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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 #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 
34 using namespace ir_builder;
35 
36 static const struct gl_builtin_uniform_element gl_NumSamples_elements[] = {
37    {NULL, {STATE_NUM_SAMPLES, 0, 0}, SWIZZLE_XXXX}
38 };
39 
40 /* only for TCS */
41 static const struct gl_builtin_uniform_element gl_PatchVerticesIn_elements[] = {
42    {NULL, {STATE_INTERNAL, STATE_TCS_PATCH_VERTICES_IN}, SWIZZLE_XXXX}
43 };
44 
45 static const struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
46    {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
47    {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
48    {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
49 };
50 
51 static const struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
52    {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
53 };
54 
55 static const struct gl_builtin_uniform_element gl_Point_elements[] = {
56    {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
57    {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
58    {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
59    {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
60    {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
61    {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
62    {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
63 };
64 
65 static const struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
66    {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
67    {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
68    {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
69    {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
70    {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
71 };
72 
73 static const struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
74    {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
75    {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
76    {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
77    {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
78    {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
79 };
80 
81 static const struct gl_builtin_uniform_element gl_LightSource_elements[] = {
82    {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
83    {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
84    {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
85    {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
86    {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
87    {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
88     MAKE_SWIZZLE4(SWIZZLE_X,
89 		  SWIZZLE_Y,
90 		  SWIZZLE_Z,
91 		  SWIZZLE_Z)},
92    {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
93    {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
94    {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
95    {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
96    {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
97    {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
98 };
99 
100 static const struct gl_builtin_uniform_element gl_LightModel_elements[] = {
101    {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
102 };
103 
104 static const struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
105    {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
106 };
107 
108 static const struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
109    {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
110 };
111 
112 static const struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
113    {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
114    {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
115    {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
116 };
117 
118 static const struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
119    {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
120    {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
121    {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
122 };
123 
124 static const struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
125    {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
126 };
127 
128 static const struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
129    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
130 };
131 
132 static const struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
133    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
134 };
135 
136 static const struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
137    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
138 };
139 
140 static const struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
141    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
142 };
143 
144 static const struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
145    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
146 };
147 
148 static const struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
149    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
150 };
151 
152 static const struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
153    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
154 };
155 
156 static const struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
157    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
158 };
159 
160 static const struct gl_builtin_uniform_element gl_Fog_elements[] = {
161    {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
162    {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
163    {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
164    {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
165    {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
166 };
167 
168 static const struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
169    {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
170 };
171 
172 static const struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
173    {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
174 };
175 
176 static const struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = {
177    {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW},
178 };
179 
180 static const struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = {
181    {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, SWIZZLE_XYZW},
182 };
183 
184 #define MATRIX(name, statevar, modifier)				\
185    static const struct gl_builtin_uniform_element name ## _elements[] = { \
186       { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW },		\
187       { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW },		\
188       { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW },		\
189       { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW },		\
190    }
191 
192 MATRIX(gl_ModelViewMatrix,
193        STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE);
194 MATRIX(gl_ModelViewMatrixInverse,
195        STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS);
196 MATRIX(gl_ModelViewMatrixTranspose,
197        STATE_MODELVIEW_MATRIX, 0);
198 MATRIX(gl_ModelViewMatrixInverseTranspose,
199        STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE);
200 
201 MATRIX(gl_ProjectionMatrix,
202        STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE);
203 MATRIX(gl_ProjectionMatrixInverse,
204        STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS);
205 MATRIX(gl_ProjectionMatrixTranspose,
206        STATE_PROJECTION_MATRIX, 0);
207 MATRIX(gl_ProjectionMatrixInverseTranspose,
208        STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE);
209 
210 MATRIX(gl_ModelViewProjectionMatrix,
211        STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE);
212 MATRIX(gl_ModelViewProjectionMatrixInverse,
213        STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS);
214 MATRIX(gl_ModelViewProjectionMatrixTranspose,
215        STATE_MVP_MATRIX, 0);
216 MATRIX(gl_ModelViewProjectionMatrixInverseTranspose,
217        STATE_MVP_MATRIX, STATE_MATRIX_INVERSE);
218 
219 MATRIX(gl_TextureMatrix,
220        STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE);
221 MATRIX(gl_TextureMatrixInverse,
222        STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS);
223 MATRIX(gl_TextureMatrixTranspose,
224        STATE_TEXTURE_MATRIX, 0);
225 MATRIX(gl_TextureMatrixInverseTranspose,
226        STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE);
227 
228 static const struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
229    { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
230      MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
231    { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
232      MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
233    { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
234      MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
235 };
236 
237 #undef MATRIX
238 
239 #define STATEVAR(name) {#name, name ## _elements, ARRAY_SIZE(name ## _elements)}
240 
241 static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
242    STATEVAR(gl_PatchVerticesIn),
243    STATEVAR(gl_NumSamples),
244    STATEVAR(gl_DepthRange),
245    STATEVAR(gl_ClipPlane),
246    STATEVAR(gl_Point),
247    STATEVAR(gl_FrontMaterial),
248    STATEVAR(gl_BackMaterial),
249    STATEVAR(gl_LightSource),
250    STATEVAR(gl_LightModel),
251    STATEVAR(gl_FrontLightModelProduct),
252    STATEVAR(gl_BackLightModelProduct),
253    STATEVAR(gl_FrontLightProduct),
254    STATEVAR(gl_BackLightProduct),
255    STATEVAR(gl_TextureEnvColor),
256    STATEVAR(gl_EyePlaneS),
257    STATEVAR(gl_EyePlaneT),
258    STATEVAR(gl_EyePlaneR),
259    STATEVAR(gl_EyePlaneQ),
260    STATEVAR(gl_ObjectPlaneS),
261    STATEVAR(gl_ObjectPlaneT),
262    STATEVAR(gl_ObjectPlaneR),
263    STATEVAR(gl_ObjectPlaneQ),
264    STATEVAR(gl_Fog),
265 
266    STATEVAR(gl_ModelViewMatrix),
267    STATEVAR(gl_ModelViewMatrixInverse),
268    STATEVAR(gl_ModelViewMatrixTranspose),
269    STATEVAR(gl_ModelViewMatrixInverseTranspose),
270 
271    STATEVAR(gl_ProjectionMatrix),
272    STATEVAR(gl_ProjectionMatrixInverse),
273    STATEVAR(gl_ProjectionMatrixTranspose),
274    STATEVAR(gl_ProjectionMatrixInverseTranspose),
275 
276    STATEVAR(gl_ModelViewProjectionMatrix),
277    STATEVAR(gl_ModelViewProjectionMatrixInverse),
278    STATEVAR(gl_ModelViewProjectionMatrixTranspose),
279    STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
280 
281    STATEVAR(gl_TextureMatrix),
282    STATEVAR(gl_TextureMatrixInverse),
283    STATEVAR(gl_TextureMatrixTranspose),
284    STATEVAR(gl_TextureMatrixInverseTranspose),
285 
286    STATEVAR(gl_NormalMatrix),
287    STATEVAR(gl_NormalScale),
288 
289    STATEVAR(gl_FogParamsOptimizedMESA),
290    STATEVAR(gl_CurrentAttribVertMESA),
291    STATEVAR(gl_CurrentAttribFragMESA),
292 
293    {NULL, NULL, 0}
294 };
295 
296 
297 namespace {
298 
299 /**
300  * Data structure that accumulates fields for the gl_PerVertex interface
301  * block.
302  */
303 class per_vertex_accumulator
304 {
305 public:
306    per_vertex_accumulator();
307    void add_field(int slot, const glsl_type *type, const char *name);
308    const glsl_type *construct_interface_instance() const;
309 
310 private:
311    glsl_struct_field fields[11];
312    unsigned num_fields;
313 };
314 
315 
per_vertex_accumulator()316 per_vertex_accumulator::per_vertex_accumulator()
317    : fields(),
318      num_fields(0)
319 {
320 }
321 
322 
323 void
add_field(int slot,const glsl_type * type,const char * name)324 per_vertex_accumulator::add_field(int slot, const glsl_type *type,
325                                   const char *name)
326 {
327    assert(this->num_fields < ARRAY_SIZE(this->fields));
328    this->fields[this->num_fields].type = type;
329    this->fields[this->num_fields].name = name;
330    this->fields[this->num_fields].matrix_layout = GLSL_MATRIX_LAYOUT_INHERITED;
331    this->fields[this->num_fields].location = slot;
332    this->fields[this->num_fields].offset = -1;
333    this->fields[this->num_fields].interpolation = INTERP_MODE_NONE;
334    this->fields[this->num_fields].centroid = 0;
335    this->fields[this->num_fields].sample = 0;
336    this->fields[this->num_fields].patch = 0;
337    this->fields[this->num_fields].precision = GLSL_PRECISION_NONE;
338    this->fields[this->num_fields].image_read_only = 0;
339    this->fields[this->num_fields].image_write_only = 0;
340    this->fields[this->num_fields].image_coherent = 0;
341    this->fields[this->num_fields].image_volatile = 0;
342    this->fields[this->num_fields].image_restrict = 0;
343    this->fields[this->num_fields].explicit_xfb_buffer = 0;
344    this->fields[this->num_fields].xfb_buffer = -1;
345    this->fields[this->num_fields].xfb_stride = -1;
346    this->num_fields++;
347 }
348 
349 
350 const glsl_type *
construct_interface_instance() const351 per_vertex_accumulator::construct_interface_instance() const
352 {
353    return glsl_type::get_interface_instance(this->fields, this->num_fields,
354                                             GLSL_INTERFACE_PACKING_STD140,
355                                             false,
356                                             "gl_PerVertex");
357 }
358 
359 
360 class builtin_variable_generator
361 {
362 public:
363    builtin_variable_generator(exec_list *instructions,
364                               struct _mesa_glsl_parse_state *state);
365    void generate_constants();
366    void generate_uniforms();
367    void generate_vs_special_vars();
368    void generate_tcs_special_vars();
369    void generate_tes_special_vars();
370    void generate_gs_special_vars();
371    void generate_fs_special_vars();
372    void generate_cs_special_vars();
373    void generate_varyings();
374 
375 private:
array(const glsl_type * base,unsigned elements)376    const glsl_type *array(const glsl_type *base, unsigned elements)
377    {
378       return glsl_type::get_array_instance(base, elements);
379    }
380 
type(const char * name)381    const glsl_type *type(const char *name)
382    {
383       return symtab->get_type(name);
384    }
385 
add_input(int slot,const glsl_type * type,const char * name)386    ir_variable *add_input(int slot, const glsl_type *type, const char *name)
387    {
388       return add_variable(name, type, ir_var_shader_in, slot);
389    }
390 
add_output(int slot,const glsl_type * type,const char * name)391    ir_variable *add_output(int slot, const glsl_type *type, const char *name)
392    {
393       return add_variable(name, type, ir_var_shader_out, slot);
394    }
395 
add_index_output(int slot,int index,const glsl_type * type,const char * name)396    ir_variable *add_index_output(int slot, int index, const glsl_type *type, const char *name)
397    {
398       return add_index_variable(name, type, ir_var_shader_out, slot, index);
399    }
400 
add_system_value(int slot,const glsl_type * type,const char * name)401    ir_variable *add_system_value(int slot, const glsl_type *type,
402                                  const char *name)
403    {
404       return add_variable(name, type, ir_var_system_value, slot);
405    }
406 
407    ir_variable *add_variable(const char *name, const glsl_type *type,
408                              enum ir_variable_mode mode, int slot);
409    ir_variable *add_index_variable(const char *name, const glsl_type *type,
410                              enum ir_variable_mode mode, int slot, int index);
411    ir_variable *add_uniform(const glsl_type *type, const char *name);
412    ir_variable *add_const(const char *name, int value);
413    ir_variable *add_const_ivec3(const char *name, int x, int y, int z);
414    void add_varying(int slot, const glsl_type *type, const char *name);
415 
416    exec_list * const instructions;
417    struct _mesa_glsl_parse_state * const state;
418    glsl_symbol_table * const symtab;
419 
420    /**
421     * True if compatibility-profile-only variables should be included.  (In
422     * desktop GL, these are always included when the GLSL version is 1.30 and
423     * or below).
424     */
425    const bool compatibility;
426 
427    const glsl_type * const bool_t;
428    const glsl_type * const int_t;
429    const glsl_type * const uint_t;
430    const glsl_type * const float_t;
431    const glsl_type * const vec2_t;
432    const glsl_type * const vec3_t;
433    const glsl_type * const vec4_t;
434    const glsl_type * const uvec3_t;
435    const glsl_type * const mat3_t;
436    const glsl_type * const mat4_t;
437 
438    per_vertex_accumulator per_vertex_in;
439    per_vertex_accumulator per_vertex_out;
440 };
441 
442 
builtin_variable_generator(exec_list * instructions,struct _mesa_glsl_parse_state * state)443 builtin_variable_generator::builtin_variable_generator(
444    exec_list *instructions, struct _mesa_glsl_parse_state *state)
445    : instructions(instructions), state(state), symtab(state->symbols),
446      compatibility(!state->is_version(140, 100)),
447      bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
448      uint_t(glsl_type::uint_type),
449      float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
450      vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
451      uvec3_t(glsl_type::uvec3_type),
452      mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
453 {
454 }
455 
456 ir_variable *
add_index_variable(const char * name,const glsl_type * type,enum ir_variable_mode mode,int slot,int index)457 builtin_variable_generator::add_index_variable(const char *name,
458                                          const glsl_type *type,
459                                          enum ir_variable_mode mode, int slot, int index)
460 {
461    ir_variable *var = new(symtab) ir_variable(type, name, mode);
462    var->data.how_declared = ir_var_declared_implicitly;
463 
464    switch (var->data.mode) {
465    case ir_var_auto:
466    case ir_var_shader_in:
467    case ir_var_uniform:
468    case ir_var_system_value:
469       var->data.read_only = true;
470       break;
471    case ir_var_shader_out:
472    case ir_var_shader_storage:
473       break;
474    default:
475       /* The only variables that are added using this function should be
476        * uniforms, shader storage, shader inputs, and shader outputs, constants
477        * (which use ir_var_auto), and system values.
478        */
479       assert(0);
480       break;
481    }
482 
483    var->data.location = slot;
484    var->data.explicit_location = (slot >= 0);
485    var->data.explicit_index = 1;
486    var->data.index = index;
487 
488    /* Once the variable is created an initialized, add it to the symbol table
489     * and add the declaration to the IR stream.
490     */
491    instructions->push_tail(var);
492 
493    symtab->add_variable(var);
494    return var;
495 }
496 
497 ir_variable *
add_variable(const char * name,const glsl_type * type,enum ir_variable_mode mode,int slot)498 builtin_variable_generator::add_variable(const char *name,
499                                          const glsl_type *type,
500                                          enum ir_variable_mode mode, int slot)
501 {
502    ir_variable *var = new(symtab) ir_variable(type, name, mode);
503    var->data.how_declared = ir_var_declared_implicitly;
504 
505    switch (var->data.mode) {
506    case ir_var_auto:
507    case ir_var_shader_in:
508    case ir_var_uniform:
509    case ir_var_system_value:
510       var->data.read_only = true;
511       break;
512    case ir_var_shader_out:
513    case ir_var_shader_storage:
514       break;
515    default:
516       /* The only variables that are added using this function should be
517        * uniforms, shader storage, shader inputs, and shader outputs, constants
518        * (which use ir_var_auto), and system values.
519        */
520       assert(0);
521       break;
522    }
523 
524    var->data.location = slot;
525    var->data.explicit_location = (slot >= 0);
526    var->data.explicit_index = 0;
527 
528    /* Once the variable is created an initialized, add it to the symbol table
529     * and add the declaration to the IR stream.
530     */
531    instructions->push_tail(var);
532 
533    symtab->add_variable(var);
534    return var;
535 }
536 
537 extern "C" const struct gl_builtin_uniform_desc *
_mesa_glsl_get_builtin_uniform_desc(const char * name)538 _mesa_glsl_get_builtin_uniform_desc(const char *name)
539 {
540    for (unsigned i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
541       if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
542          return &_mesa_builtin_uniform_desc[i];
543       }
544    }
545    return NULL;
546 }
547 
548 ir_variable *
add_uniform(const glsl_type * type,const char * name)549 builtin_variable_generator::add_uniform(const glsl_type *type,
550                                         const char *name)
551 {
552    ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1);
553 
554    const struct gl_builtin_uniform_desc* const statevar =
555       _mesa_glsl_get_builtin_uniform_desc(name);
556    assert(statevar != NULL);
557 
558    const unsigned array_count = type->is_array() ? type->length : 1;
559 
560    ir_state_slot *slots =
561       uni->allocate_state_slots(array_count * statevar->num_elements);
562 
563    for (unsigned a = 0; a < array_count; a++) {
564       for (unsigned j = 0; j < statevar->num_elements; j++) {
565 	 const struct gl_builtin_uniform_element *element =
566 	    &statevar->elements[j];
567 
568 	 memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
569 	 if (type->is_array()) {
570 	    if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
571 		strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
572 	       slots->tokens[2] = a;
573 	    } else {
574 	       slots->tokens[1] = a;
575 	    }
576 	 }
577 
578 	 slots->swizzle = element->swizzle;
579 	 slots++;
580       }
581    }
582 
583    return uni;
584 }
585 
586 
587 ir_variable *
add_const(const char * name,int value)588 builtin_variable_generator::add_const(const char *name, int value)
589 {
590    ir_variable *const var = add_variable(name, glsl_type::int_type,
591 					 ir_var_auto, -1);
592    var->constant_value = new(var) ir_constant(value);
593    var->constant_initializer = new(var) ir_constant(value);
594    var->data.has_initializer = true;
595    return var;
596 }
597 
598 
599 ir_variable *
add_const_ivec3(const char * name,int x,int y,int z)600 builtin_variable_generator::add_const_ivec3(const char *name, int x, int y,
601                                             int z)
602 {
603    ir_variable *const var = add_variable(name, glsl_type::ivec3_type,
604                                          ir_var_auto, -1);
605    ir_constant_data data;
606    memset(&data, 0, sizeof(data));
607    data.i[0] = x;
608    data.i[1] = y;
609    data.i[2] = z;
610    var->constant_value = new(var) ir_constant(glsl_type::ivec3_type, &data);
611    var->constant_initializer =
612       new(var) ir_constant(glsl_type::ivec3_type, &data);
613    var->data.has_initializer = true;
614    return var;
615 }
616 
617 
618 void
generate_constants()619 builtin_variable_generator::generate_constants()
620 {
621    add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
622    add_const("gl_MaxVertexTextureImageUnits",
623              state->Const.MaxVertexTextureImageUnits);
624    add_const("gl_MaxCombinedTextureImageUnits",
625              state->Const.MaxCombinedTextureImageUnits);
626    add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
627    add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
628 
629    /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
630     * GL counts them in units of "components" or "floats".
631     */
632    if (state->is_version(410, 100)) {
633       add_const("gl_MaxVertexUniformVectors",
634                 state->Const.MaxVertexUniformComponents / 4);
635       add_const("gl_MaxFragmentUniformVectors",
636                 state->Const.MaxFragmentUniformComponents / 4);
637 
638       /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
639        * vertex and fragment shader constants.
640        */
641       if (state->is_version(0, 300)) {
642          add_const("gl_MaxVertexOutputVectors",
643                    state->ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4);
644          add_const("gl_MaxFragmentInputVectors",
645                    state->ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4);
646       } else {
647          add_const("gl_MaxVaryingVectors",
648                    state->ctx->Const.MaxVarying);
649       }
650 
651       /* EXT_blend_func_extended brings a built in constant
652        * for determining number of dual source draw buffers
653        */
654       if (state->EXT_blend_func_extended_enable) {
655          add_const("gl_MaxDualSourceDrawBuffersEXT",
656                    state->Const.MaxDualSourceDrawBuffers);
657       }
658    } else {
659       add_const("gl_MaxVertexUniformComponents",
660                 state->Const.MaxVertexUniformComponents);
661 
662       /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
663        * removed
664        */
665       add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4);
666 
667       add_const("gl_MaxFragmentUniformComponents",
668                 state->Const.MaxFragmentUniformComponents);
669    }
670 
671    /* Texel offsets were introduced in ARB_shading_language_420pack (which
672     * requires desktop GLSL version 130), and adopted into desktop GLSL
673     * version 4.20 and GLSL ES version 3.00.
674     */
675    if ((state->is_version(130, 0) &&
676         state->ARB_shading_language_420pack_enable) ||
677       state->is_version(420, 300)) {
678       add_const("gl_MinProgramTexelOffset",
679                 state->Const.MinProgramTexelOffset);
680       add_const("gl_MaxProgramTexelOffset",
681                 state->Const.MaxProgramTexelOffset);
682    }
683 
684    if (state->has_clip_distance()) {
685       add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
686    }
687    if (state->is_version(130, 0)) {
688       add_const("gl_MaxVaryingComponents", state->ctx->Const.MaxVarying * 4);
689    }
690    if (state->has_cull_distance()) {
691       add_const("gl_MaxCullDistances", state->Const.MaxClipPlanes);
692       add_const("gl_MaxCombinedClipAndCullDistances",
693                 state->Const.MaxClipPlanes);
694    }
695 
696    if (state->has_geometry_shader()) {
697       add_const("gl_MaxVertexOutputComponents",
698                 state->Const.MaxVertexOutputComponents);
699       add_const("gl_MaxGeometryInputComponents",
700                 state->Const.MaxGeometryInputComponents);
701       add_const("gl_MaxGeometryOutputComponents",
702                 state->Const.MaxGeometryOutputComponents);
703       add_const("gl_MaxFragmentInputComponents",
704                 state->Const.MaxFragmentInputComponents);
705       add_const("gl_MaxGeometryTextureImageUnits",
706                 state->Const.MaxGeometryTextureImageUnits);
707       add_const("gl_MaxGeometryOutputVertices",
708                 state->Const.MaxGeometryOutputVertices);
709       add_const("gl_MaxGeometryTotalOutputComponents",
710                 state->Const.MaxGeometryTotalOutputComponents);
711       add_const("gl_MaxGeometryUniformComponents",
712                 state->Const.MaxGeometryUniformComponents);
713 
714       /* Note: the GLSL 1.50-4.40 specs require
715        * gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
716        * But they do not define what it means (and there does not appear to be
717        * any corresponding constant in the GL specs).  However,
718        * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
719        * be the maximum number of components available for use as geometry
720        * outputs.  So we assume this is a synonym for
721        * gl_MaxGeometryOutputComponents.
722        */
723       add_const("gl_MaxGeometryVaryingComponents",
724                 state->Const.MaxGeometryOutputComponents);
725    }
726 
727    if (compatibility) {
728       /* Note: gl_MaxLights stopped being listed as an explicit constant in
729        * GLSL 1.30, however it continues to be referred to (as a minimum size
730        * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
731        * this seems like it was probably an oversight.
732        */
733       add_const("gl_MaxLights", state->Const.MaxLights);
734 
735       add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
736 
737       /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
738        * 1.50, however this seems like it was probably an oversight.
739        */
740       add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
741 
742       /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
743        * re-introduced in GLSL 1.50, so this seems like it was probably an
744        * oversight.
745        */
746       add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
747    }
748 
749    if (state->has_atomic_counters()) {
750       add_const("gl_MaxVertexAtomicCounters",
751                 state->Const.MaxVertexAtomicCounters);
752       add_const("gl_MaxFragmentAtomicCounters",
753                 state->Const.MaxFragmentAtomicCounters);
754       add_const("gl_MaxCombinedAtomicCounters",
755                 state->Const.MaxCombinedAtomicCounters);
756       add_const("gl_MaxAtomicCounterBindings",
757                 state->Const.MaxAtomicBufferBindings);
758 
759       if (state->has_geometry_shader()) {
760          add_const("gl_MaxGeometryAtomicCounters",
761                    state->Const.MaxGeometryAtomicCounters);
762       }
763       if (state->is_version(110, 320)) {
764          add_const("gl_MaxTessControlAtomicCounters",
765                    state->Const.MaxTessControlAtomicCounters);
766          add_const("gl_MaxTessEvaluationAtomicCounters",
767                    state->Const.MaxTessEvaluationAtomicCounters);
768       }
769    }
770 
771    if (state->is_version(420, 310)) {
772       add_const("gl_MaxVertexAtomicCounterBuffers",
773                 state->Const.MaxVertexAtomicCounterBuffers);
774       add_const("gl_MaxFragmentAtomicCounterBuffers",
775                 state->Const.MaxFragmentAtomicCounterBuffers);
776       add_const("gl_MaxCombinedAtomicCounterBuffers",
777                 state->Const.MaxCombinedAtomicCounterBuffers);
778       add_const("gl_MaxAtomicCounterBufferSize",
779                 state->Const.MaxAtomicCounterBufferSize);
780 
781       if (state->has_geometry_shader()) {
782          add_const("gl_MaxGeometryAtomicCounterBuffers",
783                    state->Const.MaxGeometryAtomicCounterBuffers);
784       }
785       if (state->is_version(110, 320)) {
786          add_const("gl_MaxTessControlAtomicCounterBuffers",
787                    state->Const.MaxTessControlAtomicCounterBuffers);
788          add_const("gl_MaxTessEvaluationAtomicCounterBuffers",
789                    state->Const.MaxTessEvaluationAtomicCounterBuffers);
790       }
791    }
792 
793    if (state->is_version(430, 310) || state->ARB_compute_shader_enable) {
794       add_const("gl_MaxComputeAtomicCounterBuffers",
795                 state->Const.MaxComputeAtomicCounterBuffers);
796       add_const("gl_MaxComputeAtomicCounters",
797                 state->Const.MaxComputeAtomicCounters);
798       add_const("gl_MaxComputeImageUniforms",
799                 state->Const.MaxComputeImageUniforms);
800       add_const("gl_MaxComputeTextureImageUnits",
801                 state->Const.MaxComputeTextureImageUnits);
802       add_const("gl_MaxComputeUniformComponents",
803                 state->Const.MaxComputeUniformComponents);
804 
805       add_const_ivec3("gl_MaxComputeWorkGroupCount",
806                       state->Const.MaxComputeWorkGroupCount[0],
807                       state->Const.MaxComputeWorkGroupCount[1],
808                       state->Const.MaxComputeWorkGroupCount[2]);
809       add_const_ivec3("gl_MaxComputeWorkGroupSize",
810                       state->Const.MaxComputeWorkGroupSize[0],
811                       state->Const.MaxComputeWorkGroupSize[1],
812                       state->Const.MaxComputeWorkGroupSize[2]);
813 
814       /* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables):
815        *
816        *     The built-in constant gl_WorkGroupSize is a compute-shader
817        *     constant containing the local work-group size of the shader.  The
818        *     size of the work group in the X, Y, and Z dimensions is stored in
819        *     the x, y, and z components.  The constants values in
820        *     gl_WorkGroupSize will match those specified in the required
821        *     local_size_x, local_size_y, and local_size_z layout qualifiers
822        *     for the current shader.  This is a constant so that it can be
823        *     used to size arrays of memory that can be shared within the local
824        *     work group.  It is a compile-time error to use gl_WorkGroupSize
825        *     in a shader that does not declare a fixed local group size, or
826        *     before that shader has declared a fixed local group size, using
827        *     local_size_x, local_size_y, and local_size_z.
828        *
829        * To prevent the shader from trying to refer to gl_WorkGroupSize before
830        * the layout declaration, we don't define it here.  Intead we define it
831        * in ast_cs_input_layout::hir().
832        */
833    }
834 
835    if (state->has_enhanced_layouts()) {
836       add_const("gl_MaxTransformFeedbackBuffers",
837                 state->Const.MaxTransformFeedbackBuffers);
838       add_const("gl_MaxTransformFeedbackInterleavedComponents",
839                 state->Const.MaxTransformFeedbackInterleavedComponents);
840    }
841 
842    if (state->is_version(420, 310) ||
843        state->ARB_shader_image_load_store_enable) {
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 variables which only exist in vertex shaders.
988  */
989 void
generate_vs_special_vars()990 builtin_variable_generator::generate_vs_special_vars()
991 {
992    ir_variable *var;
993 
994    if (state->is_version(130, 300))
995       add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
996    if (state->ARB_draw_instanced_enable)
997       add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
998    if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
999       add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
1000    if (state->ARB_shader_draw_parameters_enable) {
1001       add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertexARB");
1002       add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstanceARB");
1003       add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawIDARB");
1004    }
1005    if (state->AMD_vertex_shader_layer_enable ||
1006        state->ARB_shader_viewport_layer_array_enable) {
1007       var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1008       var->data.interpolation = INTERP_MODE_FLAT;
1009    }
1010    if (state->AMD_vertex_shader_viewport_index_enable ||
1011        state->ARB_shader_viewport_layer_array_enable) {
1012       var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1013       var->data.interpolation = INTERP_MODE_FLAT;
1014    }
1015    if (compatibility) {
1016       add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
1017       add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
1018       add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
1019       add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
1020       add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
1021       add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
1022       add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
1023       add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
1024       add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
1025       add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
1026       add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
1027       add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
1028       add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
1029    }
1030 }
1031 
1032 
1033 /**
1034  * Generate variables which only exist in tessellation control shaders.
1035  */
1036 void
generate_tcs_special_vars()1037 builtin_variable_generator::generate_tcs_special_vars()
1038 {
1039    add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
1040    add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
1041 
1042    if (state->ctx->Const.LowerTCSPatchVerticesIn) {
1043       add_uniform(int_t, "gl_PatchVerticesIn");
1044    } else {
1045       add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
1046    }
1047 
1048    add_output(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
1049               "gl_TessLevelOuter")->data.patch = 1;
1050    add_output(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
1051               "gl_TessLevelInner")->data.patch = 1;
1052    /* XXX What to do if multiple are flipped on? */
1053    int bbox_slot = state->ctx->Const.NoPrimitiveBoundingBoxOutput ? -1 :
1054       VARYING_SLOT_BOUNDING_BOX0;
1055    if (state->EXT_primitive_bounding_box_enable)
1056       add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBoxEXT")
1057          ->data.patch = 1;
1058    if (state->OES_primitive_bounding_box_enable)
1059       add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBoxOES")
1060          ->data.patch = 1;
1061    if (state->is_version(0, 320) || state->ARB_ES3_2_compatibility_enable)
1062       add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBox")
1063          ->data.patch = 1;
1064 }
1065 
1066 
1067 /**
1068  * Generate variables which only exist in tessellation evaluation shaders.
1069  */
1070 void
generate_tes_special_vars()1071 builtin_variable_generator::generate_tes_special_vars()
1072 {
1073    ir_variable *var;
1074 
1075    add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
1076    add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
1077    add_system_value(SYSTEM_VALUE_TESS_COORD, vec3_t, "gl_TessCoord");
1078    if (this->state->ctx->Const.GLSLTessLevelsAsInputs) {
1079       add_input(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
1080                 "gl_TessLevelOuter")->data.patch = 1;
1081       add_input(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
1082                 "gl_TessLevelInner")->data.patch = 1;
1083    } else {
1084       add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER, array(float_t, 4),
1085                        "gl_TessLevelOuter");
1086       add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2),
1087                        "gl_TessLevelInner");
1088    }
1089    if (state->ARB_shader_viewport_layer_array_enable) {
1090       var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1091       var->data.interpolation = INTERP_MODE_FLAT;
1092       var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1093       var->data.interpolation = INTERP_MODE_FLAT;
1094    }
1095 }
1096 
1097 
1098 /**
1099  * Generate variables which only exist in geometry shaders.
1100  */
1101 void
generate_gs_special_vars()1102 builtin_variable_generator::generate_gs_special_vars()
1103 {
1104    ir_variable *var;
1105 
1106    var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1107    var->data.interpolation = INTERP_MODE_FLAT;
1108    if (state->is_version(410, 0) || state->ARB_viewport_array_enable ||
1109        state->OES_viewport_array_enable) {
1110       var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1111       var->data.interpolation = INTERP_MODE_FLAT;
1112    }
1113    if (state->is_version(400, 320) || state->ARB_gpu_shader5_enable ||
1114        state->OES_geometry_shader_enable || state->EXT_geometry_shader_enable) {
1115       add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
1116    }
1117 
1118    /* Although gl_PrimitiveID appears in tessellation control and tessellation
1119     * evaluation shaders, it has a different function there than it has in
1120     * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
1121     * as special geometry shader variables.
1122     *
1123     * Note that although the general convention of suffixing geometry shader
1124     * input varyings with "In" was not adopted into GLSL 1.50, it is used in
1125     * the specific case of gl_PrimitiveIDIn.  So we don't need to treat
1126     * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
1127     */
1128    var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
1129    var->data.interpolation = INTERP_MODE_FLAT;
1130    var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
1131    var->data.interpolation = INTERP_MODE_FLAT;
1132 }
1133 
1134 
1135 /**
1136  * Generate variables which only exist in fragment shaders.
1137  */
1138 void
generate_fs_special_vars()1139 builtin_variable_generator::generate_fs_special_vars()
1140 {
1141    ir_variable *var;
1142 
1143    if (this->state->ctx->Const.GLSLFragCoordIsSysVal)
1144       add_system_value(SYSTEM_VALUE_FRAG_COORD, vec4_t, "gl_FragCoord");
1145    else
1146       add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
1147 
1148    if (this->state->ctx->Const.GLSLFrontFacingIsSysVal)
1149       add_system_value(SYSTEM_VALUE_FRONT_FACE, bool_t, "gl_FrontFacing");
1150    else
1151       add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
1152 
1153    if (state->is_version(120, 100))
1154       add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
1155 
1156    if (state->has_geometry_shader()) {
1157       var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
1158       var->data.interpolation = INTERP_MODE_FLAT;
1159    }
1160 
1161    /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
1162     * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
1163     * They were removed from GLSL ES 3.00.
1164     */
1165    if (compatibility || !state->is_version(420, 300)) {
1166       add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor");
1167       add_output(FRAG_RESULT_DATA0,
1168                  array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
1169    }
1170 
1171    if (state->has_framebuffer_fetch() && !state->is_version(130, 300)) {
1172       ir_variable *const var =
1173          add_output(FRAG_RESULT_DATA0,
1174                     array(vec4_t, state->Const.MaxDrawBuffers),
1175                     "gl_LastFragData");
1176       var->data.precision = GLSL_PRECISION_MEDIUM;
1177       var->data.read_only = 1;
1178       var->data.fb_fetch_output = 1;
1179    }
1180 
1181    if (state->es_shader && state->language_version == 100 && state->EXT_blend_func_extended_enable) {
1182       add_index_output(FRAG_RESULT_COLOR, 1, vec4_t,
1183                        "gl_SecondaryFragColorEXT");
1184       add_index_output(FRAG_RESULT_DATA0, 1,
1185                        array(vec4_t, state->Const.MaxDualSourceDrawBuffers),
1186                        "gl_SecondaryFragDataEXT");
1187    }
1188 
1189    /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
1190     * ES 1.00.
1191     */
1192    if (state->is_version(110, 300))
1193       add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth");
1194 
1195    if (state->ARB_shader_stencil_export_enable) {
1196       ir_variable *const var =
1197          add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
1198       if (state->ARB_shader_stencil_export_warn)
1199          var->enable_extension_warning("GL_ARB_shader_stencil_export");
1200    }
1201 
1202    if (state->AMD_shader_stencil_export_enable) {
1203       ir_variable *const var =
1204          add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
1205       if (state->AMD_shader_stencil_export_warn)
1206          var->enable_extension_warning("GL_AMD_shader_stencil_export");
1207    }
1208 
1209    if (state->is_version(400, 320) ||
1210        state->ARB_sample_shading_enable ||
1211        state->OES_sample_variables_enable) {
1212       add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, "gl_SampleID");
1213       add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, "gl_SamplePosition");
1214       /* From the ARB_sample_shading specification:
1215        *    "The number of elements in the array is ceil(<s>/32), where
1216        *    <s> is the maximum number of color samples supported by the
1217        *    implementation."
1218        * Since no drivers expose more than 32x MSAA, we can simply set
1219        * the array size to 1 rather than computing it.
1220        */
1221       add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), "gl_SampleMask");
1222    }
1223 
1224    if (state->is_version(400, 320) ||
1225        state->ARB_gpu_shader5_enable ||
1226        state->OES_sample_variables_enable) {
1227       add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1), "gl_SampleMaskIn");
1228    }
1229 
1230    if (state->is_version(430, 320) ||
1231        state->ARB_fragment_layer_viewport_enable ||
1232        state->OES_geometry_shader_enable ||
1233        state->EXT_geometry_shader_enable) {
1234       var = add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1235       var->data.interpolation = INTERP_MODE_FLAT;
1236    }
1237 
1238    if (state->is_version(430, 0) ||
1239        state->ARB_fragment_layer_viewport_enable ||
1240        state->OES_viewport_array_enable) {
1241       var = add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1242       var->data.interpolation = INTERP_MODE_FLAT;
1243    }
1244 
1245    if (state->is_version(450, 310) || state->ARB_ES3_1_compatibility_enable)
1246       add_system_value(SYSTEM_VALUE_HELPER_INVOCATION, bool_t, "gl_HelperInvocation");
1247 }
1248 
1249 
1250 /**
1251  * Generate variables which only exist in compute shaders.
1252  */
1253 void
generate_cs_special_vars()1254 builtin_variable_generator::generate_cs_special_vars()
1255 {
1256    add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_ID, uvec3_t,
1257                     "gl_LocalInvocationID");
1258    add_system_value(SYSTEM_VALUE_WORK_GROUP_ID, uvec3_t, "gl_WorkGroupID");
1259    add_system_value(SYSTEM_VALUE_NUM_WORK_GROUPS, uvec3_t, "gl_NumWorkGroups");
1260 
1261    if (state->ARB_compute_variable_group_size_enable) {
1262       add_system_value(SYSTEM_VALUE_LOCAL_GROUP_SIZE,
1263                        uvec3_t, "gl_LocalGroupSizeARB");
1264    }
1265 
1266    if (state->ctx->Const.LowerCsDerivedVariables) {
1267       add_variable("gl_GlobalInvocationID", uvec3_t, ir_var_auto, 0);
1268       add_variable("gl_LocalInvocationIndex", uint_t, ir_var_auto, 0);
1269    } else {
1270       add_system_value(SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
1271                        uvec3_t, "gl_GlobalInvocationID");
1272       add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
1273                        uint_t, "gl_LocalInvocationIndex");
1274    }
1275 }
1276 
1277 
1278 /**
1279  * Add a single "varying" variable.  The variable's type and direction (input
1280  * or output) are adjusted as appropriate for the type of shader being
1281  * compiled.
1282  */
1283 void
add_varying(int slot,const glsl_type * type,const char * name)1284 builtin_variable_generator::add_varying(int slot, const glsl_type *type,
1285                                         const char *name)
1286 {
1287    switch (state->stage) {
1288    case MESA_SHADER_TESS_CTRL:
1289    case MESA_SHADER_TESS_EVAL:
1290    case MESA_SHADER_GEOMETRY:
1291       this->per_vertex_in.add_field(slot, type, name);
1292       /* FALLTHROUGH */
1293    case MESA_SHADER_VERTEX:
1294       this->per_vertex_out.add_field(slot, type, name);
1295       break;
1296    case MESA_SHADER_FRAGMENT:
1297       add_input(slot, type, name);
1298       break;
1299    case MESA_SHADER_COMPUTE:
1300       /* Compute shaders don't have varyings. */
1301       break;
1302    }
1303 }
1304 
1305 
1306 /**
1307  * Generate variables that are used to communicate data from one shader stage
1308  * to the next ("varyings").
1309  */
1310 void
generate_varyings()1311 builtin_variable_generator::generate_varyings()
1312 {
1313    /* gl_Position and gl_PointSize are not visible from fragment shaders. */
1314    if (state->stage != MESA_SHADER_FRAGMENT) {
1315       add_varying(VARYING_SLOT_POS, vec4_t, "gl_Position");
1316       if (!state->es_shader ||
1317           state->stage == MESA_SHADER_VERTEX ||
1318           (state->stage == MESA_SHADER_GEOMETRY &&
1319            (state->OES_geometry_point_size_enable ||
1320             state->EXT_geometry_point_size_enable)) ||
1321           ((state->stage == MESA_SHADER_TESS_CTRL ||
1322             state->stage == MESA_SHADER_TESS_EVAL) &&
1323            (state->OES_tessellation_point_size_enable ||
1324             state->EXT_tessellation_point_size_enable))) {
1325          add_varying(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
1326       }
1327    }
1328 
1329    if (state->has_clip_distance()) {
1330        add_varying(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
1331                    "gl_ClipDistance");
1332    }
1333    if (state->has_cull_distance()) {
1334       add_varying(VARYING_SLOT_CULL_DIST0, array(float_t, 0),
1335                    "gl_CullDistance");
1336    }
1337 
1338    if (compatibility) {
1339       add_varying(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
1340       add_varying(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
1341       if (state->stage == MESA_SHADER_FRAGMENT) {
1342          add_varying(VARYING_SLOT_COL0, vec4_t, "gl_Color");
1343          add_varying(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
1344       } else {
1345          add_varying(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
1346          add_varying(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
1347          add_varying(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
1348          add_varying(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
1349          add_varying(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
1350       }
1351    }
1352 
1353    /* Section 7.1 (Built-In Language Variables) of the GLSL 4.00 spec
1354     * says:
1355     *
1356     *    "In the tessellation control language, built-in variables are
1357     *    intrinsically declared as:
1358     *
1359     *        in gl_PerVertex {
1360     *            vec4 gl_Position;
1361     *            float gl_PointSize;
1362     *            float gl_ClipDistance[];
1363     *        } gl_in[gl_MaxPatchVertices];"
1364     */
1365    if (state->stage == MESA_SHADER_TESS_CTRL ||
1366        state->stage == MESA_SHADER_TESS_EVAL) {
1367       const glsl_type *per_vertex_in_type =
1368          this->per_vertex_in.construct_interface_instance();
1369       add_variable("gl_in", array(per_vertex_in_type, state->Const.MaxPatchVertices),
1370                    ir_var_shader_in, -1);
1371    }
1372    if (state->stage == MESA_SHADER_GEOMETRY) {
1373       const glsl_type *per_vertex_in_type =
1374          this->per_vertex_in.construct_interface_instance();
1375       add_variable("gl_in", array(per_vertex_in_type, 0),
1376                    ir_var_shader_in, -1);
1377    }
1378    if (state->stage == MESA_SHADER_TESS_CTRL) {
1379       const glsl_type *per_vertex_out_type =
1380          this->per_vertex_out.construct_interface_instance();
1381       add_variable("gl_out", array(per_vertex_out_type, 0),
1382                    ir_var_shader_out, -1);
1383    }
1384    if (state->stage == MESA_SHADER_VERTEX ||
1385        state->stage == MESA_SHADER_TESS_EVAL ||
1386        state->stage == MESA_SHADER_GEOMETRY) {
1387       const glsl_type *per_vertex_out_type =
1388          this->per_vertex_out.construct_interface_instance();
1389       const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
1390       for (unsigned i = 0; i < per_vertex_out_type->length; i++) {
1391          ir_variable *var =
1392             add_variable(fields[i].name, fields[i].type, ir_var_shader_out,
1393                          fields[i].location);
1394          var->data.interpolation = fields[i].interpolation;
1395          var->data.centroid = fields[i].centroid;
1396          var->data.sample = fields[i].sample;
1397          var->data.patch = fields[i].patch;
1398          var->data.precision = fields[i].precision;
1399          var->init_interface_type(per_vertex_out_type);
1400       }
1401    }
1402 }
1403 
1404 
1405 }; /* Anonymous namespace */
1406 
1407 
1408 void
_mesa_glsl_initialize_variables(exec_list * instructions,struct _mesa_glsl_parse_state * state)1409 _mesa_glsl_initialize_variables(exec_list *instructions,
1410 				struct _mesa_glsl_parse_state *state)
1411 {
1412    builtin_variable_generator gen(instructions, state);
1413 
1414    gen.generate_constants();
1415    gen.generate_uniforms();
1416 
1417    gen.generate_varyings();
1418 
1419    switch (state->stage) {
1420    case MESA_SHADER_VERTEX:
1421       gen.generate_vs_special_vars();
1422       break;
1423    case MESA_SHADER_TESS_CTRL:
1424       gen.generate_tcs_special_vars();
1425       break;
1426    case MESA_SHADER_TESS_EVAL:
1427       gen.generate_tes_special_vars();
1428       break;
1429    case MESA_SHADER_GEOMETRY:
1430       gen.generate_gs_special_vars();
1431       break;
1432    case MESA_SHADER_FRAGMENT:
1433       gen.generate_fs_special_vars();
1434       break;
1435    case MESA_SHADER_COMPUTE:
1436       gen.generate_cs_special_vars();
1437       break;
1438    }
1439 }
1440 
1441 
1442 /**
1443  * Initialize compute shader variables with values that are derived from other
1444  * compute shader variable.
1445  */
1446 static void
initialize_cs_derived_variables(gl_shader * shader,ir_function_signature * const main_sig)1447 initialize_cs_derived_variables(gl_shader *shader,
1448                                 ir_function_signature *const main_sig)
1449 {
1450    assert(shader->Stage == MESA_SHADER_COMPUTE);
1451 
1452    ir_variable *gl_GlobalInvocationID =
1453       shader->symbols->get_variable("gl_GlobalInvocationID");
1454    assert(gl_GlobalInvocationID);
1455    ir_variable *gl_WorkGroupID =
1456       shader->symbols->get_variable("gl_WorkGroupID");
1457    assert(gl_WorkGroupID);
1458    ir_variable *gl_WorkGroupSize =
1459       shader->symbols->get_variable("gl_WorkGroupSize");
1460    if (gl_WorkGroupSize == NULL) {
1461       void *const mem_ctx = ralloc_parent(shader->ir);
1462       gl_WorkGroupSize = new(mem_ctx) ir_variable(glsl_type::uvec3_type,
1463                                                   "gl_WorkGroupSize",
1464                                                   ir_var_auto);
1465       gl_WorkGroupSize->data.how_declared = ir_var_declared_implicitly;
1466       gl_WorkGroupSize->data.read_only = true;
1467       shader->ir->push_head(gl_WorkGroupSize);
1468    }
1469    ir_variable *gl_LocalInvocationID =
1470       shader->symbols->get_variable("gl_LocalInvocationID");
1471    assert(gl_LocalInvocationID);
1472 
1473    /* gl_GlobalInvocationID =
1474     *    gl_WorkGroupID * gl_WorkGroupSize + gl_LocalInvocationID
1475     */
1476    ir_instruction *inst =
1477       assign(gl_GlobalInvocationID,
1478              add(mul(gl_WorkGroupID, gl_WorkGroupSize),
1479                  gl_LocalInvocationID));
1480    main_sig->body.push_head(inst);
1481 
1482    /* gl_LocalInvocationIndex =
1483     *    gl_LocalInvocationID.z * gl_WorkGroupSize.x * gl_WorkGroupSize.y +
1484     *    gl_LocalInvocationID.y * gl_WorkGroupSize.x +
1485     *    gl_LocalInvocationID.x;
1486     */
1487    ir_expression *index_z =
1488       mul(mul(swizzle_z(gl_LocalInvocationID), swizzle_x(gl_WorkGroupSize)),
1489           swizzle_y(gl_WorkGroupSize));
1490    ir_expression *index_y =
1491       mul(swizzle_y(gl_LocalInvocationID), swizzle_x(gl_WorkGroupSize));
1492    ir_expression *index_y_plus_z = add(index_y, index_z);
1493    operand index_x(swizzle_x(gl_LocalInvocationID));
1494    ir_expression *index_x_plus_y_plus_z = add(index_y_plus_z, index_x);
1495    ir_variable *gl_LocalInvocationIndex =
1496       shader->symbols->get_variable("gl_LocalInvocationIndex");
1497    assert(gl_LocalInvocationIndex);
1498    inst = assign(gl_LocalInvocationIndex, index_x_plus_y_plus_z);
1499    main_sig->body.push_head(inst);
1500 }
1501 
1502 
1503 /**
1504  * Initialize builtin variables with values based on other builtin variables.
1505  * These are initialized in the main function.
1506  */
1507 void
_mesa_glsl_initialize_derived_variables(struct gl_context * ctx,gl_shader * shader)1508 _mesa_glsl_initialize_derived_variables(struct gl_context *ctx,
1509                                         gl_shader *shader)
1510 {
1511    /* We only need to set CS variables currently. */
1512    if (shader->Stage == MESA_SHADER_COMPUTE &&
1513        ctx->Const.LowerCsDerivedVariables) {
1514       ir_function_signature *const main_sig =
1515          _mesa_get_main_function_signature(shader->symbols);
1516 
1517       if (main_sig != NULL)
1518          initialize_cs_derived_variables(shader, main_sig);
1519    }
1520 }
1521