| /* |
| * Copyright © 2010 Intel Corporation |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice (including the next |
| * paragraph) shall be included in all copies or substantial portions of the |
| * Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
| * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
| * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
| * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
| * DEALINGS IN THE SOFTWARE. |
| */ |
| |
| #include "ir.h" |
| #include "ir_builder.h" |
| #include "linker.h" |
| #include "glsl_parser_extras.h" |
| #include "glsl_symbol_table.h" |
| #include "main/core.h" |
| #include "main/uniforms.h" |
| #include "program/prog_statevars.h" |
| #include "program/prog_instruction.h" |
| |
| using namespace ir_builder; |
| |
| static const struct gl_builtin_uniform_element gl_NumSamples_elements[] = { |
| {NULL, {STATE_NUM_SAMPLES, 0, 0}, SWIZZLE_XXXX} |
| }; |
| |
| static const struct gl_builtin_uniform_element gl_DepthRange_elements[] = { |
| {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX}, |
| {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY}, |
| {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ}, |
| }; |
| |
| static const struct gl_builtin_uniform_element gl_ClipPlane_elements[] = { |
| {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW} |
| }; |
| |
| static const struct gl_builtin_uniform_element gl_Point_elements[] = { |
| {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX}, |
| {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY}, |
| {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ}, |
| {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW}, |
| {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX}, |
| {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY}, |
| {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ}, |
| }; |
| |
| static const struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = { |
| {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW}, |
| {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW}, |
| {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW}, |
| {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW}, |
| {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX}, |
| }; |
| |
| static const struct gl_builtin_uniform_element gl_BackMaterial_elements[] = { |
| {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW}, |
| {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW}, |
| {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW}, |
| {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW}, |
| {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX}, |
| }; |
| |
| static const struct gl_builtin_uniform_element gl_LightSource_elements[] = { |
| {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW}, |
| {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW}, |
| {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW}, |
| {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW}, |
| {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW}, |
| {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, |
| MAKE_SWIZZLE4(SWIZZLE_X, |
| SWIZZLE_Y, |
| SWIZZLE_Z, |
| SWIZZLE_Z)}, |
| {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW}, |
| {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX}, |
| {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW}, |
| {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX}, |
| {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY}, |
| {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ}, |
| }; |
| |
| static const struct gl_builtin_uniform_element gl_LightModel_elements[] = { |
| {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW}, |
| }; |
| |
| static const struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = { |
| {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW}, |
| }; |
| |
| static const struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = { |
| {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW}, |
| }; |
| |
| static const struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = { |
| {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW}, |
| {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW}, |
| {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW}, |
| }; |
| |
| static const struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = { |
| {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW}, |
| {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW}, |
| {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW}, |
| }; |
| |
| static const struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = { |
| {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW}, |
| }; |
| |
| static const struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = { |
| {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW}, |
| }; |
| |
| static const struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = { |
| {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW}, |
| }; |
| |
| static const struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = { |
| {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW}, |
| }; |
| |
| static const struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = { |
| {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW}, |
| }; |
| |
| static const struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = { |
| {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW}, |
| }; |
| |
| static const struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = { |
| {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW}, |
| }; |
| |
| static const struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = { |
| {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW}, |
| }; |
| |
| static const struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = { |
| {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW}, |
| }; |
| |
| static const struct gl_builtin_uniform_element gl_Fog_elements[] = { |
| {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW}, |
| {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX}, |
| {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY}, |
| {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ}, |
| {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW}, |
| }; |
| |
| static const struct gl_builtin_uniform_element gl_NormalScale_elements[] = { |
| {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX}, |
| }; |
| |
| static const struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = { |
| {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW}, |
| }; |
| |
| static const struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = { |
| {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW}, |
| }; |
| |
| static const struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = { |
| {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, SWIZZLE_XYZW}, |
| }; |
| |
| #define MATRIX(name, statevar, modifier) \ |
| static const struct gl_builtin_uniform_element name ## _elements[] = { \ |
| { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW }, \ |
| { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW }, \ |
| { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW }, \ |
| { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW }, \ |
| } |
| |
| MATRIX(gl_ModelViewMatrix, |
| STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE); |
| MATRIX(gl_ModelViewMatrixInverse, |
| STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS); |
| MATRIX(gl_ModelViewMatrixTranspose, |
| STATE_MODELVIEW_MATRIX, 0); |
| MATRIX(gl_ModelViewMatrixInverseTranspose, |
| STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE); |
| |
| MATRIX(gl_ProjectionMatrix, |
| STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE); |
| MATRIX(gl_ProjectionMatrixInverse, |
| STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS); |
| MATRIX(gl_ProjectionMatrixTranspose, |
| STATE_PROJECTION_MATRIX, 0); |
| MATRIX(gl_ProjectionMatrixInverseTranspose, |
| STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE); |
| |
| MATRIX(gl_ModelViewProjectionMatrix, |
| STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE); |
| MATRIX(gl_ModelViewProjectionMatrixInverse, |
| STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS); |
| MATRIX(gl_ModelViewProjectionMatrixTranspose, |
| STATE_MVP_MATRIX, 0); |
| MATRIX(gl_ModelViewProjectionMatrixInverseTranspose, |
| STATE_MVP_MATRIX, STATE_MATRIX_INVERSE); |
| |
| MATRIX(gl_TextureMatrix, |
| STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE); |
| MATRIX(gl_TextureMatrixInverse, |
| STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS); |
| MATRIX(gl_TextureMatrixTranspose, |
| STATE_TEXTURE_MATRIX, 0); |
| MATRIX(gl_TextureMatrixInverseTranspose, |
| STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE); |
| |
| static const struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = { |
| { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE}, |
| MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) }, |
| { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE}, |
| MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) }, |
| { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE}, |
| MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) }, |
| }; |
| |
| #undef MATRIX |
| |
| #define STATEVAR(name) {#name, name ## _elements, ARRAY_SIZE(name ## _elements)} |
| |
| static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = { |
| STATEVAR(gl_NumSamples), |
| STATEVAR(gl_DepthRange), |
| STATEVAR(gl_ClipPlane), |
| STATEVAR(gl_Point), |
| STATEVAR(gl_FrontMaterial), |
| STATEVAR(gl_BackMaterial), |
| STATEVAR(gl_LightSource), |
| STATEVAR(gl_LightModel), |
| STATEVAR(gl_FrontLightModelProduct), |
| STATEVAR(gl_BackLightModelProduct), |
| STATEVAR(gl_FrontLightProduct), |
| STATEVAR(gl_BackLightProduct), |
| STATEVAR(gl_TextureEnvColor), |
| STATEVAR(gl_EyePlaneS), |
| STATEVAR(gl_EyePlaneT), |
| STATEVAR(gl_EyePlaneR), |
| STATEVAR(gl_EyePlaneQ), |
| STATEVAR(gl_ObjectPlaneS), |
| STATEVAR(gl_ObjectPlaneT), |
| STATEVAR(gl_ObjectPlaneR), |
| STATEVAR(gl_ObjectPlaneQ), |
| STATEVAR(gl_Fog), |
| |
| STATEVAR(gl_ModelViewMatrix), |
| STATEVAR(gl_ModelViewMatrixInverse), |
| STATEVAR(gl_ModelViewMatrixTranspose), |
| STATEVAR(gl_ModelViewMatrixInverseTranspose), |
| |
| STATEVAR(gl_ProjectionMatrix), |
| STATEVAR(gl_ProjectionMatrixInverse), |
| STATEVAR(gl_ProjectionMatrixTranspose), |
| STATEVAR(gl_ProjectionMatrixInverseTranspose), |
| |
| STATEVAR(gl_ModelViewProjectionMatrix), |
| STATEVAR(gl_ModelViewProjectionMatrixInverse), |
| STATEVAR(gl_ModelViewProjectionMatrixTranspose), |
| STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose), |
| |
| STATEVAR(gl_TextureMatrix), |
| STATEVAR(gl_TextureMatrixInverse), |
| STATEVAR(gl_TextureMatrixTranspose), |
| STATEVAR(gl_TextureMatrixInverseTranspose), |
| |
| STATEVAR(gl_NormalMatrix), |
| STATEVAR(gl_NormalScale), |
| |
| STATEVAR(gl_FogParamsOptimizedMESA), |
| STATEVAR(gl_CurrentAttribVertMESA), |
| STATEVAR(gl_CurrentAttribFragMESA), |
| |
| {NULL, NULL, 0} |
| }; |
| |
| |
| namespace { |
| |
| /** |
| * Data structure that accumulates fields for the gl_PerVertex interface |
| * block. |
| */ |
| class per_vertex_accumulator |
| { |
| public: |
| per_vertex_accumulator(); |
| void add_field(int slot, const glsl_type *type, const char *name); |
| const glsl_type *construct_interface_instance() const; |
| |
| private: |
| glsl_struct_field fields[10]; |
| unsigned num_fields; |
| }; |
| |
| |
| per_vertex_accumulator::per_vertex_accumulator() |
| : fields(), |
| num_fields(0) |
| { |
| } |
| |
| |
| void |
| per_vertex_accumulator::add_field(int slot, const glsl_type *type, |
| const char *name) |
| { |
| assert(this->num_fields < ARRAY_SIZE(this->fields)); |
| this->fields[this->num_fields].type = type; |
| this->fields[this->num_fields].name = name; |
| this->fields[this->num_fields].matrix_layout = GLSL_MATRIX_LAYOUT_INHERITED; |
| this->fields[this->num_fields].location = slot; |
| this->fields[this->num_fields].interpolation = INTERP_QUALIFIER_NONE; |
| this->fields[this->num_fields].centroid = 0; |
| this->fields[this->num_fields].sample = 0; |
| this->fields[this->num_fields].patch = 0; |
| this->fields[this->num_fields].precision = GLSL_PRECISION_NONE; |
| this->num_fields++; |
| } |
| |
| |
| const glsl_type * |
| per_vertex_accumulator::construct_interface_instance() const |
| { |
| return glsl_type::get_interface_instance(this->fields, this->num_fields, |
| GLSL_INTERFACE_PACKING_STD140, |
| "gl_PerVertex"); |
| } |
| |
| |
| class builtin_variable_generator |
| { |
| public: |
| builtin_variable_generator(exec_list *instructions, |
| struct _mesa_glsl_parse_state *state); |
| void generate_constants(); |
| void generate_uniforms(); |
| void generate_vs_special_vars(); |
| void generate_tcs_special_vars(); |
| void generate_tes_special_vars(); |
| void generate_gs_special_vars(); |
| void generate_fs_special_vars(); |
| void generate_cs_special_vars(); |
| void generate_varyings(); |
| |
| private: |
| const glsl_type *array(const glsl_type *base, unsigned elements) |
| { |
| return glsl_type::get_array_instance(base, elements); |
| } |
| |
| const glsl_type *type(const char *name) |
| { |
| return symtab->get_type(name); |
| } |
| |
| ir_variable *add_input(int slot, const glsl_type *type, const char *name) |
| { |
| return add_variable(name, type, ir_var_shader_in, slot); |
| } |
| |
| ir_variable *add_output(int slot, const glsl_type *type, const char *name) |
| { |
| return add_variable(name, type, ir_var_shader_out, slot); |
| } |
| |
| ir_variable *add_index_output(int slot, int index, const glsl_type *type, const char *name) |
| { |
| return add_index_variable(name, type, ir_var_shader_out, slot, index); |
| } |
| |
| ir_variable *add_system_value(int slot, const glsl_type *type, |
| const char *name) |
| { |
| return add_variable(name, type, ir_var_system_value, slot); |
| } |
| |
| ir_variable *add_variable(const char *name, const glsl_type *type, |
| enum ir_variable_mode mode, int slot); |
| ir_variable *add_index_variable(const char *name, const glsl_type *type, |
| enum ir_variable_mode mode, int slot, int index); |
| ir_variable *add_uniform(const glsl_type *type, const char *name); |
| ir_variable *add_const(const char *name, int value); |
| ir_variable *add_const_ivec3(const char *name, int x, int y, int z); |
| void add_varying(int slot, const glsl_type *type, const char *name); |
| |
| exec_list * const instructions; |
| struct _mesa_glsl_parse_state * const state; |
| glsl_symbol_table * const symtab; |
| |
| /** |
| * True if compatibility-profile-only variables should be included. (In |
| * desktop GL, these are always included when the GLSL version is 1.30 and |
| * or below). |
| */ |
| const bool compatibility; |
| |
| const glsl_type * const bool_t; |
| const glsl_type * const int_t; |
| const glsl_type * const uint_t; |
| const glsl_type * const float_t; |
| const glsl_type * const vec2_t; |
| const glsl_type * const vec3_t; |
| const glsl_type * const vec4_t; |
| const glsl_type * const uvec3_t; |
| const glsl_type * const mat3_t; |
| const glsl_type * const mat4_t; |
| |
| per_vertex_accumulator per_vertex_in; |
| per_vertex_accumulator per_vertex_out; |
| }; |
| |
| |
| builtin_variable_generator::builtin_variable_generator( |
| exec_list *instructions, struct _mesa_glsl_parse_state *state) |
| : instructions(instructions), state(state), symtab(state->symbols), |
| compatibility(!state->is_version(140, 100)), |
| bool_t(glsl_type::bool_type), int_t(glsl_type::int_type), |
| uint_t(glsl_type::uint_type), |
| float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type), |
| vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type), |
| uvec3_t(glsl_type::uvec3_type), |
| mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type) |
| { |
| } |
| |
| ir_variable * |
| builtin_variable_generator::add_index_variable(const char *name, |
| const glsl_type *type, |
| enum ir_variable_mode mode, int slot, int index) |
| { |
| ir_variable *var = new(symtab) ir_variable(type, name, mode); |
| var->data.how_declared = ir_var_declared_implicitly; |
| |
| switch (var->data.mode) { |
| case ir_var_auto: |
| case ir_var_shader_in: |
| case ir_var_uniform: |
| case ir_var_system_value: |
| var->data.read_only = true; |
| break; |
| case ir_var_shader_out: |
| case ir_var_shader_storage: |
| break; |
| default: |
| /* The only variables that are added using this function should be |
| * uniforms, shader storage, shader inputs, and shader outputs, constants |
| * (which use ir_var_auto), and system values. |
| */ |
| assert(0); |
| break; |
| } |
| |
| var->data.location = slot; |
| var->data.explicit_location = (slot >= 0); |
| var->data.explicit_index = 1; |
| var->data.index = index; |
| |
| /* Once the variable is created an initialized, add it to the symbol table |
| * and add the declaration to the IR stream. |
| */ |
| instructions->push_tail(var); |
| |
| symtab->add_variable(var); |
| return var; |
| } |
| |
| ir_variable * |
| builtin_variable_generator::add_variable(const char *name, |
| const glsl_type *type, |
| enum ir_variable_mode mode, int slot) |
| { |
| ir_variable *var = new(symtab) ir_variable(type, name, mode); |
| var->data.how_declared = ir_var_declared_implicitly; |
| |
| switch (var->data.mode) { |
| case ir_var_auto: |
| case ir_var_shader_in: |
| case ir_var_uniform: |
| case ir_var_system_value: |
| var->data.read_only = true; |
| break; |
| case ir_var_shader_out: |
| case ir_var_shader_storage: |
| break; |
| default: |
| /* The only variables that are added using this function should be |
| * uniforms, shader storage, shader inputs, and shader outputs, constants |
| * (which use ir_var_auto), and system values. |
| */ |
| assert(0); |
| break; |
| } |
| |
| var->data.location = slot; |
| var->data.explicit_location = (slot >= 0); |
| var->data.explicit_index = 0; |
| |
| /* Once the variable is created an initialized, add it to the symbol table |
| * and add the declaration to the IR stream. |
| */ |
| instructions->push_tail(var); |
| |
| symtab->add_variable(var); |
| return var; |
| } |
| |
| |
| ir_variable * |
| builtin_variable_generator::add_uniform(const glsl_type *type, |
| const char *name) |
| { |
| ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1); |
| |
| unsigned i; |
| for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) { |
| if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) { |
| break; |
| } |
| } |
| |
| assert(_mesa_builtin_uniform_desc[i].name != NULL); |
| const struct gl_builtin_uniform_desc* const statevar = |
| &_mesa_builtin_uniform_desc[i]; |
| |
| const unsigned array_count = type->is_array() ? type->length : 1; |
| |
| ir_state_slot *slots = |
| uni->allocate_state_slots(array_count * statevar->num_elements); |
| |
| for (unsigned a = 0; a < array_count; a++) { |
| for (unsigned j = 0; j < statevar->num_elements; j++) { |
| const struct gl_builtin_uniform_element *element = |
| &statevar->elements[j]; |
| |
| memcpy(slots->tokens, element->tokens, sizeof(element->tokens)); |
| if (type->is_array()) { |
| if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 || |
| strcmp(name, "gl_CurrentAttribFragMESA") == 0) { |
| slots->tokens[2] = a; |
| } else { |
| slots->tokens[1] = a; |
| } |
| } |
| |
| slots->swizzle = element->swizzle; |
| slots++; |
| } |
| } |
| |
| return uni; |
| } |
| |
| |
| ir_variable * |
| builtin_variable_generator::add_const(const char *name, int value) |
| { |
| ir_variable *const var = add_variable(name, glsl_type::int_type, |
| ir_var_auto, -1); |
| var->constant_value = new(var) ir_constant(value); |
| var->constant_initializer = new(var) ir_constant(value); |
| var->data.has_initializer = true; |
| return var; |
| } |
| |
| |
| ir_variable * |
| builtin_variable_generator::add_const_ivec3(const char *name, int x, int y, |
| int z) |
| { |
| ir_variable *const var = add_variable(name, glsl_type::ivec3_type, |
| ir_var_auto, -1); |
| ir_constant_data data; |
| memset(&data, 0, sizeof(data)); |
| data.i[0] = x; |
| data.i[1] = y; |
| data.i[2] = z; |
| var->constant_value = new(var) ir_constant(glsl_type::ivec3_type, &data); |
| var->constant_initializer = |
| new(var) ir_constant(glsl_type::ivec3_type, &data); |
| var->data.has_initializer = true; |
| return var; |
| } |
| |
| |
| void |
| builtin_variable_generator::generate_constants() |
| { |
| add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs); |
| add_const("gl_MaxVertexTextureImageUnits", |
| state->Const.MaxVertexTextureImageUnits); |
| add_const("gl_MaxCombinedTextureImageUnits", |
| state->Const.MaxCombinedTextureImageUnits); |
| add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits); |
| add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers); |
| |
| /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop |
| * GL counts them in units of "components" or "floats". |
| */ |
| if (state->es_shader) { |
| add_const("gl_MaxVertexUniformVectors", |
| state->Const.MaxVertexUniformComponents / 4); |
| add_const("gl_MaxFragmentUniformVectors", |
| state->Const.MaxFragmentUniformComponents / 4); |
| |
| /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate |
| * vertex and fragment shader constants. |
| */ |
| if (state->is_version(0, 300)) { |
| add_const("gl_MaxVertexOutputVectors", |
| state->ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4); |
| add_const("gl_MaxFragmentInputVectors", |
| state->ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4); |
| } else { |
| add_const("gl_MaxVaryingVectors", |
| state->ctx->Const.MaxVarying); |
| } |
| |
| /* EXT_blend_func_extended brings a built in constant |
| * for determining number of dual source draw buffers |
| */ |
| if (state->EXT_blend_func_extended_enable) { |
| add_const("gl_MaxDualSourceDrawBuffersEXT", |
| state->Const.MaxDualSourceDrawBuffers); |
| } |
| } else { |
| add_const("gl_MaxVertexUniformComponents", |
| state->Const.MaxVertexUniformComponents); |
| |
| /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not |
| * removed |
| */ |
| add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4); |
| |
| add_const("gl_MaxFragmentUniformComponents", |
| state->Const.MaxFragmentUniformComponents); |
| } |
| |
| /* Texel offsets were introduced in ARB_shading_language_420pack (which |
| * requires desktop GLSL version 130), and adopted into desktop GLSL |
| * version 4.20 and GLSL ES version 3.00. |
| */ |
| if ((state->is_version(130, 0) && |
| state->ARB_shading_language_420pack_enable) || |
| state->is_version(420, 300)) { |
| add_const("gl_MinProgramTexelOffset", |
| state->Const.MinProgramTexelOffset); |
| add_const("gl_MaxProgramTexelOffset", |
| state->Const.MaxProgramTexelOffset); |
| } |
| |
| if (state->is_version(130, 0)) { |
| add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes); |
| add_const("gl_MaxVaryingComponents", state->ctx->Const.MaxVarying * 4); |
| } |
| |
| if (state->is_version(150, 0)) { |
| add_const("gl_MaxVertexOutputComponents", |
| state->Const.MaxVertexOutputComponents); |
| add_const("gl_MaxGeometryInputComponents", |
| state->Const.MaxGeometryInputComponents); |
| add_const("gl_MaxGeometryOutputComponents", |
| state->Const.MaxGeometryOutputComponents); |
| add_const("gl_MaxFragmentInputComponents", |
| state->Const.MaxFragmentInputComponents); |
| add_const("gl_MaxGeometryTextureImageUnits", |
| state->Const.MaxGeometryTextureImageUnits); |
| add_const("gl_MaxGeometryOutputVertices", |
| state->Const.MaxGeometryOutputVertices); |
| add_const("gl_MaxGeometryTotalOutputComponents", |
| state->Const.MaxGeometryTotalOutputComponents); |
| add_const("gl_MaxGeometryUniformComponents", |
| state->Const.MaxGeometryUniformComponents); |
| |
| /* Note: the GLSL 1.50-4.40 specs require |
| * gl_MaxGeometryVaryingComponents to be present, and to be at least 64. |
| * But they do not define what it means (and there does not appear to be |
| * any corresponding constant in the GL specs). However, |
| * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to |
| * be the maximum number of components available for use as geometry |
| * outputs. So we assume this is a synonym for |
| * gl_MaxGeometryOutputComponents. |
| */ |
| add_const("gl_MaxGeometryVaryingComponents", |
| state->Const.MaxGeometryOutputComponents); |
| } |
| |
| if (compatibility) { |
| /* Note: gl_MaxLights stopped being listed as an explicit constant in |
| * GLSL 1.30, however it continues to be referred to (as a minimum size |
| * for compatibility-mode uniforms) all the way up through GLSL 4.30, so |
| * this seems like it was probably an oversight. |
| */ |
| add_const("gl_MaxLights", state->Const.MaxLights); |
| |
| add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes); |
| |
| /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL |
| * 1.50, however this seems like it was probably an oversight. |
| */ |
| add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits); |
| |
| /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was |
| * re-introduced in GLSL 1.50, so this seems like it was probably an |
| * oversight. |
| */ |
| add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords); |
| } |
| |
| if (state->has_atomic_counters()) { |
| add_const("gl_MaxVertexAtomicCounters", |
| state->Const.MaxVertexAtomicCounters); |
| add_const("gl_MaxFragmentAtomicCounters", |
| state->Const.MaxFragmentAtomicCounters); |
| add_const("gl_MaxCombinedAtomicCounters", |
| state->Const.MaxCombinedAtomicCounters); |
| add_const("gl_MaxAtomicCounterBindings", |
| state->Const.MaxAtomicBufferBindings); |
| |
| /* When Mesa adds support for GL_OES_geometry_shader and |
| * GL_OES_tessellation_shader, this will need to change. |
| */ |
| if (!state->es_shader) { |
| add_const("gl_MaxGeometryAtomicCounters", |
| state->Const.MaxGeometryAtomicCounters); |
| add_const("gl_MaxTessControlAtomicCounters", |
| state->Const.MaxTessControlAtomicCounters); |
| add_const("gl_MaxTessEvaluationAtomicCounters", |
| state->Const.MaxTessEvaluationAtomicCounters); |
| } |
| } |
| |
| if (state->is_version(420, 310)) { |
| add_const("gl_MaxVertexAtomicCounterBuffers", |
| state->Const.MaxVertexAtomicCounterBuffers); |
| add_const("gl_MaxFragmentAtomicCounterBuffers", |
| state->Const.MaxFragmentAtomicCounterBuffers); |
| add_const("gl_MaxCombinedAtomicCounterBuffers", |
| state->Const.MaxCombinedAtomicCounterBuffers); |
| add_const("gl_MaxAtomicCounterBufferSize", |
| state->Const.MaxAtomicCounterBufferSize); |
| |
| /* When Mesa adds support for GL_OES_geometry_shader and |
| * GL_OES_tessellation_shader, this will need to change. |
| */ |
| if (!state->es_shader) { |
| add_const("gl_MaxGeometryAtomicCounterBuffers", |
| state->Const.MaxGeometryAtomicCounterBuffers); |
| add_const("gl_MaxTessControlAtomicCounterBuffers", |
| state->Const.MaxTessControlAtomicCounterBuffers); |
| add_const("gl_MaxTessEvaluationAtomicCounterBuffers", |
| state->Const.MaxTessEvaluationAtomicCounterBuffers); |
| } |
| } |
| |
| if (state->is_version(430, 310) || state->ARB_compute_shader_enable) { |
| add_const("gl_MaxComputeAtomicCounterBuffers", MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS); |
| add_const("gl_MaxComputeAtomicCounters", MAX_COMPUTE_ATOMIC_COUNTERS); |
| add_const("gl_MaxComputeImageUniforms", MAX_COMPUTE_IMAGE_UNIFORMS); |
| add_const("gl_MaxComputeTextureImageUnits", MAX_COMPUTE_TEXTURE_IMAGE_UNITS); |
| add_const("gl_MaxComputeUniformComponents", MAX_COMPUTE_UNIFORM_COMPONENTS); |
| |
| add_const_ivec3("gl_MaxComputeWorkGroupCount", |
| state->Const.MaxComputeWorkGroupCount[0], |
| state->Const.MaxComputeWorkGroupCount[1], |
| state->Const.MaxComputeWorkGroupCount[2]); |
| add_const_ivec3("gl_MaxComputeWorkGroupSize", |
| state->Const.MaxComputeWorkGroupSize[0], |
| state->Const.MaxComputeWorkGroupSize[1], |
| state->Const.MaxComputeWorkGroupSize[2]); |
| |
| /* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables): |
| * |
| * The built-in constant gl_WorkGroupSize is a compute-shader |
| * constant containing the local work-group size of the shader. The |
| * size of the work group in the X, Y, and Z dimensions is stored in |
| * the x, y, and z components. The constants values in |
| * gl_WorkGroupSize will match those specified in the required |
| * local_size_x, local_size_y, and local_size_z layout qualifiers |
| * for the current shader. This is a constant so that it can be |
| * used to size arrays of memory that can be shared within the local |
| * work group. It is a compile-time error to use gl_WorkGroupSize |
| * in a shader that does not declare a fixed local group size, or |
| * before that shader has declared a fixed local group size, using |
| * local_size_x, local_size_y, and local_size_z. |
| * |
| * To prevent the shader from trying to refer to gl_WorkGroupSize before |
| * the layout declaration, we don't define it here. Intead we define it |
| * in ast_cs_input_layout::hir(). |
| */ |
| } |
| |
| if (state->is_version(420, 310) || |
| state->ARB_shader_image_load_store_enable) { |
| add_const("gl_MaxImageUnits", |
| state->Const.MaxImageUnits); |
| add_const("gl_MaxVertexImageUniforms", |
| state->Const.MaxVertexImageUniforms); |
| add_const("gl_MaxFragmentImageUniforms", |
| state->Const.MaxFragmentImageUniforms); |
| add_const("gl_MaxCombinedImageUniforms", |
| state->Const.MaxCombinedImageUniforms); |
| |
| if (!state->es_shader) { |
| add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs", |
| state->Const.MaxCombinedShaderOutputResources); |
| add_const("gl_MaxImageSamples", |
| state->Const.MaxImageSamples); |
| add_const("gl_MaxGeometryImageUniforms", |
| state->Const.MaxGeometryImageUniforms); |
| } |
| |
| if (state->is_version(450, 310)) { |
| add_const("gl_MaxCombinedShaderOutputResources", |
| state->Const.MaxCombinedShaderOutputResources); |
| } |
| |
| if (state->is_version(400, 0) || |
| state->ARB_tessellation_shader_enable) { |
| add_const("gl_MaxTessControlImageUniforms", |
| state->Const.MaxTessControlImageUniforms); |
| add_const("gl_MaxTessEvaluationImageUniforms", |
| state->Const.MaxTessEvaluationImageUniforms); |
| } |
| } |
| |
| if (state->is_version(410, 0) || |
| state->ARB_viewport_array_enable) |
| add_const("gl_MaxViewports", state->Const.MaxViewports); |
| |
| if (state->is_version(400, 0) || |
| state->ARB_tessellation_shader_enable) { |
| add_const("gl_MaxPatchVertices", state->Const.MaxPatchVertices); |
| add_const("gl_MaxTessGenLevel", state->Const.MaxTessGenLevel); |
| add_const("gl_MaxTessControlInputComponents", state->Const.MaxTessControlInputComponents); |
| add_const("gl_MaxTessControlOutputComponents", state->Const.MaxTessControlOutputComponents); |
| add_const("gl_MaxTessControlTextureImageUnits", state->Const.MaxTessControlTextureImageUnits); |
| add_const("gl_MaxTessEvaluationInputComponents", state->Const.MaxTessEvaluationInputComponents); |
| add_const("gl_MaxTessEvaluationOutputComponents", state->Const.MaxTessEvaluationOutputComponents); |
| add_const("gl_MaxTessEvaluationTextureImageUnits", state->Const.MaxTessEvaluationTextureImageUnits); |
| add_const("gl_MaxTessPatchComponents", state->Const.MaxTessPatchComponents); |
| add_const("gl_MaxTessControlTotalOutputComponents", state->Const.MaxTessControlTotalOutputComponents); |
| add_const("gl_MaxTessControlUniformComponents", state->Const.MaxTessControlUniformComponents); |
| add_const("gl_MaxTessEvaluationUniformComponents", state->Const.MaxTessEvaluationUniformComponents); |
| } |
| } |
| |
| |
| /** |
| * Generate uniform variables (which exist in all types of shaders). |
| */ |
| void |
| builtin_variable_generator::generate_uniforms() |
| { |
| if (state->is_version(400, 0) || state->ARB_sample_shading_enable) |
| add_uniform(int_t, "gl_NumSamples"); |
| add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange"); |
| add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA"); |
| add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA"); |
| |
| if (compatibility) { |
| add_uniform(mat4_t, "gl_ModelViewMatrix"); |
| add_uniform(mat4_t, "gl_ProjectionMatrix"); |
| add_uniform(mat4_t, "gl_ModelViewProjectionMatrix"); |
| add_uniform(mat3_t, "gl_NormalMatrix"); |
| add_uniform(mat4_t, "gl_ModelViewMatrixInverse"); |
| add_uniform(mat4_t, "gl_ProjectionMatrixInverse"); |
| add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse"); |
| add_uniform(mat4_t, "gl_ModelViewMatrixTranspose"); |
| add_uniform(mat4_t, "gl_ProjectionMatrixTranspose"); |
| add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose"); |
| add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose"); |
| add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose"); |
| add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose"); |
| add_uniform(float_t, "gl_NormalScale"); |
| add_uniform(type("gl_LightModelParameters"), "gl_LightModel"); |
| add_uniform(vec4_t, "gl_FogParamsOptimizedMESA"); |
| |
| const glsl_type *const mat4_array_type = |
| array(mat4_t, state->Const.MaxTextureCoords); |
| add_uniform(mat4_array_type, "gl_TextureMatrix"); |
| add_uniform(mat4_array_type, "gl_TextureMatrixInverse"); |
| add_uniform(mat4_array_type, "gl_TextureMatrixTranspose"); |
| add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose"); |
| |
| add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane"); |
| add_uniform(type("gl_PointParameters"), "gl_Point"); |
| |
| const glsl_type *const material_parameters_type = |
| type("gl_MaterialParameters"); |
| add_uniform(material_parameters_type, "gl_FrontMaterial"); |
| add_uniform(material_parameters_type, "gl_BackMaterial"); |
| |
| add_uniform(array(type("gl_LightSourceParameters"), |
| state->Const.MaxLights), |
| "gl_LightSource"); |
| |
| const glsl_type *const light_model_products_type = |
| type("gl_LightModelProducts"); |
| add_uniform(light_model_products_type, "gl_FrontLightModelProduct"); |
| add_uniform(light_model_products_type, "gl_BackLightModelProduct"); |
| |
| const glsl_type *const light_products_type = |
| array(type("gl_LightProducts"), state->Const.MaxLights); |
| add_uniform(light_products_type, "gl_FrontLightProduct"); |
| add_uniform(light_products_type, "gl_BackLightProduct"); |
| |
| add_uniform(array(vec4_t, state->Const.MaxTextureUnits), |
| "gl_TextureEnvColor"); |
| |
| const glsl_type *const texcoords_vec4 = |
| array(vec4_t, state->Const.MaxTextureCoords); |
| add_uniform(texcoords_vec4, "gl_EyePlaneS"); |
| add_uniform(texcoords_vec4, "gl_EyePlaneT"); |
| add_uniform(texcoords_vec4, "gl_EyePlaneR"); |
| add_uniform(texcoords_vec4, "gl_EyePlaneQ"); |
| add_uniform(texcoords_vec4, "gl_ObjectPlaneS"); |
| add_uniform(texcoords_vec4, "gl_ObjectPlaneT"); |
| add_uniform(texcoords_vec4, "gl_ObjectPlaneR"); |
| add_uniform(texcoords_vec4, "gl_ObjectPlaneQ"); |
| |
| add_uniform(type("gl_FogParameters"), "gl_Fog"); |
| } |
| } |
| |
| |
| /** |
| * Generate variables which only exist in vertex shaders. |
| */ |
| void |
| builtin_variable_generator::generate_vs_special_vars() |
| { |
| ir_variable *var; |
| |
| if (state->is_version(130, 300)) |
| add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID"); |
| if (state->ARB_draw_instanced_enable) |
| add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB"); |
| if (state->ARB_draw_instanced_enable || state->is_version(140, 300)) |
| add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID"); |
| if (state->ARB_shader_draw_parameters_enable) { |
| add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertexARB"); |
| add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstanceARB"); |
| add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawIDARB"); |
| } |
| if (state->AMD_vertex_shader_layer_enable) { |
| var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer"); |
| var->data.interpolation = INTERP_QUALIFIER_FLAT; |
| } |
| if (state->AMD_vertex_shader_viewport_index_enable) { |
| var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex"); |
| var->data.interpolation = INTERP_QUALIFIER_FLAT; |
| } |
| if (compatibility) { |
| add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex"); |
| add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal"); |
| add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color"); |
| add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor"); |
| add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0"); |
| add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1"); |
| add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2"); |
| add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3"); |
| add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4"); |
| add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5"); |
| add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6"); |
| add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7"); |
| add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord"); |
| } |
| } |
| |
| |
| /** |
| * Generate variables which only exist in tessellation control shaders. |
| */ |
| void |
| builtin_variable_generator::generate_tcs_special_vars() |
| { |
| add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID"); |
| add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn"); |
| add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID"); |
| |
| add_output(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4), |
| "gl_TessLevelOuter")->data.patch = 1; |
| add_output(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2), |
| "gl_TessLevelInner")->data.patch = 1; |
| } |
| |
| |
| /** |
| * Generate variables which only exist in tessellation evaluation shaders. |
| */ |
| void |
| builtin_variable_generator::generate_tes_special_vars() |
| { |
| add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID"); |
| add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn"); |
| add_system_value(SYSTEM_VALUE_TESS_COORD, vec3_t, "gl_TessCoord"); |
| add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER, array(float_t, 4), |
| "gl_TessLevelOuter"); |
| add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2), |
| "gl_TessLevelInner"); |
| } |
| |
| |
| /** |
| * Generate variables which only exist in geometry shaders. |
| */ |
| void |
| builtin_variable_generator::generate_gs_special_vars() |
| { |
| ir_variable *var; |
| |
| var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer"); |
| var->data.interpolation = INTERP_QUALIFIER_FLAT; |
| if (state->is_version(410, 0) || state->ARB_viewport_array_enable) { |
| var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex"); |
| var->data.interpolation = INTERP_QUALIFIER_FLAT; |
| } |
| if (state->is_version(400, 0) || state->ARB_gpu_shader5_enable) |
| add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID"); |
| |
| /* Although gl_PrimitiveID appears in tessellation control and tessellation |
| * evaluation shaders, it has a different function there than it has in |
| * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn) |
| * as special geometry shader variables. |
| * |
| * Note that although the general convention of suffixing geometry shader |
| * input varyings with "In" was not adopted into GLSL 1.50, it is used in |
| * the specific case of gl_PrimitiveIDIn. So we don't need to treat |
| * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable. |
| */ |
| var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn"); |
| var->data.interpolation = INTERP_QUALIFIER_FLAT; |
| var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID"); |
| var->data.interpolation = INTERP_QUALIFIER_FLAT; |
| } |
| |
| |
| /** |
| * Generate variables which only exist in fragment shaders. |
| */ |
| void |
| builtin_variable_generator::generate_fs_special_vars() |
| { |
| ir_variable *var; |
| |
| if (this->state->ctx->Const.GLSLFragCoordIsSysVal) |
| add_system_value(SYSTEM_VALUE_FRAG_COORD, vec4_t, "gl_FragCoord"); |
| else |
| add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord"); |
| |
| if (this->state->ctx->Const.GLSLFrontFacingIsSysVal) |
| add_system_value(SYSTEM_VALUE_FRONT_FACE, bool_t, "gl_FrontFacing"); |
| else |
| add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing"); |
| |
| if (state->is_version(120, 100)) |
| add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord"); |
| |
| if (state->is_version(150, 0)) { |
| var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID"); |
| var->data.interpolation = INTERP_QUALIFIER_FLAT; |
| } |
| |
| /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL |
| * 1.30, and were relegated to the compatibility profile in GLSL 4.20. |
| * They were removed from GLSL ES 3.00. |
| */ |
| if (compatibility || !state->is_version(420, 300)) { |
| add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor"); |
| add_output(FRAG_RESULT_DATA0, |
| array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData"); |
| } |
| |
| if (state->es_shader && state->language_version == 100 && state->EXT_blend_func_extended_enable) { |
| /* We make an assumption here that there will only ever be one dual-source draw buffer |
| * In case this assumption is ever proven to be false, make sure to assert here |
| * since we don't handle this case. |
| * In practice, this issue will never arise since no hardware will support it. |
| */ |
| assert(state->Const.MaxDualSourceDrawBuffers <= 1); |
| add_index_output(FRAG_RESULT_DATA0, 1, vec4_t, "gl_SecondaryFragColorEXT"); |
| add_index_output(FRAG_RESULT_DATA0, 1, |
| array(vec4_t, state->Const.MaxDualSourceDrawBuffers), |
| "gl_SecondaryFragDataEXT"); |
| } |
| |
| /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL |
| * ES 1.00. |
| */ |
| if (state->is_version(110, 300)) |
| add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth"); |
| |
| if (state->ARB_shader_stencil_export_enable) { |
| ir_variable *const var = |
| add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB"); |
| if (state->ARB_shader_stencil_export_warn) |
| var->enable_extension_warning("GL_ARB_shader_stencil_export"); |
| } |
| |
| if (state->AMD_shader_stencil_export_enable) { |
| ir_variable *const var = |
| add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD"); |
| if (state->AMD_shader_stencil_export_warn) |
| var->enable_extension_warning("GL_AMD_shader_stencil_export"); |
| } |
| |
| if (state->is_version(400, 0) || state->ARB_sample_shading_enable) { |
| add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, "gl_SampleID"); |
| add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, "gl_SamplePosition"); |
| /* From the ARB_sample_shading specification: |
| * "The number of elements in the array is ceil(<s>/32), where |
| * <s> is the maximum number of color samples supported by the |
| * implementation." |
| * Since no drivers expose more than 32x MSAA, we can simply set |
| * the array size to 1 rather than computing it. |
| */ |
| add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), "gl_SampleMask"); |
| } |
| |
| if (state->is_version(400, 0) || state->ARB_gpu_shader5_enable) { |
| add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1), "gl_SampleMaskIn"); |
| } |
| |
| if (state->is_version(430, 0) || state->ARB_fragment_layer_viewport_enable) { |
| var = add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer"); |
| var->data.interpolation = INTERP_QUALIFIER_FLAT; |
| var = add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex"); |
| var->data.interpolation = INTERP_QUALIFIER_FLAT; |
| } |
| |
| if (state->is_version(450, 310)/* || state->ARB_ES3_1_compatibility_enable*/) |
| add_system_value(SYSTEM_VALUE_HELPER_INVOCATION, bool_t, "gl_HelperInvocation"); |
| } |
| |
| |
| /** |
| * Generate variables which only exist in compute shaders. |
| */ |
| void |
| builtin_variable_generator::generate_cs_special_vars() |
| { |
| add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_ID, uvec3_t, |
| "gl_LocalInvocationID"); |
| add_system_value(SYSTEM_VALUE_WORK_GROUP_ID, uvec3_t, "gl_WorkGroupID"); |
| add_system_value(SYSTEM_VALUE_NUM_WORK_GROUPS, uvec3_t, "gl_NumWorkGroups"); |
| add_variable("gl_GlobalInvocationID", uvec3_t, ir_var_auto, 0); |
| add_variable("gl_LocalInvocationIndex", uint_t, ir_var_auto, 0); |
| } |
| |
| |
| /** |
| * Add a single "varying" variable. The variable's type and direction (input |
| * or output) are adjusted as appropriate for the type of shader being |
| * compiled. |
| */ |
| void |
| builtin_variable_generator::add_varying(int slot, const glsl_type *type, |
| const char *name) |
| { |
| switch (state->stage) { |
| case MESA_SHADER_TESS_CTRL: |
| case MESA_SHADER_TESS_EVAL: |
| case MESA_SHADER_GEOMETRY: |
| this->per_vertex_in.add_field(slot, type, name); |
| /* FALLTHROUGH */ |
| case MESA_SHADER_VERTEX: |
| this->per_vertex_out.add_field(slot, type, name); |
| break; |
| case MESA_SHADER_FRAGMENT: |
| add_input(slot, type, name); |
| break; |
| case MESA_SHADER_COMPUTE: |
| /* Compute shaders don't have varyings. */ |
| break; |
| } |
| } |
| |
| |
| /** |
| * Generate variables that are used to communicate data from one shader stage |
| * to the next ("varyings"). |
| */ |
| void |
| builtin_variable_generator::generate_varyings() |
| { |
| /* gl_Position and gl_PointSize are not visible from fragment shaders. */ |
| if (state->stage != MESA_SHADER_FRAGMENT) { |
| add_varying(VARYING_SLOT_POS, vec4_t, "gl_Position"); |
| add_varying(VARYING_SLOT_PSIZ, float_t, "gl_PointSize"); |
| } |
| |
| if (state->is_version(130, 0)) { |
| add_varying(VARYING_SLOT_CLIP_DIST0, array(float_t, 0), |
| "gl_ClipDistance"); |
| } |
| |
| if (compatibility) { |
| add_varying(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord"); |
| add_varying(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord"); |
| if (state->stage == MESA_SHADER_FRAGMENT) { |
| add_varying(VARYING_SLOT_COL0, vec4_t, "gl_Color"); |
| add_varying(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor"); |
| } else { |
| add_varying(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex"); |
| add_varying(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor"); |
| add_varying(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor"); |
| add_varying(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor"); |
| add_varying(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor"); |
| } |
| } |
| |
| /* Section 7.1 (Built-In Language Variables) of the GLSL 4.00 spec |
| * says: |
| * |
| * "In the tessellation control language, built-in variables are |
| * intrinsically declared as: |
| * |
| * in gl_PerVertex { |
| * vec4 gl_Position; |
| * float gl_PointSize; |
| * float gl_ClipDistance[]; |
| * } gl_in[gl_MaxPatchVertices];" |
| */ |
| if (state->stage == MESA_SHADER_TESS_CTRL || |
| state->stage == MESA_SHADER_TESS_EVAL) { |
| const glsl_type *per_vertex_in_type = |
| this->per_vertex_in.construct_interface_instance(); |
| add_variable("gl_in", array(per_vertex_in_type, state->Const.MaxPatchVertices), |
| ir_var_shader_in, -1); |
| } |
| if (state->stage == MESA_SHADER_GEOMETRY) { |
| const glsl_type *per_vertex_in_type = |
| this->per_vertex_in.construct_interface_instance(); |
| add_variable("gl_in", array(per_vertex_in_type, 0), |
| ir_var_shader_in, -1); |
| } |
| if (state->stage == MESA_SHADER_TESS_CTRL) { |
| const glsl_type *per_vertex_out_type = |
| this->per_vertex_out.construct_interface_instance(); |
| add_variable("gl_out", array(per_vertex_out_type, 0), |
| ir_var_shader_out, -1); |
| } |
| if (state->stage == MESA_SHADER_VERTEX || |
| state->stage == MESA_SHADER_TESS_EVAL || |
| state->stage == MESA_SHADER_GEOMETRY) { |
| const glsl_type *per_vertex_out_type = |
| this->per_vertex_out.construct_interface_instance(); |
| const glsl_struct_field *fields = per_vertex_out_type->fields.structure; |
| for (unsigned i = 0; i < per_vertex_out_type->length; i++) { |
| ir_variable *var = |
| add_variable(fields[i].name, fields[i].type, ir_var_shader_out, |
| fields[i].location); |
| var->data.interpolation = fields[i].interpolation; |
| var->data.centroid = fields[i].centroid; |
| var->data.sample = fields[i].sample; |
| var->data.patch = fields[i].patch; |
| var->data.precision = fields[i].precision; |
| var->init_interface_type(per_vertex_out_type); |
| } |
| } |
| } |
| |
| |
| }; /* Anonymous namespace */ |
| |
| |
| void |
| _mesa_glsl_initialize_variables(exec_list *instructions, |
| struct _mesa_glsl_parse_state *state) |
| { |
| builtin_variable_generator gen(instructions, state); |
| |
| gen.generate_constants(); |
| gen.generate_uniforms(); |
| |
| gen.generate_varyings(); |
| |
| switch (state->stage) { |
| case MESA_SHADER_VERTEX: |
| gen.generate_vs_special_vars(); |
| break; |
| case MESA_SHADER_TESS_CTRL: |
| gen.generate_tcs_special_vars(); |
| break; |
| case MESA_SHADER_TESS_EVAL: |
| gen.generate_tes_special_vars(); |
| break; |
| case MESA_SHADER_GEOMETRY: |
| gen.generate_gs_special_vars(); |
| break; |
| case MESA_SHADER_FRAGMENT: |
| gen.generate_fs_special_vars(); |
| break; |
| case MESA_SHADER_COMPUTE: |
| gen.generate_cs_special_vars(); |
| break; |
| } |
| } |
| |
| |
| /** |
| * Initialize compute shader variables with values that are derived from other |
| * compute shader variable. |
| */ |
| static void |
| initialize_cs_derived_variables(gl_shader *shader, |
| ir_function_signature *const main_sig) |
| { |
| assert(shader->Stage == MESA_SHADER_COMPUTE); |
| |
| ir_variable *gl_GlobalInvocationID = |
| shader->symbols->get_variable("gl_GlobalInvocationID"); |
| assert(gl_GlobalInvocationID); |
| ir_variable *gl_WorkGroupID = |
| shader->symbols->get_variable("gl_WorkGroupID"); |
| assert(gl_WorkGroupID); |
| ir_variable *gl_WorkGroupSize = |
| shader->symbols->get_variable("gl_WorkGroupSize"); |
| if (gl_WorkGroupSize == NULL) { |
| void *const mem_ctx = ralloc_parent(shader->ir); |
| gl_WorkGroupSize = new(mem_ctx) ir_variable(glsl_type::uvec3_type, |
| "gl_WorkGroupSize", |
| ir_var_auto); |
| gl_WorkGroupSize->data.how_declared = ir_var_declared_implicitly; |
| gl_WorkGroupSize->data.read_only = true; |
| shader->ir->push_head(gl_WorkGroupSize); |
| } |
| ir_variable *gl_LocalInvocationID = |
| shader->symbols->get_variable("gl_LocalInvocationID"); |
| assert(gl_LocalInvocationID); |
| |
| /* gl_GlobalInvocationID = |
| * gl_WorkGroupID * gl_WorkGroupSize + gl_LocalInvocationID |
| */ |
| ir_instruction *inst = |
| assign(gl_GlobalInvocationID, |
| add(mul(gl_WorkGroupID, gl_WorkGroupSize), |
| gl_LocalInvocationID)); |
| main_sig->body.push_head(inst); |
| |
| /* gl_LocalInvocationIndex = |
| * gl_LocalInvocationID.z * gl_WorkGroupSize.x * gl_WorkGroupSize.y + |
| * gl_LocalInvocationID.y * gl_WorkGroupSize.x + |
| * gl_LocalInvocationID.x; |
| */ |
| ir_expression *index_z = |
| mul(mul(swizzle_z(gl_LocalInvocationID), swizzle_x(gl_WorkGroupSize)), |
| swizzle_y(gl_WorkGroupSize)); |
| ir_expression *index_y = |
| mul(swizzle_y(gl_LocalInvocationID), swizzle_x(gl_WorkGroupSize)); |
| ir_expression *index_y_plus_z = add(index_y, index_z); |
| operand index_x(swizzle_x(gl_LocalInvocationID)); |
| ir_expression *index_x_plus_y_plus_z = add(index_y_plus_z, index_x); |
| ir_variable *gl_LocalInvocationIndex = |
| shader->symbols->get_variable("gl_LocalInvocationIndex"); |
| assert(gl_LocalInvocationIndex); |
| inst = assign(gl_LocalInvocationIndex, index_x_plus_y_plus_z); |
| main_sig->body.push_head(inst); |
| } |
| |
| |
| /** |
| * Initialize builtin variables with values based on other builtin variables. |
| * These are initialized in the main function. |
| */ |
| void |
| _mesa_glsl_initialize_derived_variables(gl_shader *shader) |
| { |
| /* We only need to set CS variables currently. */ |
| if (shader->Stage != MESA_SHADER_COMPUTE) |
| return; |
| |
| ir_function_signature *const main_sig = |
| _mesa_get_main_function_signature(shader); |
| if (main_sig == NULL) |
| return; |
| |
| initialize_cs_derived_variables(shader, main_sig); |
| } |