 
248 #undef MATRIX
249 
250 #define STATEVAR(name) {#name, name ## _elements, ARRAY_SIZE(name ## _elements)}
251 
252 static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
253    STATEVAR(gl_NumSamples),
254    STATEVAR(gl_DepthRange),
255    STATEVAR(gl_ClipPlane),
256    STATEVAR(gl_Point),
257    STATEVAR(gl_FrontMaterial),
258    STATEVAR(gl_BackMaterial),
259    STATEVAR(gl_LightSource),
260    STATEVAR(gl_LightModel),
261    STATEVAR(gl_FrontLightModelProduct),
262    STATEVAR(gl_BackLightModelProduct),
263    STATEVAR(gl_FrontLightProduct),
264    STATEVAR(gl_BackLightProduct),
265    STATEVAR(gl_TextureEnvColor),
266    STATEVAR(gl_EyePlaneS),
267    STATEVAR(gl_EyePlaneT),
268    STATEVAR(gl_EyePlaneR),
269    STATEVAR(gl_EyePlaneQ),
270    STATEVAR(gl_ObjectPlaneS),
271    STATEVAR(gl_ObjectPlaneT),
272    STATEVAR(gl_ObjectPlaneR),
273    STATEVAR(gl_ObjectPlaneQ),
274    STATEVAR(gl_Fog),
275 
276    STATEVAR(gl_ModelViewMatrix),
277    STATEVAR(gl_ModelViewMatrixInverse),
278    STATEVAR(gl_ModelViewMatrixTranspose),
279    STATEVAR(gl_ModelViewMatrixInverseTranspose),
280 
281    STATEVAR(gl_ProjectionMatrix),
282    STATEVAR(gl_ProjectionMatrixInverse),
283    STATEVAR(gl_ProjectionMatrixTranspose),
284    STATEVAR(gl_ProjectionMatrixInverseTranspose),
285 
286    STATEVAR(gl_ModelViewProjectionMatrix),
287    STATEVAR(gl_ModelViewProjectionMatrixInverse),
288    STATEVAR(gl_ModelViewProjectionMatrixTranspose),
289    STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
290 
291    STATEVAR(gl_TextureMatrix),
292    STATEVAR(gl_TextureMatrixInverse),
293    STATEVAR(gl_TextureMatrixTranspose),
294    STATEVAR(gl_TextureMatrixInverseTranspose),
295 
296    STATEVAR(gl_NormalMatrix),
297    STATEVAR(gl_NormalScale),
298 
299    STATEVAR(gl_FogParamsOptimizedMESA),
300    STATEVAR(gl_CurrentAttribVertMESA),
301    STATEVAR(gl_CurrentAttribFragMESA),
302 
303    {NULL, NULL, 0}
304 };
305 
306 
307 namespace {
308 
309 /**
310  * Data structure that accumulates fields for the gl_PerVertex interface
311  * block.
312  */
313 class per_vertex_accumulator
314 {
315 public:
316    per_vertex_accumulator();
317    void add_field(int slot, const glsl_type *type, int precision,
318                   const char *name, enum glsl_interp_mode interp);
319    const glsl_type *construct_interface_instance() const;
320 
321 private:
322    glsl_struct_field fields[14];
323    unsigned num_fields;
324 };
325 
326 
per_vertex_accumulator()327 per_vertex_accumulator::per_vertex_accumulator()
328    : fields(),
329      num_fields(0)
330 {
331 }
332 
333 
334 void
add_field(int slot,const glsl_type * type,int precision,const char * name,enum glsl_interp_mode interp)335 per_vertex_accumulator::add_field(int slot, const glsl_type *type,
336                                   int precision, const char *name,
337                                   enum glsl_interp_mode interp)
338 {
339    assert(this->num_fields < ARRAY_SIZE(this->fields));
340    this->fields[this->num_fields].type = type;
341    this->fields[this->num_fields].name = name;
342    this->fields[this->num_fields].matrix_layout = GLSL_MATRIX_LAYOUT_INHERITED;
343    this->fields[this->num_fields].location = slot;
344    this->fields[this->num_fields].offset = -1;
345    this->fields[this->num_fields].interpolation = interp;
346    this->fields[this->num_fields].centroid = 0;
347    this->fields[this->num_fields].sample = 0;
348    this->fields[this->num_fields].patch = 0;
349    this->fields[this->num_fields].precision = precision;
350    this->fields[this->num_fields].memory_read_only = 0;
351    this->fields[this->num_fields].memory_write_only = 0;
352    this->fields[this->num_fields].memory_coherent = 0;
353    this->fields[this->num_fields].memory_volatile = 0;
354    this->fields[this->num_fields].memory_restrict = 0;
355    this->fields[this->num_fields].image_format = PIPE_FORMAT_NONE;
356    this->fields[this->num_fields].explicit_xfb_buffer = 0;
357    this->fields[this->num_fields].xfb_buffer = -1;
358    this->fields[this->num_fields].xfb_stride = -1;
359    this->num_fields++;
360 }
361 
362 
363 const glsl_type *
construct_interface_instance() const364 per_vertex_accumulator::construct_interface_instance() const
365 {
366    return glsl_type::get_interface_instance(this->fields, this->num_fields,
367                                             GLSL_INTERFACE_PACKING_STD140,
368                                             false,
369                                             "gl_PerVertex");
370 }
371 
372 
373 class builtin_variable_generator
374 {
375 public:
376    builtin_variable_generator(exec_list *instructions,
377                               struct _mesa_glsl_parse_state *state);
378    void generate_constants();
379    void generate_uniforms();
380    void generate_special_vars();
381    void generate_vs_special_vars();
382    void generate_tcs_special_vars();
383    void generate_tes_special_vars();
384    void generate_gs_special_vars();
385    void generate_fs_special_vars();
386    void generate_cs_special_vars();
387    void generate_varyings();
388 
389 private:
array(const glsl_type * base,unsigned elements)390    const glsl_type *array(const glsl_type *base, unsigned elements)
391    {
392       return glsl_type::get_array_instance(base, elements);
393    }
394 
type(const char * name)395    const glsl_type *type(const char *name)
396    {
397       return symtab->get_type(name);
398    }
399 
add_input(int slot,const glsl_type * type,int precision,const char * name,enum glsl_interp_mode interp=INTERP_MODE_NONE)400    ir_variable *add_input(int slot, const glsl_type *type, int precision,
401                           const char *name,
402                           enum glsl_interp_mode interp = INTERP_MODE_NONE)
403    {
404       return add_variable(name, type, precision, ir_var_shader_in, slot, interp);
405    }
406 
add_input(int slot,const glsl_type * type,const char * name,enum glsl_interp_mode interp=INTERP_MODE_NONE)407    ir_variable *add_input(int slot, const glsl_type *type, const char *name,
408                           enum glsl_interp_mode interp = INTERP_MODE_NONE)
409    {
410       return add_input(slot, type, GLSL_PRECISION_NONE, name, interp);
411    }
412 
add_output(int slot,const glsl_type * type,int precision,const char * name)413    ir_variable *add_output(int slot, const glsl_type *type, int precision,
414                            const char *name)
415    {
416       return add_variable(name, type, precision, ir_var_shader_out, slot);
417    }
418 
add_output(int slot,const glsl_type * type,const char * name)419    ir_variable *add_output(int slot, const glsl_type *type, const char *name)
420    {
421       return add_output(slot, type, GLSL_PRECISION_NONE, name);
422    }
423 
add_index_output(int slot,int index,const glsl_type * type,int precision,const char * name)424    ir_variable *add_index_output(int slot, int index, const glsl_type *type,
425                                  int precision, const char *name)
426    {
427       return add_index_variable(name, type, precision, ir_var_shader_out, slot,
428                                 index);
429    }
430 
add_system_value(int slot,const glsl_type * type,int precision,const char * name)431    ir_variable *add_system_value(int slot, const glsl_type *type, int precision,
432                                  const char *name)
433    {
434       return add_variable(name, type, precision, ir_var_system_value, slot);
435    }
add_system_value(int slot,const glsl_type * type,const char * name)436    ir_variable *add_system_value(int slot, const glsl_type *type,
437                                  const char *name)
438    {
439       return add_system_value(slot, type, GLSL_PRECISION_NONE, name);
440    }
441 
442    ir_variable *add_variable(const char *name, const glsl_type *type,
443                              int precision, enum ir_variable_mode mode,
444                              int slot, enum glsl_interp_mode interp = INTERP_MODE_NONE);
445    ir_variable *add_index_variable(const char *name, const glsl_type *type,
446                                    int precision, enum ir_variable_mode mode,
447                                    int slot, int index);
448    ir_variable *add_uniform(const glsl_type *type, int precision,
449                             const char *name);
add_uniform(const glsl_type * type,const char * name)450    ir_variable *add_uniform(const glsl_type *type, const char *name)
451    {
452       return add_uniform(type, GLSL_PRECISION_NONE, name);
453    }
454    ir_variable *add_const(const char *name, int precision, int value);
add_const(const char * name,int value)455    ir_variable *add_const(const char *name, int value)
456    {
457       return add_const(name, GLSL_PRECISION_MEDIUM, value);
458    }
459    ir_variable *add_const_ivec3(const char *name, int x, int y, int z);
460    void add_varying(int slot, const glsl_type *type, int precision,
461                     const char *name,
462                     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)463    void add_varying(int slot, const glsl_type *type, const char *name,
464                     enum glsl_interp_mode interp = INTERP_MODE_NONE)
465    {
466       add_varying(slot, type, GLSL_PRECISION_NONE, name, interp);
467    }
468 
469    exec_list * const instructions;
470    struct _mesa_glsl_parse_state * const state;
471    glsl_symbol_table * const symtab;
472 
473    /**
474     * True if compatibility-profile-only variables should be included.  (In
475     * desktop GL, these are always included when the GLSL version is 1.30 and
476     * or below).
477     */
478    const bool compatibility;
479 
480    const glsl_type * const bool_t;
481    const glsl_type * const int_t;
482    const glsl_type * const uint_t;
483    const glsl_type * const uint64_t;
484    const glsl_type * const float_t;
485    const glsl_type * const vec2_t;
486    const glsl_type * const vec3_t;
487    const glsl_type * const vec4_t;
488    const glsl_type * const uvec3_t;
489    const glsl_type * const mat3_t;
490    const glsl_type * const mat4_t;
491 
492    per_vertex_accumulator per_vertex_in;
493    per_vertex_accumulator per_vertex_out;
494 };
495 
496 
builtin_variable_generator(exec_list * instructions,struct _mesa_glsl_parse_state * state)497 builtin_variable_generator::builtin_variable_generator(
498    exec_list *instructions, struct _mesa_glsl_parse_state *state)
499    : instructions(instructions), state(state), symtab(state->symbols),
500      compatibility(state->compat_shader || state->ARB_compatibility_enable),
501      bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
502      uint_t(glsl_type::uint_type),
503      uint64_t(glsl_type::uint64_t_type),
504      float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
505      vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
506      uvec3_t(glsl_type::uvec3_type),
507      mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
508 {
509 }
510 
511 ir_variable *
add_index_variable(const char * name,const glsl_type * type,int precision,enum ir_variable_mode mode,int slot,int index)512 builtin_variable_generator::add_index_variable(const char *name,
513                                                const glsl_type *type,
514                                                int precision,
515                                                enum ir_variable_mode mode,
516                                                int slot, int index)
517 {
518    ir_variable *var = new(symtab) ir_variable(type, name, mode);
519    var->data.how_declared = ir_var_declared_implicitly;
520 
521    switch (var->data.mode) {
522    case ir_var_auto:
523    case ir_var_shader_in:
524    case ir_var_uniform:
525    case ir_var_system_value:
526       var->data.read_only = true;
527       break;
528    case ir_var_shader_out:
529    case ir_var_shader_storage:
530       break;
531    default:
532       /* The only variables that are added using this function should be
533        * uniforms, shader storage, shader inputs, and shader outputs, constants
534        * (which use ir_var_auto), and system values.
535        */
536       assert(0);
537       break;
538    }
539 
540    var->data.location = slot;
541    var->data.explicit_location = (slot >= 0);
542    var->data.explicit_index = 1;
543    var->data.index = index;
544 
545    if (state->es_shader)
546       var->data.precision = precision;
547 
548    /* Once the variable is created an initialized, add it to the symbol table
549     * and add the declaration to the IR stream.
550     */
551    instructions->push_tail(var);
552 
553    symtab->add_variable(var);
554    return var;
555 }
556 
557 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)558 builtin_variable_generator::add_variable(const char *name,
559                                          const glsl_type *type,
560                                          int precision,
561                                          enum ir_variable_mode mode, int slot,
562                                          enum glsl_interp_mode interp)
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 = 0;
589    var->data.interpolation = interp;
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 extern "C" const struct gl_builtin_uniform_desc *
_mesa_glsl_get_builtin_uniform_desc(const char * name)604 _mesa_glsl_get_builtin_uniform_desc(const char *name)
605 {
606    for (unsigned i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
607       if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
608          return &_mesa_builtin_uniform_desc[i];
609       }
610    }
611    return NULL;
612 }
613 
614 ir_variable *
add_uniform(const glsl_type * type,int precision,const char * name)615 builtin_variable_generator::add_uniform(const glsl_type *type,
616                                         int precision,
617                                         const char *name)
618 {
619    ir_variable *const uni =
620       add_variable(name, type, precision, ir_var_uniform, -1);
621 
622    const struct gl_builtin_uniform_desc* const statevar =
623       _mesa_glsl_get_builtin_uniform_desc(name);
624    assert(statevar != NULL);
625 
626    const unsigned array_count = type->is_array() ? type->length : 1;
627 
628    ir_state_slot *slots =
629       uni->allocate_state_slots(array_count * statevar->num_elements);
630 
631    for (unsigned a = 0; a < array_count; a++) {
632       for (unsigned j = 0; j < statevar->num_elements; j++) {
633 	 const struct gl_builtin_uniform_element *element =
634 	    &statevar->elements[j];
635 
636 	 memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
637 	 if (type->is_array()) {
638 	    if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
639 		strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
640 	       slots->tokens[2] = a;
641 	    } else {
642 	       slots->tokens[1] = a;
643 	    }
644 	 }
645 
646 	 slots->swizzle = element->swizzle;
647 	 slots++;
648       }
649    }
650 
651    return uni;
652 }
653 
654 
655 ir_variable *
add_const(const char * name,int precision,int value)656 builtin_variable_generator::add_const(const char *name, int precision,
657                                       int value)
658 {
659    ir_variable *const var = add_variable(name, glsl_type::int_type,
660                                          precision, ir_var_auto, -1);
661    var->constant_value = new(var) ir_constant(value);
662    var->constant_initializer = new(var) ir_constant(value);
663    var->data.has_initializer = true;
664    return var;
665 }
666 
667 
668 ir_variable *
add_const_ivec3(const char * name,int x,int y,int z)669 builtin_variable_generator::add_const_ivec3(const char *name, int x, int y,
670                                             int z)
671 {
672    ir_variable *const var = add_variable(name, glsl_type::ivec3_type,
673                                          GLSL_PRECISION_HIGH,
674                                          ir_var_auto, -1);
675    ir_constant_data data;
676    memset(&data, 0, sizeof(data));
677    data.i[0] = x;
678    data.i[1] = y;
679    data.i[2] = z;
680    var->constant_value = new(var) ir_constant(glsl_type::ivec3_type, &data);
681    var->constant_initializer =
682       new(var) ir_constant(glsl_type::ivec3_type, &data);
683    var->data.has_initializer = true;
684    return var;
685 }
686 
687 
688 void
generate_constants()689 builtin_variable_generator::generate_constants()
690 {
691    add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
692    add_const("gl_MaxVertexTextureImageUnits",
693              state->Const.MaxVertexTextureImageUnits);
694    add_const("gl_MaxCombinedTextureImageUnits",
695              state->Const.MaxCombinedTextureImageUnits);
696    add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
697    add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
698 
699    /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
700     * GL counts them in units of "components" or "floats" and also in units
701     * of vectors since GL 4.1
702     */
703    if (!state->es_shader) {
704       add_const("gl_MaxFragmentUniformComponents",
705                 state->Const.MaxFragmentUniformComponents);
706       add_const("gl_MaxVertexUniformComponents",
707                 state->Const.MaxVertexUniformComponents);
708    }
709 
710    if (state->is_version(410, 100)) {
711       add_const("gl_MaxVertexUniformVectors",
712                 state->Const.MaxVertexUniformComponents / 4);
713       add_const("gl_MaxFragmentUniformVectors",
714                 state->Const.MaxFragmentUniformComponents / 4);
715 
716       /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
717        * vertex and fragment shader constants.
718        */
719       if (state->is_version(0, 300)) {
720          add_const("gl_MaxVertexOutputVectors",
721                    state->ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4);
722          add_const("gl_MaxFragmentInputVectors",
723                    state->ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4);
724       } else {
725          add_const("gl_MaxVaryingVectors",
726                    state->ctx->Const.MaxVarying);
727       }
728 
729       /* EXT_blend_func_extended brings a built in constant
730        * for determining number of dual source draw buffers
731        */
732       if (state->EXT_blend_func_extended_enable) {
733          add_const("gl_MaxDualSourceDrawBuffersEXT",
734                    state->Const.MaxDualSourceDrawBuffers);
735       }
736    } else {
737       /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
738        * removed
739        */
740       add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4);
741    }
742 
743    /* Texel offsets were introduced in ARB_shading_language_420pack (which
744     * requires desktop GLSL version 130), and adopted into desktop GLSL
745     * version 4.20 and GLSL ES version 3.00.
746     */
747    if ((state->is_version(130, 0) &&
748         state->ARB_shading_language_420pack_enable) ||
749       state->is_version(420, 300)) {
750       add_const("gl_MinProgramTexelOffset",
751                 state->Const.MinProgramTexelOffset);
752       add_const("gl_MaxProgramTexelOffset",
753                 state->Const.MaxProgramTexelOffset);
754    }
755 
756    if (state->has_clip_distance()) {
757       add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
758    }
759    if (state->is_version(130, 0)) {
760       add_const("gl_MaxVaryingComponents", state->ctx->Const.MaxVarying * 4);
761    }
762    if (state->has_cull_distance()) {
763       add_const("gl_MaxCullDistances", state->Const.MaxClipPlanes);
764       add_const("gl_MaxCombinedClipAndCullDistances",
765                 state->Const.MaxClipPlanes);
766    }
767 
768    if (state->has_geometry_shader()) {
769       add_const("gl_MaxVertexOutputComponents",
770                 state->Const.MaxVertexOutputComponents);
771       add_const("gl_MaxGeometryInputComponents",
772                 state->Const.MaxGeometryInputComponents);
773       add_const("gl_MaxGeometryOutputComponents",
774                 state->Const.MaxGeometryOutputComponents);
775       add_const("gl_MaxFragmentInputComponents",
776                 state->Const.MaxFragmentInputComponents);
777       add_const("gl_MaxGeometryTextureImageUnits",
778                 state->Const.MaxGeometryTextureImageUnits);
779       add_const("gl_MaxGeometryOutputVertices",
780                 state->Const.MaxGeometryOutputVertices);
781       add_const("gl_MaxGeometryTotalOutputComponents",
782                 state->Const.MaxGeometryTotalOutputComponents);
783       add_const("gl_MaxGeometryUniformComponents",
784                 state->Const.MaxGeometryUniformComponents);
785 
786       /* Note: the GLSL 1.50-4.40 specs require
787        * gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
788        * But they do not define what it means (and there does not appear to be
789        * any corresponding constant in the GL specs).  However,
790        * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
791        * be the maximum number of components available for use as geometry
792        * outputs.  So we assume this is a synonym for
793        * gl_MaxGeometryOutputComponents.
794        */
795       add_const("gl_MaxGeometryVaryingComponents",
796                 state->Const.MaxGeometryOutputComponents);
797    }
798 
799    if (compatibility) {
800       /* Note: gl_MaxLights stopped being listed as an explicit constant in
801        * GLSL 1.30, however it continues to be referred to (as a minimum size
802        * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
803        * this seems like it was probably an oversight.
804        */
805       add_const("gl_MaxLights", state->Const.MaxLights);
806 
807       add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
808 
809       /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
810        * 1.50, however this seems like it was probably an oversight.
811        */
812       add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
813 
814       /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
815        * re-introduced in GLSL 1.50, so this seems like it was probably an
816        * oversight.
817        */
818       add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
819    }
820 
821    if (state->has_atomic_counters()) {
822       add_const("gl_MaxVertexAtomicCounters",
823                 state->Const.MaxVertexAtomicCounters);
824       add_const("gl_MaxFragmentAtomicCounters",
825                 state->Const.MaxFragmentAtomicCounters);
826       add_const("gl_MaxCombinedAtomicCounters",
827                 state->Const.MaxCombinedAtomicCounters);
828       add_const("gl_MaxAtomicCounterBindings",
829                 state->Const.MaxAtomicBufferBindings);
830 
831       if (state->has_geometry_shader()) {
832          add_const("gl_MaxGeometryAtomicCounters",
833                    state->Const.MaxGeometryAtomicCounters);
834       }
835       if (state->is_version(110, 320)) {
836          add_const("gl_MaxTessControlAtomicCounters",
837                    state->Const.MaxTessControlAtomicCounters);
838          add_const("gl_MaxTessEvaluationAtomicCounters",
839                    state->Const.MaxTessEvaluationAtomicCounters);
840       }
841    }
842 
843    if (state->is_version(420, 310)) {
844       add_const("gl_MaxVertexAtomicCounterBuffers",
845                 state->Const.MaxVertexAtomicCounterBuffers);
846       add_const("gl_MaxFragmentAtomicCounterBuffers",
847                 state->Const.MaxFragmentAtomicCounterBuffers);
848       add_const("gl_MaxCombinedAtomicCounterBuffers",
849                 state->Const.MaxCombinedAtomicCounterBuffers);
850       add_const("gl_MaxAtomicCounterBufferSize",
851                 state->Const.MaxAtomicCounterBufferSize);
852 
853       if (state->has_geometry_shader()) {
854          add_const("gl_MaxGeometryAtomicCounterBuffers",
855                    state->Const.MaxGeometryAtomicCounterBuffers);
856       }
857       if (state->is_version(110, 320)) {
858          add_const("gl_MaxTessControlAtomicCounterBuffers",
859                    state->Const.MaxTessControlAtomicCounterBuffers);
860          add_const("gl_MaxTessEvaluationAtomicCounterBuffers",
861                    state->Const.MaxTessEvaluationAtomicCounterBuffers);
862       }
863    }
864 
865    if (state->is_version(430, 310) || state->ARB_compute_shader_enable) {
866       add_const("gl_MaxComputeAtomicCounterBuffers",
867                 state->Const.MaxComputeAtomicCounterBuffers);
868       add_const("gl_MaxComputeAtomicCounters",
869                 state->Const.MaxComputeAtomicCounters);
870       add_const("gl_MaxComputeImageUniforms",
871                 state->Const.MaxComputeImageUniforms);
872       add_const("gl_MaxComputeTextureImageUnits",
873                 state->Const.MaxComputeTextureImageUnits);
874       add_const("gl_MaxComputeUniformComponents",
875                 state->Const.MaxComputeUniformComponents);
876 
877       add_const_ivec3("gl_MaxComputeWorkGroupCount",
878                       state->Const.MaxComputeWorkGroupCount[0],
879                       state->Const.MaxComputeWorkGroupCount[1],
880                       state->Const.MaxComputeWorkGroupCount[2]);
881       add_const_ivec3("gl_MaxComputeWorkGroupSize",
882                       state->Const.MaxComputeWorkGroupSize[0],
883                       state->Const.MaxComputeWorkGroupSize[1],
884                       state->Const.MaxComputeWorkGroupSize[2]);
885 
886       /* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables):
887        *
888        *     The built-in constant gl_WorkGroupSize is a compute-shader
889        *     constant containing the local work-group size of the shader.  The
890        *     size of the work group in the X, Y, and Z dimensions is stored in
891        *     the x, y, and z components.  The constants values in
892        *     gl_WorkGroupSize will match those specified in the required
893        *     local_size_x, local_size_y, and local_size_z layout qualifiers
894        *     for the current shader.  This is a constant so that it can be
895        *     used to size arrays of memory that can be shared within the local
896        *     work group.  It is a compile-time error to use gl_WorkGroupSize
897        *     in a shader that does not declare a fixed local group size, or
898        *     before that shader has declared a fixed local group size, using
899        *     local_size_x, local_size_y, and local_size_z.
900        *
901        * To prevent the shader from trying to refer to gl_WorkGroupSize before
902        * the layout declaration, we don't define it here.  Intead we define it
903        * in ast_cs_input_layout::hir().
904        */
905    }
906 
907    if (state->has_enhanced_layouts()) {
908       add_const("gl_MaxTransformFeedbackBuffers",
909                 state->Const.MaxTransformFeedbackBuffers);
910       add_const("gl_MaxTransformFeedbackInterleavedComponents",
911                 state->Const.MaxTransformFeedbackInterleavedComponents);
912    }
913 
914    if (state->has_shader_image_load_store()) {
915       add_const("gl_MaxImageUnits",
916                 state->Const.MaxImageUnits);
917       add_const("gl_MaxVertexImageUniforms",
918                 state->Const.MaxVertexImageUniforms);
919       add_const("gl_MaxFragmentImageUniforms",
920                 state->Const.MaxFragmentImageUniforms);
921       add_const("gl_MaxCombinedImageUniforms",
922                 state->Const.MaxCombinedImageUniforms);
923 
924       if (state->has_geometry_shader()) {
925          add_const("gl_MaxGeometryImageUniforms",
926                    state->Const.MaxGeometryImageUniforms);
927       }
928 
929       if (!state->es_shader) {
930          add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs",
931                    state->Const.MaxCombinedShaderOutputResources);
932          add_const("gl_MaxImageSamples",
933                    state->Const.MaxImageSamples);
934       }
935 
936       if (state->has_tessellation_shader()) {
937          add_const("gl_MaxTessControlImageUniforms",
938                    state->Const.MaxTessControlImageUniforms);
939          add_const("gl_MaxTessEvaluationImageUniforms",
940                    state->Const.MaxTessEvaluationImageUniforms);
941       }
942    }
943 
944    if (state->is_version(440, 310) ||
945        state->ARB_ES3_1_compatibility_enable) {
946       add_const("gl_MaxCombinedShaderOutputResources",
947                 state->Const.MaxCombinedShaderOutputResources);
948    }
949 
950    if (state->is_version(410, 0) ||
951        state->ARB_viewport_array_enable ||
952        state->OES_viewport_array_enable) {
953       add_const("gl_MaxViewports", GLSL_PRECISION_HIGH,
954                 state->Const.MaxViewports);
955    }
956 
957    if (state->has_tessellation_shader()) {
958       add_const("gl_MaxPatchVertices", state->Const.MaxPatchVertices);
959       add_const("gl_MaxTessGenLevel", state->Const.MaxTessGenLevel);
960       add_const("gl_MaxTessControlInputComponents", state->Const.MaxTessControlInputComponents);
961       add_const("gl_MaxTessControlOutputComponents", state->Const.MaxTessControlOutputComponents);
962       add_const("gl_MaxTessControlTextureImageUnits", state->Const.MaxTessControlTextureImageUnits);
963       add_const("gl_MaxTessEvaluationInputComponents", state->Const.MaxTessEvaluationInputComponents);
964       add_const("gl_MaxTessEvaluationOutputComponents", state->Const.MaxTessEvaluationOutputComponents);
965       add_const("gl_MaxTessEvaluationTextureImageUnits", state->Const.MaxTessEvaluationTextureImageUnits);
966       add_const("gl_MaxTessPatchComponents", state->Const.MaxTessPatchComponents);
967       add_const("gl_MaxTessControlTotalOutputComponents", state->Const.MaxTessControlTotalOutputComponents);
968       add_const("gl_MaxTessControlUniformComponents", state->Const.MaxTessControlUniformComponents);
969       add_const("gl_MaxTessEvaluationUniformComponents", state->Const.MaxTessEvaluationUniformComponents);
970    }
971 
972    if (state->is_version(450, 320) ||
973        state->OES_sample_variables_enable ||
974        state->ARB_ES3_1_compatibility_enable)
975       add_const("gl_MaxSamples", state->Const.MaxSamples);
976 }
977 
978 
979 /**
980  * Generate uniform variables (which exist in all types of shaders).
981  */
982 void
generate_uniforms()983 builtin_variable_generator::generate_uniforms()
984 {
985    if (state->is_version(400, 320) ||
986        state->ARB_sample_shading_enable ||
987        state->OES_sample_variables_enable)
988       add_uniform(int_t, GLSL_PRECISION_LOW, "gl_NumSamples");
989    add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
990    add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
991    add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
992 
993    if (compatibility) {
994       add_uniform(mat4_t, "gl_ModelViewMatrix");
995       add_uniform(mat4_t, "gl_ProjectionMatrix");
996       add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
997       add_uniform(mat3_t, "gl_NormalMatrix");
998       add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
999       add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
1000       add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
1001       add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
1002       add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
1003       add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
1004       add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
1005       add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
1006       add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
1007       add_uniform(float_t, "gl_NormalScale");
1008       add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
1009       add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
1010 
1011       const glsl_type *const mat4_array_type =
1012 	 array(mat4_t, state->Const.MaxTextureCoords);
1013       add_uniform(mat4_array_type, "gl_TextureMatrix");
1014       add_uniform(mat4_array_type, "gl_TextureMatrixInverse");
1015       add_uniform(mat4_array_type, "gl_TextureMatrixTranspose");
1016       add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
1017 
1018       add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
1019       add_uniform(type("gl_PointParameters"), "gl_Point");
1020 
1021       const glsl_type *const material_parameters_type =
1022 	 type("gl_MaterialParameters");
1023       add_uniform(material_parameters_type, "gl_FrontMaterial");
1024       add_uniform(material_parameters_type, "gl_BackMaterial");
1025 
1026       add_uniform(array(type("gl_LightSourceParameters"),
1027                         state->Const.MaxLights),
1028                   "gl_LightSource");
1029 
1030       const glsl_type *const light_model_products_type =
1031          type("gl_LightModelProducts");
1032       add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
1033       add_uniform(light_model_products_type, "gl_BackLightModelProduct");
1034 
1035       const glsl_type *const light_products_type =
1036          array(type("gl_LightProducts"), state->Const.MaxLights);
1037       add_uniform(light_products_type, "gl_FrontLightProduct");
1038       add_uniform(light_products_type, "gl_BackLightProduct");
1039 
1040       add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
1041                   "gl_TextureEnvColor");
1042 
1043       const glsl_type *const texcoords_vec4 =
1044 	 array(vec4_t, state->Const.MaxTextureCoords);
1045       add_uniform(texcoords_vec4, "gl_EyePlaneS");
1046       add_uniform(texcoords_vec4, "gl_EyePlaneT");
1047       add_uniform(texcoords_vec4, "gl_EyePlaneR");
1048       add_uniform(texcoords_vec4, "gl_EyePlaneQ");
1049       add_uniform(texcoords_vec4, "gl_ObjectPlaneS");
1050       add_uniform(texcoords_vec4, "gl_ObjectPlaneT");
1051       add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
1052       add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
1053 
1054       add_uniform(type("gl_FogParameters"), "gl_Fog");
1055    }
1056 }
1057 
1058 
1059 /**
1060  * Generate special variables which exist in all shaders.
1061  */
1062 void
generate_special_vars()1063 builtin_variable_generator::generate_special_vars()
1064 {
1065    if (state->ARB_shader_ballot_enable) {
1066       add_system_value(SYSTEM_VALUE_SUBGROUP_SIZE, uint_t, "gl_SubGroupSizeARB");
1067       add_system_value(SYSTEM_VALUE_SUBGROUP_INVOCATION, uint_t, "gl_SubGroupInvocationARB");
1068       add_system_value(SYSTEM_VALUE_SUBGROUP_EQ_MASK, uint64_t, "gl_SubGroupEqMaskARB");
1069       add_system_value(SYSTEM_VALUE_SUBGROUP_GE_MASK, uint64_t, "gl_SubGroupGeMaskARB");
1070       add_system_value(SYSTEM_VALUE_SUBGROUP_GT_MASK, uint64_t, "gl_SubGroupGtMaskARB");
1071       add_system_value(SYSTEM_VALUE_SUBGROUP_LE_MASK, uint64_t, "gl_SubGroupLeMaskARB");
1072       add_system_value(SYSTEM_VALUE_SUBGROUP_LT_MASK, uint64_t, "gl_SubGroupLtMaskARB");
1073    }
1074 }
1075 
1076 
1077 /**
1078  * Generate variables which only exist in vertex shaders.
1079  */
1080 void
generate_vs_special_vars()1081 builtin_variable_generator::generate_vs_special_vars()
1082 {
1083    if (state->is_version(130, 300) || state->EXT_gpu_shader4_enable) {
1084       add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, GLSL_PRECISION_HIGH,
1085                        "gl_VertexID");
1086    }
1087    if (state->is_version(460, 0)) {
1088       add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertex");
1089       add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstance");
1090       add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawID");
1091    }
1092    if (state->EXT_draw_instanced_enable && state->is_version(0, 100))
1093       add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, GLSL_PRECISION_HIGH,
1094                        "gl_InstanceIDEXT");
1095 
1096    if (state->ARB_draw_instanced_enable)
1097       add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
1098 
1099    if (state->ARB_draw_instanced_enable || state->is_version(140, 300) ||
1100        state->EXT_gpu_shader4_enable) {
1101       add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, GLSL_PRECISION_HIGH,
1102                        "gl_InstanceID");
1103    }
1104    if (state->ARB_shader_draw_parameters_enable) {
1105       add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertexARB");
1106       add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstanceARB");
1107       add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawIDARB");
1108    }
1109    if (compatibility) {
1110       add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
1111       add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
1112       add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
1113       add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
1114       add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
1115       add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
1116       add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
1117       add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
1118       add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
1119       add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
1120       add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
1121       add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
1122       add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
1123    }
1124 }
1125 
1126 
1127 /**
1128  * Generate variables which only exist in tessellation control shaders.
1129  */
1130 void
generate_tcs_special_vars()1131 builtin_variable_generator::generate_tcs_special_vars()
1132 {
1133    add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
1134                     "gl_PrimitiveID");
1135    add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, GLSL_PRECISION_HIGH,
1136                     "gl_InvocationID");
1137    add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, GLSL_PRECISION_HIGH,
1138                     "gl_PatchVerticesIn");
1139 
1140    add_output(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
1141               GLSL_PRECISION_HIGH, "gl_TessLevelOuter")->data.patch = 1;
1142    add_output(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
1143               GLSL_PRECISION_HIGH, "gl_TessLevelInner")->data.patch = 1;
1144    /* XXX What to do if multiple are flipped on? */
1145    int bbox_slot = state->ctx->Const.NoPrimitiveBoundingBoxOutput ? -1 :
1146       VARYING_SLOT_BOUNDING_BOX0;
1147    if (state->EXT_primitive_bounding_box_enable)
1148       add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBoxEXT")
1149          ->data.patch = 1;
1150    if (state->OES_primitive_bounding_box_enable) {
1151       add_output(bbox_slot, array(vec4_t, 2), GLSL_PRECISION_HIGH,
1152                  "gl_BoundingBoxOES")->data.patch = 1;
1153    }
1154    if (state->is_version(0, 320) || state->ARB_ES3_2_compatibility_enable) {
1155       add_output(bbox_slot, array(vec4_t, 2), GLSL_PRECISION_HIGH,
1156                  "gl_BoundingBox")->data.patch = 1;
1157    }
1158 
1159    /* NOTE: These are completely pointless. Writing these will never go
1160     * anywhere. But the specs demands it. So we add them with a slot of -1,
1161     * which makes the data go nowhere.
1162     */
1163    if (state->NV_viewport_array2_enable) {
1164       add_output(-1, int_t, "gl_Layer");
1165       add_output(-1, int_t, "gl_ViewportIndex");
1166       add_output(-1, array(int_t, 1), "gl_ViewportMask");
1167    }
1168 
1169 }
1170 
1171 
1172 /**
1173  * Generate variables which only exist in tessellation evaluation shaders.
1174  */
1175 void
generate_tes_special_vars()1176 builtin_variable_generator::generate_tes_special_vars()
1177 {
1178    ir_variable *var;
1179 
1180    add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
1181                     "gl_PrimitiveID");
1182    add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, GLSL_PRECISION_HIGH,
1183                     "gl_PatchVerticesIn");
1184    add_system_value(SYSTEM_VALUE_TESS_COORD, vec3_t, GLSL_PRECISION_HIGH,
1185                     "gl_TessCoord");
1186    if (this->state->ctx->Const.GLSLTessLevelsAsInputs) {
1187       add_input(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
1188                 GLSL_PRECISION_HIGH, "gl_TessLevelOuter")->data.patch = 1;
1189       add_input(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
1190                 GLSL_PRECISION_HIGH, "gl_TessLevelInner")->data.patch = 1;
1191    } else {
1192       add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER, array(float_t, 4),
1193                        GLSL_PRECISION_HIGH, "gl_TessLevelOuter");
1194       add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2),
1195                        GLSL_PRECISION_HIGH, "gl_TessLevelInner");
1196    }
1197    if (state->ARB_shader_viewport_layer_array_enable ||
1198        state->NV_viewport_array2_enable) {
1199       var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1200       var->data.interpolation = INTERP_MODE_FLAT;
1201       var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1202       var->data.interpolation = INTERP_MODE_FLAT;
1203    }
1204    if (state->NV_viewport_array2_enable) {
1205       var = add_output(VARYING_SLOT_VIEWPORT_MASK, array(int_t, 1),
1206                        "gl_ViewportMask");
1207       var->data.interpolation = INTERP_MODE_FLAT;
1208    }
1209 }
1210 
1211 
1212 /**
1213  * Generate variables which only exist in geometry shaders.
1214  */
1215 void
generate_gs_special_vars()1216 builtin_variable_generator::generate_gs_special_vars()
1217 {
1218    ir_variable *var;
1219 
1220    var = add_output(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH, "gl_Layer");
1221    var->data.interpolation = INTERP_MODE_FLAT;
1222    if (state->is_version(410, 0) || state->ARB_viewport_array_enable ||
1223        state->OES_viewport_array_enable) {
1224       var = add_output(VARYING_SLOT_VIEWPORT, int_t, GLSL_PRECISION_HIGH,
1225                        "gl_ViewportIndex");
1226       var->data.interpolation = INTERP_MODE_FLAT;
1227    }
1228    if (state->NV_viewport_array2_enable) {
1229       var = add_output(VARYING_SLOT_VIEWPORT_MASK, array(int_t, 1),
1230                        "gl_ViewportMask");
1231       var->data.interpolation = INTERP_MODE_FLAT;
1232    }
1233    if (state->is_version(400, 320) || state->ARB_gpu_shader5_enable ||
1234        state->OES_geometry_shader_enable || state->EXT_geometry_shader_enable) {
1235       add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, GLSL_PRECISION_HIGH,
1236                        "gl_InvocationID");
1237    }
1238 
1239    /* Although gl_PrimitiveID appears in tessellation control and tessellation
1240     * evaluation shaders, it has a different function there than it has in
1241     * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
1242     * as special geometry shader variables.
1243     *
1244     * Note that although the general convention of suffixing geometry shader
1245     * input varyings with "In" was not adopted into GLSL 1.50, it is used in
1246     * the specific case of gl_PrimitiveIDIn.  So we don't need to treat
1247     * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
1248     */
1249    var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
1250                    "gl_PrimitiveIDIn");
1251    var->data.interpolation = INTERP_MODE_FLAT;
1252    var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
1253                     "gl_PrimitiveID");
1254    var->data.interpolation = INTERP_MODE_FLAT;
1255 }
1256 
1257 
1258 /**
1259  * Generate variables which only exist in fragment shaders.
1260  */
1261 void
generate_fs_special_vars()1262 builtin_variable_generator::generate_fs_special_vars()
1263 {
1264    ir_variable *var;
1265 
1266    int frag_coord_precision = (state->is_version(0, 300) ?
1267                                GLSL_PRECISION_HIGH :
1268                                GLSL_PRECISION_MEDIUM);
1269 
1270    if (this->state->ctx->Const.GLSLFragCoordIsSysVal) {
1271       add_system_value(SYSTEM_VALUE_FRAG_COORD, vec4_t, frag_coord_precision,
1272                        "gl_FragCoord");
1273    } else {
1274       add_input(VARYING_SLOT_POS, vec4_t, frag_coord_precision, "gl_FragCoord");
1275    }
1276 
1277    if (this->state->ctx->Const.GLSLFrontFacingIsSysVal) {
1278       var = add_system_value(SYSTEM_VALUE_FRONT_FACE, bool_t, "gl_FrontFacing");
1279       var->data.interpolation = INTERP_MODE_FLAT;
1280    } else {
1281       var = add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
1282       var->data.interpolation = INTERP_MODE_FLAT;
1283    }
1284 
1285    if (state->is_version(120, 100)) {
1286       if (this->state->ctx->Const.GLSLPointCoordIsSysVal)
1287          add_system_value(SYSTEM_VALUE_POINT_COORD, vec2_t,
1288                           GLSL_PRECISION_MEDIUM, "gl_PointCoord");
1289       else
1290          add_input(VARYING_SLOT_PNTC, vec2_t, GLSL_PRECISION_MEDIUM,
1291                    "gl_PointCoord");
1292    }
1293 
1294    if (state->has_geometry_shader() || state->EXT_gpu_shader4_enable) {
1295       var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
1296                       "gl_PrimitiveID");
1297       var->data.interpolation = INTERP_MODE_FLAT;
1298    }
1299 
1300    /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
1301     * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
1302     * They were removed from GLSL ES 3.00.
1303     */
1304    if (compatibility || !state->is_version(420, 300)) {
1305       add_output(FRAG_RESULT_COLOR, vec4_t, GLSL_PRECISION_MEDIUM,
1306                  "gl_FragColor");
1307       add_output(FRAG_RESULT_DATA0,
1308                  array(vec4_t, state->Const.MaxDrawBuffers),
1309                  GLSL_PRECISION_MEDIUM,
1310                  "gl_FragData");
1311    }
1312 
1313    if (state->has_framebuffer_fetch() && !state->is_version(130, 300)) {
1314       ir_variable *const var =
1315          add_output(FRAG_RESULT_DATA0,
1316                     array(vec4_t, state->Const.MaxDrawBuffers),
1317                     "gl_LastFragData");
1318       var->data.precision = GLSL_PRECISION_MEDIUM;
1319       var->data.read_only = 1;
1320       var->data.fb_fetch_output = 1;
1321       var->data.memory_coherent = 1;
1322    }
1323 
1324    if (state->es_shader && state->language_version == 100 && state->EXT_blend_func_extended_enable) {
1325       add_index_output(FRAG_RESULT_COLOR, 1, vec4_t,
1326                        GLSL_PRECISION_MEDIUM, "gl_SecondaryFragColorEXT");
1327       add_index_output(FRAG_RESULT_DATA0, 1,
1328                        array(vec4_t, state->Const.MaxDualSourceDrawBuffers),
1329                        GLSL_PRECISION_MEDIUM, "gl_SecondaryFragDataEXT");
1330    }
1331 
1332    /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
1333     * ES 1.00.
1334     */
1335    if (state->is_version(110, 300)) {
1336       add_output(FRAG_RESULT_DEPTH, float_t, GLSL_PRECISION_HIGH,
1337                  "gl_FragDepth");
1338    }
1339 
1340    if (state->EXT_frag_depth_enable)
1341       add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepthEXT");
1342 
1343    if (state->ARB_shader_stencil_export_enable) {
1344       ir_variable *const var =
1345          add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
1346       if (state->ARB_shader_stencil_export_warn)
1347          var->enable_extension_warning("GL_ARB_shader_stencil_export");
1348    }
1349 
1350    if (state->AMD_shader_stencil_export_enable) {
1351       ir_variable *const var =
1352          add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
1353       if (state->AMD_shader_stencil_export_warn)
1354          var->enable_extension_warning("GL_AMD_shader_stencil_export");
1355    }
1356 
1357    if (state->is_version(400, 320) ||
1358        state->ARB_sample_shading_enable ||
1359        state->OES_sample_variables_enable) {
1360       add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, GLSL_PRECISION_LOW,
1361                        "gl_SampleID");
1362       add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, GLSL_PRECISION_MEDIUM,
1363                        "gl_SamplePosition");
1364       /* From the ARB_sample_shading specification:
1365        *    "The number of elements in the array is ceil(<s>/32), where
1366        *    <s> is the maximum number of color samples supported by the
1367        *    implementation."
1368        * Since no drivers expose more than 32x MSAA, we can simply set
1369        * the array size to 1 rather than computing it.
1370        */
1371       add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1),
1372                  GLSL_PRECISION_HIGH, "gl_SampleMask");
1373    }
1374 
1375    if (state->is_version(400, 320) ||
1376        state->ARB_gpu_shader5_enable ||
1377        state->OES_sample_variables_enable) {
1378       add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1),
1379                        GLSL_PRECISION_HIGH, "gl_SampleMaskIn");
1380    }
1381 
1382    if (state->is_version(430, 320) ||
1383        state->ARB_fragment_layer_viewport_enable ||
1384        state->OES_geometry_shader_enable ||
1385        state->EXT_geometry_shader_enable) {
1386       add_varying(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH,
1387                   "gl_Layer", INTERP_MODE_FLAT);
1388    }
1389 
1390    if (state->is_version(430, 0) ||
1391        state->ARB_fragment_layer_viewport_enable ||
1392        state->OES_viewport_array_enable) {
1393       add_varying(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex", INTERP_MODE_FLAT);
1394    }
1395 
1396    if (state->is_version(450, 310) || state->ARB_ES3_1_compatibility_enable)
1397       add_system_value(SYSTEM_VALUE_HELPER_INVOCATION, bool_t, "gl_HelperInvocation");
1398 }
1399 
1400 
1401 /**
1402  * Generate variables which only exist in compute shaders.
1403  */
1404 void
generate_cs_special_vars()1405 builtin_variable_generator::generate_cs_special_vars()
1406 {
1407    add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_ID, uvec3_t,
1408                     "gl_LocalInvocationID");
1409    add_system_value(SYSTEM_VALUE_WORK_GROUP_ID, uvec3_t, "gl_WorkGroupID");
1410    add_system_value(SYSTEM_VALUE_NUM_WORK_GROUPS, uvec3_t, "gl_NumWorkGroups");
1411 
1412    if (state->ARB_compute_variable_group_size_enable) {
1413       add_system_value(SYSTEM_VALUE_LOCAL_GROUP_SIZE,
1414                        uvec3_t, "gl_LocalGroupSizeARB");
1415    }
1416 
1417    add_system_value(SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
1418                     uvec3_t, "gl_GlobalInvocationID");
1419    add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
1420                     uint_t, "gl_LocalInvocationIndex");
1421 }
1422 
1423 
1424 /**
1425  * Add a single "varying" variable.  The variable's type and direction (input
1426  * or output) are adjusted as appropriate for the type of shader being
1427  * compiled.
1428  */
1429 void
add_varying(int slot,const glsl_type * type,int precision,const char * name,enum glsl_interp_mode interp)1430 builtin_variable_generator::add_varying(int slot, const glsl_type *type,
1431                                         int precision, const char *name,
1432                                         enum glsl_interp_mode interp)
1433 {
1434    switch (state->stage) {
1435    case MESA_SHADER_TESS_CTRL:
1436    case MESA_SHADER_TESS_EVAL:
1437    case MESA_SHADER_GEOMETRY:
1438       this->per_vertex_in.add_field(slot, type, precision, name, interp);
1439       /* FALLTHROUGH */
1440    case MESA_SHADER_VERTEX:
1441       this->per_vertex_out.add_field(slot, type, precision, name, interp);
1442       break;
1443    case MESA_SHADER_FRAGMENT:
1444       add_input(slot, type, precision, name, interp);
1445       break;
1446    case MESA_SHADER_COMPUTE:
1447       /* Compute shaders don't have varyings. */
1448       break;
1449    default:
1450       break;
1451    }
1452 }
1453 
1454 
1455 /**
1456  * Generate variables that are used to communicate data from one shader stage
1457  * to the next ("varyings").
1458  */
1459 void
generate_varyings()1460 builtin_variable_generator::generate_varyings()
1461 {
1462    struct gl_shader_compiler_options *options =
1463       &state->ctx->Const.ShaderCompilerOptions[state->stage];
1464 
1465    /* gl_Position and gl_PointSize are not visible from fragment shaders. */
1466    if (state->stage != MESA_SHADER_FRAGMENT) {
1467       add_varying(VARYING_SLOT_POS, vec4_t, GLSL_PRECISION_HIGH, "gl_Position");
1468       if (!state->es_shader ||
1469           state->stage == MESA_SHADER_VERTEX ||
1470           (state->stage == MESA_SHADER_GEOMETRY &&
1471            (state->OES_geometry_point_size_enable ||
1472             state->EXT_geometry_point_size_enable)) ||
1473           ((state->stage == MESA_SHADER_TESS_CTRL ||
1474             state->stage == MESA_SHADER_TESS_EVAL) &&
1475            (state->OES_tessellation_point_size_enable ||
1476             state->EXT_tessellation_point_size_enable))) {
1477          add_varying(VARYING_SLOT_PSIZ,
1478                      float_t,
1479                      state->is_version(0, 300) ?
1480                      GLSL_PRECISION_HIGH :
1481                      GLSL_PRECISION_MEDIUM,
1482                      "gl_PointSize");
1483       }
1484       if (state->stage == MESA_SHADER_VERTEX) {
1485          if (state->AMD_vertex_shader_viewport_index_enable ||
1486              state->ARB_shader_viewport_layer_array_enable ||
1487              state->NV_viewport_array2_enable) {
1488             add_varying(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex", INTERP_MODE_FLAT);
1489          }
1490 
1491          if (state->AMD_vertex_shader_layer_enable ||
1492              state->ARB_shader_viewport_layer_array_enable ||
1493              state->NV_viewport_array2_enable) {
1494             add_varying(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH,
1495                         "gl_Layer", INTERP_MODE_FLAT);
1496          }
1497 
1498          /* From the NV_viewport_array2 specification:
1499           *
1500           *    "The variable gl_ViewportMask[] is available as an output variable
1501           *    in the VTG languages. The array has ceil(v/32) elements where v is
1502           *    the maximum number of viewports supported by the implementation."
1503           *
1504           * Since no drivers expose more than 16 viewports, we can simply set the
1505           * array size to 1 rather than computing it and dealing with varying
1506           * slot complication.
1507           */
1508          if (state->NV_viewport_array2_enable)
1509             add_varying(VARYING_SLOT_VIEWPORT_MASK, array(int_t, 1),
1510                         "gl_ViewportMask", INTERP_MODE_FLAT);
1511         }
1512    }
1513 
1514    if (state->has_clip_distance()) {
1515        add_varying(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
1516                    GLSL_PRECISION_HIGH, "gl_ClipDistance");
1517    }
1518    if (state->has_cull_distance()) {
1519       add_varying(VARYING_SLOT_CULL_DIST0, array(float_t, 0),
1520                   GLSL_PRECISION_HIGH, "gl_CullDistance");
1521    }
1522 
1523    if (compatibility) {
1524       add_varying(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
1525       add_varying(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
1526       if (state->stage == MESA_SHADER_FRAGMENT) {
1527          add_varying(VARYING_SLOT_COL0, vec4_t, "gl_Color");
1528          add_varying(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
1529       } else {
1530          add_varying(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
1531          add_varying(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
1532          add_varying(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
1533          add_varying(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
1534          add_varying(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
1535       }
1536    }
1537 
1538    /* Section 7.1 (Built-In Language Variables) of the GLSL 4.00 spec
1539     * says:
1540     *
1541     *    "In the tessellation control language, built-in variables are
1542     *    intrinsically declared as:
1543     *
1544     *        in gl_PerVertex {
1545     *            vec4 gl_Position;
1546     *            float gl_PointSize;
1547     *            float gl_ClipDistance[];
1548     *        } gl_in[gl_MaxPatchVertices];"
1549     */
1550    if (state->stage == MESA_SHADER_TESS_CTRL ||
1551        state->stage == MESA_SHADER_TESS_EVAL) {
1552       const glsl_type *per_vertex_in_type =
1553          this->per_vertex_in.construct_interface_instance();
1554       add_variable("gl_in", array(per_vertex_in_type, state->Const.MaxPatchVertices),
1555                    GLSL_PRECISION_NONE, ir_var_shader_in, -1);
1556    }
1557    if (state->stage == MESA_SHADER_GEOMETRY) {
1558       const glsl_type *per_vertex_in_type =
1559          this->per_vertex_in.construct_interface_instance();
1560       add_variable("gl_in", array(per_vertex_in_type, 0),
1561                    GLSL_PRECISION_NONE, ir_var_shader_in, -1);
1562    }
1563    if (state->stage == MESA_SHADER_TESS_CTRL) {
1564       const glsl_type *per_vertex_out_type =
1565          this->per_vertex_out.construct_interface_instance();
1566       add_variable("gl_out", array(per_vertex_out_type, 0),
1567                    GLSL_PRECISION_NONE, ir_var_shader_out, -1);
1568    }
1569    if (state->stage == MESA_SHADER_VERTEX ||
1570        state->stage == MESA_SHADER_TESS_EVAL ||
1571        state->stage == MESA_SHADER_GEOMETRY) {
1572       const glsl_type *per_vertex_out_type =
1573          this->per_vertex_out.construct_interface_instance();
1574       const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
1575       for (unsigned i = 0; i < per_vertex_out_type->length; i++) {
1576          ir_variable *var =
1577             add_variable(fields[i].name, fields[i].type, fields[i].precision,
1578                          ir_var_shader_out, fields[i].location);
1579          var->data.interpolation = fields[i].interpolation;
1580          var->data.centroid = fields[i].centroid;
1581          var->data.sample = fields[i].sample;
1582          var->data.patch = fields[i].patch;
1583          var->init_interface_type(per_vertex_out_type);
1584 
1585          var->data.invariant = fields[i].location == VARYING_SLOT_POS &&
1586                                options->PositionAlwaysInvariant;
1587       }
1588    }
1589 }
1590 
1591 
1592 }; /* Anonymous namespace */
1593 
1594 
1595 void
_mesa_glsl_initialize_variables(exec_list * instructions,struct _mesa_glsl_parse_state * state)1596 _mesa_glsl_initialize_variables(exec_list *instructions,
1597 				struct _mesa_glsl_parse_state *state)
1598 {
1599    builtin_variable_generator gen(instructions, state);
1600 
1601    gen.generate_constants();
1602    gen.generate_uniforms();
1603    gen.generate_special_vars();
1604 
1605    gen.generate_varyings();
1606 
1607    switch (state->stage) {
1608    case MESA_SHADER_VERTEX:
1609       gen.generate_vs_special_vars();
1610       break;
1611    case MESA_SHADER_TESS_CTRL:
1612       gen.generate_tcs_special_vars();
1613       break;
1614    case MESA_SHADER_TESS_EVAL:
1615       gen.generate_tes_special_vars();
1616       break;
1617    case MESA_SHADER_GEOMETRY:
1618       gen.generate_gs_special_vars();
1619       break;
1620    case MESA_SHADER_FRAGMENT:
1621       gen.generate_fs_special_vars();
1622       break;
1623    case MESA_SHADER_COMPUTE:
1624       gen.generate_cs_special_vars();
1625       break;
1626    default:
1627       break;
1628    }
1629 }
1630