
This extension adds built-in variables gl_LastFragDepthARM and gl_LastFragStencilARM which can be implemented almost the same as gl_LastFragData from color fetch extension. Signed-off-by: Pavel Asyutchenko <sventeam@yandex.ru> Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13979>
1696 lines
64 KiB
C++
1696 lines
64 KiB
C++
/*
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* Copyright © 2010 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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/**
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* Building this file with MinGW g++ 7.3 or 7.4 with:
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* scons platform=windows toolchain=crossmingw machine=x86 build=profile
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* triggers an internal compiler error.
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* Overriding the optimization level to -O1 works around the issue.
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* MinGW 5.3.1 does not seem to have the bug, neither does 8.3. So for now
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* we're simply testing for version 7.x here.
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*/
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#if defined(__MINGW32__) && __GNUC__ == 7
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#warning "disabling optimizations for this file to work around compiler bug in MinGW gcc 7.x"
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#pragma GCC optimize("O1")
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#endif
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#include "ir.h"
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#include "ir_builder.h"
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#include "linker.h"
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#include "glsl_parser_extras.h"
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#include "glsl_symbol_table.h"
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#include "main/consts_exts.h"
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#include "main/uniforms.h"
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#include "program/prog_statevars.h"
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#include "program/prog_instruction.h"
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#include "util/compiler.h"
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#include "builtin_functions.h"
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using namespace ir_builder;
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static const struct gl_builtin_uniform_element gl_NumSamples_elements[] = {
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{NULL, {STATE_NUM_SAMPLES, 0, 0}, SWIZZLE_XXXX}
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};
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static const struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
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{"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
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{"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
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{"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
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};
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static const struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
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{NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
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};
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static const struct gl_builtin_uniform_element gl_Point_elements[] = {
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{"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
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{"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
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{"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
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{"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
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{"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
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{"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
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{"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
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};
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static const struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
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{"emission", {STATE_MATERIAL, MAT_ATTRIB_FRONT_EMISSION}, SWIZZLE_XYZW},
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{"ambient", {STATE_MATERIAL, MAT_ATTRIB_FRONT_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_MATERIAL, MAT_ATTRIB_FRONT_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_MATERIAL, MAT_ATTRIB_FRONT_SPECULAR}, SWIZZLE_XYZW},
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{"shininess", {STATE_MATERIAL, MAT_ATTRIB_FRONT_SHININESS}, SWIZZLE_XXXX},
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};
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static const struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
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{"emission", {STATE_MATERIAL, MAT_ATTRIB_BACK_EMISSION}, SWIZZLE_XYZW},
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{"ambient", {STATE_MATERIAL, MAT_ATTRIB_BACK_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_MATERIAL, MAT_ATTRIB_BACK_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_MATERIAL, MAT_ATTRIB_BACK_SPECULAR}, SWIZZLE_XYZW},
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{"shininess", {STATE_MATERIAL, MAT_ATTRIB_BACK_SHININESS}, SWIZZLE_XXXX},
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};
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static const struct gl_builtin_uniform_element gl_LightSource_elements[] = {
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{"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
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{"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
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{"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
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{"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
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MAKE_SWIZZLE4(SWIZZLE_X,
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SWIZZLE_Y,
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SWIZZLE_Z,
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SWIZZLE_Z)},
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{"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
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{"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
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{"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
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{"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
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{"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
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{"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
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};
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static const struct gl_builtin_uniform_element gl_LightModel_elements[] = {
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{"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
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{"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
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{"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
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{"ambient", {STATE_LIGHTPROD, 0, MAT_ATTRIB_FRONT_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_LIGHTPROD, 0, MAT_ATTRIB_FRONT_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_LIGHTPROD, 0, MAT_ATTRIB_FRONT_SPECULAR}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
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{"ambient", {STATE_LIGHTPROD, 0, MAT_ATTRIB_BACK_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_LIGHTPROD, 0, MAT_ATTRIB_BACK_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_LIGHTPROD, 0, MAT_ATTRIB_BACK_SPECULAR}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
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{NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
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{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
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{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
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{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
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{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
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{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
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{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
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{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
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{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_Fog_elements[] = {
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{"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
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{"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
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{"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
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{"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
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{"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
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};
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static const struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
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{NULL, {STATE_NORMAL_SCALE_EYESPACE}, SWIZZLE_XXXX},
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};
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static const struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
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{NULL, {STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
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};
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#define ATTRIB(i) \
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static const struct gl_builtin_uniform_element gl_CurrentAttribFrag##i##MESA_elements[] = { \
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{NULL, {STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, i}, SWIZZLE_XYZW}, \
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};
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ATTRIB(0)
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ATTRIB(1)
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ATTRIB(2)
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ATTRIB(3)
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ATTRIB(4)
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ATTRIB(5)
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ATTRIB(6)
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ATTRIB(7)
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ATTRIB(8)
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ATTRIB(9)
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ATTRIB(10)
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ATTRIB(11)
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ATTRIB(12)
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ATTRIB(13)
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ATTRIB(14)
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ATTRIB(15)
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ATTRIB(16)
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ATTRIB(17)
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ATTRIB(18)
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ATTRIB(19)
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ATTRIB(20)
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ATTRIB(21)
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ATTRIB(22)
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ATTRIB(23)
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ATTRIB(24)
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ATTRIB(25)
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ATTRIB(26)
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ATTRIB(27)
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ATTRIB(28)
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ATTRIB(29)
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ATTRIB(30)
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ATTRIB(31)
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#define MATRIX(name, statevar) \
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static const struct gl_builtin_uniform_element name ## _elements[] = { \
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{ NULL, { statevar, 0, 0, 0}, SWIZZLE_XYZW }, \
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{ NULL, { statevar, 0, 1, 1}, SWIZZLE_XYZW }, \
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{ NULL, { statevar, 0, 2, 2}, SWIZZLE_XYZW }, \
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{ NULL, { statevar, 0, 3, 3}, SWIZZLE_XYZW }, \
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}
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MATRIX(gl_ModelViewMatrix, STATE_MODELVIEW_MATRIX_TRANSPOSE);
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MATRIX(gl_ModelViewMatrixInverse, STATE_MODELVIEW_MATRIX_INVTRANS);
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MATRIX(gl_ModelViewMatrixTranspose, STATE_MODELVIEW_MATRIX);
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MATRIX(gl_ModelViewMatrixInverseTranspose, STATE_MODELVIEW_MATRIX_INVERSE);
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MATRIX(gl_ProjectionMatrix, STATE_PROJECTION_MATRIX_TRANSPOSE);
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MATRIX(gl_ProjectionMatrixInverse, STATE_PROJECTION_MATRIX_INVTRANS);
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MATRIX(gl_ProjectionMatrixTranspose, STATE_PROJECTION_MATRIX);
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MATRIX(gl_ProjectionMatrixInverseTranspose, STATE_PROJECTION_MATRIX_INVERSE);
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MATRIX(gl_ModelViewProjectionMatrix, STATE_MVP_MATRIX_TRANSPOSE);
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MATRIX(gl_ModelViewProjectionMatrixInverse, STATE_MVP_MATRIX_INVTRANS);
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MATRIX(gl_ModelViewProjectionMatrixTranspose, STATE_MVP_MATRIX);
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MATRIX(gl_ModelViewProjectionMatrixInverseTranspose, STATE_MVP_MATRIX_INVERSE);
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MATRIX(gl_TextureMatrix, STATE_TEXTURE_MATRIX_TRANSPOSE);
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MATRIX(gl_TextureMatrixInverse, STATE_TEXTURE_MATRIX_INVTRANS);
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MATRIX(gl_TextureMatrixTranspose, STATE_TEXTURE_MATRIX);
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MATRIX(gl_TextureMatrixInverseTranspose, STATE_TEXTURE_MATRIX_INVERSE);
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static const struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
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{ NULL, { STATE_MODELVIEW_MATRIX_INVERSE, 0, 0, 0},
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MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
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{ NULL, { STATE_MODELVIEW_MATRIX_INVERSE, 0, 1, 1},
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MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
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{ NULL, { STATE_MODELVIEW_MATRIX_INVERSE, 0, 2, 2},
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MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
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};
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#undef MATRIX
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#define STATEVAR(name) {#name, name ## _elements, ARRAY_SIZE(name ## _elements)}
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static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
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STATEVAR(gl_NumSamples),
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STATEVAR(gl_DepthRange),
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STATEVAR(gl_ClipPlane),
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STATEVAR(gl_Point),
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STATEVAR(gl_FrontMaterial),
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STATEVAR(gl_BackMaterial),
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STATEVAR(gl_LightSource),
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STATEVAR(gl_LightModel),
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STATEVAR(gl_FrontLightModelProduct),
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STATEVAR(gl_BackLightModelProduct),
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STATEVAR(gl_FrontLightProduct),
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STATEVAR(gl_BackLightProduct),
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STATEVAR(gl_TextureEnvColor),
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STATEVAR(gl_EyePlaneS),
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STATEVAR(gl_EyePlaneT),
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STATEVAR(gl_EyePlaneR),
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STATEVAR(gl_EyePlaneQ),
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STATEVAR(gl_ObjectPlaneS),
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STATEVAR(gl_ObjectPlaneT),
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STATEVAR(gl_ObjectPlaneR),
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STATEVAR(gl_ObjectPlaneQ),
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STATEVAR(gl_Fog),
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STATEVAR(gl_ModelViewMatrix),
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STATEVAR(gl_ModelViewMatrixInverse),
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STATEVAR(gl_ModelViewMatrixTranspose),
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STATEVAR(gl_ModelViewMatrixInverseTranspose),
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STATEVAR(gl_ProjectionMatrix),
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STATEVAR(gl_ProjectionMatrixInverse),
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STATEVAR(gl_ProjectionMatrixTranspose),
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STATEVAR(gl_ProjectionMatrixInverseTranspose),
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STATEVAR(gl_ModelViewProjectionMatrix),
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STATEVAR(gl_ModelViewProjectionMatrixInverse),
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STATEVAR(gl_ModelViewProjectionMatrixTranspose),
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STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
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STATEVAR(gl_TextureMatrix),
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STATEVAR(gl_TextureMatrixInverse),
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STATEVAR(gl_TextureMatrixTranspose),
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STATEVAR(gl_TextureMatrixInverseTranspose),
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STATEVAR(gl_NormalMatrix),
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STATEVAR(gl_NormalScale),
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STATEVAR(gl_FogParamsOptimizedMESA),
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STATEVAR(gl_CurrentAttribFrag0MESA),
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STATEVAR(gl_CurrentAttribFrag1MESA),
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STATEVAR(gl_CurrentAttribFrag2MESA),
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STATEVAR(gl_CurrentAttribFrag3MESA),
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STATEVAR(gl_CurrentAttribFrag4MESA),
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STATEVAR(gl_CurrentAttribFrag5MESA),
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STATEVAR(gl_CurrentAttribFrag6MESA),
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STATEVAR(gl_CurrentAttribFrag7MESA),
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STATEVAR(gl_CurrentAttribFrag8MESA),
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STATEVAR(gl_CurrentAttribFrag9MESA),
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STATEVAR(gl_CurrentAttribFrag10MESA),
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STATEVAR(gl_CurrentAttribFrag11MESA),
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STATEVAR(gl_CurrentAttribFrag12MESA),
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STATEVAR(gl_CurrentAttribFrag13MESA),
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STATEVAR(gl_CurrentAttribFrag14MESA),
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STATEVAR(gl_CurrentAttribFrag15MESA),
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STATEVAR(gl_CurrentAttribFrag16MESA),
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STATEVAR(gl_CurrentAttribFrag17MESA),
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STATEVAR(gl_CurrentAttribFrag18MESA),
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STATEVAR(gl_CurrentAttribFrag19MESA),
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STATEVAR(gl_CurrentAttribFrag20MESA),
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STATEVAR(gl_CurrentAttribFrag21MESA),
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STATEVAR(gl_CurrentAttribFrag22MESA),
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STATEVAR(gl_CurrentAttribFrag23MESA),
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STATEVAR(gl_CurrentAttribFrag24MESA),
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STATEVAR(gl_CurrentAttribFrag25MESA),
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STATEVAR(gl_CurrentAttribFrag26MESA),
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STATEVAR(gl_CurrentAttribFrag27MESA),
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STATEVAR(gl_CurrentAttribFrag28MESA),
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STATEVAR(gl_CurrentAttribFrag29MESA),
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STATEVAR(gl_CurrentAttribFrag30MESA),
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STATEVAR(gl_CurrentAttribFrag31MESA),
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{NULL, NULL, 0}
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};
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namespace {
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|
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/**
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* Data structure that accumulates fields for the gl_PerVertex interface
|
|
* block.
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|
*/
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|
class per_vertex_accumulator
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|
{
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|
public:
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|
per_vertex_accumulator();
|
|
void add_field(int slot, const glsl_type *type, int precision,
|
|
const char *name, enum glsl_interp_mode interp);
|
|
const glsl_type *construct_interface_instance() const;
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private:
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|
glsl_struct_field fields[14];
|
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unsigned num_fields;
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};
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|
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per_vertex_accumulator::per_vertex_accumulator()
|
|
: fields(),
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|
num_fields(0)
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|
{
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|
}
|
|
|
|
|
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void
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per_vertex_accumulator::add_field(int slot, const glsl_type *type,
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int precision, const char *name,
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enum glsl_interp_mode interp)
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|
{
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|
assert(this->num_fields < ARRAY_SIZE(this->fields));
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|
this->fields[this->num_fields].type = type;
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|
this->fields[this->num_fields].name = name;
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this->fields[this->num_fields].matrix_layout = GLSL_MATRIX_LAYOUT_INHERITED;
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|
this->fields[this->num_fields].location = slot;
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this->fields[this->num_fields].offset = -1;
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this->fields[this->num_fields].interpolation = interp;
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|
this->fields[this->num_fields].centroid = 0;
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|
this->fields[this->num_fields].sample = 0;
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|
this->fields[this->num_fields].patch = 0;
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|
this->fields[this->num_fields].precision = precision;
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|
this->fields[this->num_fields].memory_read_only = 0;
|
|
this->fields[this->num_fields].memory_write_only = 0;
|
|
this->fields[this->num_fields].memory_coherent = 0;
|
|
this->fields[this->num_fields].memory_volatile = 0;
|
|
this->fields[this->num_fields].memory_restrict = 0;
|
|
this->fields[this->num_fields].image_format = PIPE_FORMAT_NONE;
|
|
this->fields[this->num_fields].explicit_xfb_buffer = 0;
|
|
this->fields[this->num_fields].xfb_buffer = -1;
|
|
this->fields[this->num_fields].xfb_stride = -1;
|
|
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,
|
|
false,
|
|
"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_special_vars();
|
|
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, int precision,
|
|
const char *name,
|
|
enum glsl_interp_mode interp = INTERP_MODE_NONE)
|
|
{
|
|
return add_variable(name, type, precision, ir_var_shader_in, slot, interp);
|
|
}
|
|
|
|
ir_variable *add_input(int slot, const glsl_type *type, const char *name,
|
|
enum glsl_interp_mode interp = INTERP_MODE_NONE)
|
|
{
|
|
return add_input(slot, type, GLSL_PRECISION_NONE, name, interp);
|
|
}
|
|
|
|
ir_variable *add_output(int slot, const glsl_type *type, int precision,
|
|
const char *name)
|
|
{
|
|
return add_variable(name, type, precision, ir_var_shader_out, slot);
|
|
}
|
|
|
|
ir_variable *add_output(int slot, const glsl_type *type, const char *name)
|
|
{
|
|
return add_output(slot, type, GLSL_PRECISION_NONE, name);
|
|
}
|
|
|
|
ir_variable *add_index_output(int slot, int index, const glsl_type *type,
|
|
int precision, const char *name)
|
|
{
|
|
return add_index_variable(name, type, precision, ir_var_shader_out, slot,
|
|
index);
|
|
}
|
|
|
|
ir_variable *add_system_value(int slot, const glsl_type *type, int precision,
|
|
const char *name)
|
|
{
|
|
return add_variable(name, type, precision, ir_var_system_value, slot);
|
|
}
|
|
ir_variable *add_system_value(int slot, const glsl_type *type,
|
|
const char *name)
|
|
{
|
|
return add_system_value(slot, type, GLSL_PRECISION_NONE, name);
|
|
}
|
|
|
|
ir_variable *add_variable(const char *name, const glsl_type *type,
|
|
int precision, enum ir_variable_mode mode,
|
|
int slot, enum glsl_interp_mode interp = INTERP_MODE_NONE);
|
|
ir_variable *add_index_variable(const char *name, const glsl_type *type,
|
|
int precision, enum ir_variable_mode mode,
|
|
int slot, int index);
|
|
ir_variable *add_uniform(const glsl_type *type, int precision,
|
|
const char *name);
|
|
ir_variable *add_uniform(const glsl_type *type, const char *name)
|
|
{
|
|
return add_uniform(type, GLSL_PRECISION_NONE, name);
|
|
}
|
|
ir_variable *add_const(const char *name, int precision, int value);
|
|
ir_variable *add_const(const char *name, int value)
|
|
{
|
|
return add_const(name, GLSL_PRECISION_MEDIUM, value);
|
|
}
|
|
ir_variable *add_const_ivec3(const char *name, int x, int y, int z);
|
|
void add_varying(int slot, const glsl_type *type, int precision,
|
|
const char *name,
|
|
enum glsl_interp_mode interp = INTERP_MODE_NONE);
|
|
void add_varying(int slot, const glsl_type *type, const char *name,
|
|
enum glsl_interp_mode interp = INTERP_MODE_NONE)
|
|
{
|
|
add_varying(slot, type, GLSL_PRECISION_NONE, name, interp);
|
|
}
|
|
|
|
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 uint64_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->compat_shader || state->ARB_compatibility_enable),
|
|
bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
|
|
uint_t(glsl_type::uint_type),
|
|
uint64_t(glsl_type::uint64_t_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,
|
|
int precision,
|
|
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;
|
|
|
|
if (state->es_shader)
|
|
var->data.precision = precision;
|
|
|
|
/* 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,
|
|
int precision,
|
|
enum ir_variable_mode mode, int slot,
|
|
enum glsl_interp_mode interp)
|
|
{
|
|
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;
|
|
var->data.interpolation = interp;
|
|
|
|
if (state->es_shader)
|
|
var->data.precision = precision;
|
|
|
|
/* 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;
|
|
}
|
|
|
|
extern "C" const struct gl_builtin_uniform_desc *
|
|
_mesa_glsl_get_builtin_uniform_desc(const char *name)
|
|
{
|
|
for (unsigned i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
|
|
if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
|
|
return &_mesa_builtin_uniform_desc[i];
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
ir_variable *
|
|
builtin_variable_generator::add_uniform(const glsl_type *type,
|
|
int precision,
|
|
const char *name)
|
|
{
|
|
ir_variable *const uni =
|
|
add_variable(name, type, precision, ir_var_uniform, -1);
|
|
|
|
const struct gl_builtin_uniform_desc* const statevar =
|
|
_mesa_glsl_get_builtin_uniform_desc(name);
|
|
assert(statevar != NULL);
|
|
|
|
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())
|
|
slots->tokens[1] = a;
|
|
|
|
slots->swizzle = element->swizzle;
|
|
slots++;
|
|
}
|
|
}
|
|
|
|
return uni;
|
|
}
|
|
|
|
|
|
ir_variable *
|
|
builtin_variable_generator::add_const(const char *name, int precision,
|
|
int value)
|
|
{
|
|
ir_variable *const var = add_variable(name, glsl_type::int_type,
|
|
precision, 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,
|
|
GLSL_PRECISION_HIGH,
|
|
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" and also in units
|
|
* of vectors since GL 4.1
|
|
*/
|
|
if (!state->es_shader) {
|
|
add_const("gl_MaxFragmentUniformComponents",
|
|
state->Const.MaxFragmentUniformComponents);
|
|
add_const("gl_MaxVertexUniformComponents",
|
|
state->Const.MaxVertexUniformComponents);
|
|
}
|
|
|
|
if (state->is_version(410, 100)) {
|
|
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->consts->Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4);
|
|
add_const("gl_MaxFragmentInputVectors",
|
|
state->consts->Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4);
|
|
} else {
|
|
add_const("gl_MaxVaryingVectors",
|
|
state->consts->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);
|
|
}
|
|
}
|
|
|
|
/* gl_MaxVaryingFloats was deprecated in GLSL 1.30+, and was moved to
|
|
* compat profile in GLSL 4.20. GLSL ES never supported this constant.
|
|
*/
|
|
if (compatibility || !state->is_version(420, 100)) {
|
|
add_const("gl_MaxVaryingFloats", state->consts->MaxVarying * 4);
|
|
}
|
|
|
|
/* 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->has_clip_distance()) {
|
|
add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
|
|
}
|
|
if (state->is_version(130, 0)) {
|
|
add_const("gl_MaxVaryingComponents", state->consts->MaxVarying * 4);
|
|
}
|
|
if (state->has_cull_distance()) {
|
|
add_const("gl_MaxCullDistances", state->Const.MaxClipPlanes);
|
|
add_const("gl_MaxCombinedClipAndCullDistances",
|
|
state->Const.MaxClipPlanes);
|
|
}
|
|
|
|
if (state->has_geometry_shader()) {
|
|
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);
|
|
|
|
if (state->has_geometry_shader()) {
|
|
add_const("gl_MaxGeometryAtomicCounters",
|
|
state->Const.MaxGeometryAtomicCounters);
|
|
}
|
|
if (state->is_version(110, 320)) {
|
|
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);
|
|
|
|
if (state->has_geometry_shader()) {
|
|
add_const("gl_MaxGeometryAtomicCounterBuffers",
|
|
state->Const.MaxGeometryAtomicCounterBuffers);
|
|
}
|
|
if (state->is_version(110, 320)) {
|
|
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",
|
|
state->Const.MaxComputeAtomicCounterBuffers);
|
|
add_const("gl_MaxComputeAtomicCounters",
|
|
state->Const.MaxComputeAtomicCounters);
|
|
add_const("gl_MaxComputeImageUniforms",
|
|
state->Const.MaxComputeImageUniforms);
|
|
add_const("gl_MaxComputeTextureImageUnits",
|
|
state->Const.MaxComputeTextureImageUnits);
|
|
add_const("gl_MaxComputeUniformComponents",
|
|
state->Const.MaxComputeUniformComponents);
|
|
|
|
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->has_enhanced_layouts()) {
|
|
add_const("gl_MaxTransformFeedbackBuffers",
|
|
state->Const.MaxTransformFeedbackBuffers);
|
|
add_const("gl_MaxTransformFeedbackInterleavedComponents",
|
|
state->Const.MaxTransformFeedbackInterleavedComponents);
|
|
}
|
|
|
|
if (state->has_shader_image_load_store()) {
|
|
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->has_geometry_shader()) {
|
|
add_const("gl_MaxGeometryImageUniforms",
|
|
state->Const.MaxGeometryImageUniforms);
|
|
}
|
|
|
|
if (!state->es_shader) {
|
|
add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs",
|
|
state->Const.MaxCombinedShaderOutputResources);
|
|
add_const("gl_MaxImageSamples",
|
|
state->Const.MaxImageSamples);
|
|
}
|
|
|
|
if (state->has_tessellation_shader()) {
|
|
add_const("gl_MaxTessControlImageUniforms",
|
|
state->Const.MaxTessControlImageUniforms);
|
|
add_const("gl_MaxTessEvaluationImageUniforms",
|
|
state->Const.MaxTessEvaluationImageUniforms);
|
|
}
|
|
}
|
|
|
|
if (state->is_version(440, 310) ||
|
|
state->ARB_ES3_1_compatibility_enable) {
|
|
add_const("gl_MaxCombinedShaderOutputResources",
|
|
state->Const.MaxCombinedShaderOutputResources);
|
|
}
|
|
|
|
if (state->is_version(410, 0) ||
|
|
state->ARB_viewport_array_enable ||
|
|
state->OES_viewport_array_enable) {
|
|
add_const("gl_MaxViewports", GLSL_PRECISION_HIGH,
|
|
state->Const.MaxViewports);
|
|
}
|
|
|
|
if (state->has_tessellation_shader()) {
|
|
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);
|
|
}
|
|
|
|
if (state->is_version(450, 320) ||
|
|
state->OES_sample_variables_enable ||
|
|
state->ARB_ES3_1_compatibility_enable)
|
|
add_const("gl_MaxSamples", state->Const.MaxSamples);
|
|
}
|
|
|
|
|
|
/**
|
|
* Generate uniform variables (which exist in all types of shaders).
|
|
*/
|
|
void
|
|
builtin_variable_generator::generate_uniforms()
|
|
{
|
|
if (state->is_version(400, 320) ||
|
|
state->ARB_sample_shading_enable ||
|
|
state->OES_sample_variables_enable)
|
|
add_uniform(int_t, GLSL_PRECISION_LOW, "gl_NumSamples");
|
|
add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
|
|
|
|
for (unsigned i = 0; i < VARYING_SLOT_VAR0; i++) {
|
|
char name[128];
|
|
|
|
snprintf(name, sizeof(name), "gl_CurrentAttribFrag%uMESA", i);
|
|
add_uniform(vec4_t, name);
|
|
}
|
|
|
|
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 special variables which exist in all shaders.
|
|
*/
|
|
void
|
|
builtin_variable_generator::generate_special_vars()
|
|
{
|
|
if (state->ARB_shader_ballot_enable) {
|
|
add_system_value(SYSTEM_VALUE_SUBGROUP_SIZE, uint_t, "gl_SubGroupSizeARB");
|
|
add_system_value(SYSTEM_VALUE_SUBGROUP_INVOCATION, uint_t, "gl_SubGroupInvocationARB");
|
|
add_system_value(SYSTEM_VALUE_SUBGROUP_EQ_MASK, uint64_t, "gl_SubGroupEqMaskARB");
|
|
add_system_value(SYSTEM_VALUE_SUBGROUP_GE_MASK, uint64_t, "gl_SubGroupGeMaskARB");
|
|
add_system_value(SYSTEM_VALUE_SUBGROUP_GT_MASK, uint64_t, "gl_SubGroupGtMaskARB");
|
|
add_system_value(SYSTEM_VALUE_SUBGROUP_LE_MASK, uint64_t, "gl_SubGroupLeMaskARB");
|
|
add_system_value(SYSTEM_VALUE_SUBGROUP_LT_MASK, uint64_t, "gl_SubGroupLtMaskARB");
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Generate variables which only exist in vertex shaders.
|
|
*/
|
|
void
|
|
builtin_variable_generator::generate_vs_special_vars()
|
|
{
|
|
if (state->is_version(130, 300) || state->EXT_gpu_shader4_enable) {
|
|
add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, GLSL_PRECISION_HIGH,
|
|
"gl_VertexID");
|
|
}
|
|
if (state->is_version(460, 0)) {
|
|
add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertex");
|
|
add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstance");
|
|
add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawID");
|
|
}
|
|
if (state->EXT_draw_instanced_enable && state->is_version(0, 100))
|
|
add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, GLSL_PRECISION_HIGH,
|
|
"gl_InstanceIDEXT");
|
|
|
|
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) ||
|
|
state->EXT_gpu_shader4_enable) {
|
|
add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, GLSL_PRECISION_HIGH,
|
|
"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 (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, GLSL_PRECISION_HIGH,
|
|
"gl_PrimitiveID");
|
|
add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, GLSL_PRECISION_HIGH,
|
|
"gl_InvocationID");
|
|
add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, GLSL_PRECISION_HIGH,
|
|
"gl_PatchVerticesIn");
|
|
|
|
add_output(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
|
|
GLSL_PRECISION_HIGH, "gl_TessLevelOuter")->data.patch = 1;
|
|
add_output(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
|
|
GLSL_PRECISION_HIGH, "gl_TessLevelInner")->data.patch = 1;
|
|
/* XXX What to do if multiple are flipped on? */
|
|
int bbox_slot = state->consts->NoPrimitiveBoundingBoxOutput ? -1 :
|
|
VARYING_SLOT_BOUNDING_BOX0;
|
|
if (state->EXT_primitive_bounding_box_enable)
|
|
add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBoxEXT")
|
|
->data.patch = 1;
|
|
if (state->OES_primitive_bounding_box_enable) {
|
|
add_output(bbox_slot, array(vec4_t, 2), GLSL_PRECISION_HIGH,
|
|
"gl_BoundingBoxOES")->data.patch = 1;
|
|
}
|
|
if (state->is_version(0, 320) || state->ARB_ES3_2_compatibility_enable) {
|
|
add_output(bbox_slot, array(vec4_t, 2), GLSL_PRECISION_HIGH,
|
|
"gl_BoundingBox")->data.patch = 1;
|
|
}
|
|
|
|
/* NOTE: These are completely pointless. Writing these will never go
|
|
* anywhere. But the specs demands it. So we add them with a slot of -1,
|
|
* which makes the data go nowhere.
|
|
*/
|
|
if (state->NV_viewport_array2_enable) {
|
|
add_output(-1, int_t, "gl_Layer");
|
|
add_output(-1, int_t, "gl_ViewportIndex");
|
|
add_output(-1, array(int_t, 1), "gl_ViewportMask");
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* Generate variables which only exist in tessellation evaluation shaders.
|
|
*/
|
|
void
|
|
builtin_variable_generator::generate_tes_special_vars()
|
|
{
|
|
ir_variable *var;
|
|
|
|
add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
|
|
"gl_PrimitiveID");
|
|
add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, GLSL_PRECISION_HIGH,
|
|
"gl_PatchVerticesIn");
|
|
add_system_value(SYSTEM_VALUE_TESS_COORD, vec3_t, GLSL_PRECISION_HIGH,
|
|
"gl_TessCoord");
|
|
if (this->state->consts->GLSLTessLevelsAsInputs) {
|
|
add_input(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
|
|
GLSL_PRECISION_HIGH, "gl_TessLevelOuter")->data.patch = 1;
|
|
add_input(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
|
|
GLSL_PRECISION_HIGH, "gl_TessLevelInner")->data.patch = 1;
|
|
} else {
|
|
add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER, array(float_t, 4),
|
|
GLSL_PRECISION_HIGH, "gl_TessLevelOuter");
|
|
add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2),
|
|
GLSL_PRECISION_HIGH, "gl_TessLevelInner");
|
|
}
|
|
if (state->ARB_shader_viewport_layer_array_enable ||
|
|
state->NV_viewport_array2_enable) {
|
|
var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
|
|
var->data.interpolation = INTERP_MODE_FLAT;
|
|
var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
|
|
var->data.interpolation = INTERP_MODE_FLAT;
|
|
}
|
|
if (state->NV_viewport_array2_enable) {
|
|
var = add_output(VARYING_SLOT_VIEWPORT_MASK, array(int_t, 1),
|
|
"gl_ViewportMask");
|
|
var->data.interpolation = INTERP_MODE_FLAT;
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* 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, GLSL_PRECISION_HIGH, "gl_Layer");
|
|
var->data.interpolation = INTERP_MODE_FLAT;
|
|
if (state->is_version(410, 0) || state->ARB_viewport_array_enable ||
|
|
state->OES_viewport_array_enable) {
|
|
var = add_output(VARYING_SLOT_VIEWPORT, int_t, GLSL_PRECISION_HIGH,
|
|
"gl_ViewportIndex");
|
|
var->data.interpolation = INTERP_MODE_FLAT;
|
|
}
|
|
if (state->NV_viewport_array2_enable) {
|
|
var = add_output(VARYING_SLOT_VIEWPORT_MASK, array(int_t, 1),
|
|
"gl_ViewportMask");
|
|
var->data.interpolation = INTERP_MODE_FLAT;
|
|
}
|
|
if (state->is_version(400, 320) || state->ARB_gpu_shader5_enable ||
|
|
state->OES_geometry_shader_enable || state->EXT_geometry_shader_enable) {
|
|
add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, GLSL_PRECISION_HIGH,
|
|
"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, GLSL_PRECISION_HIGH,
|
|
"gl_PrimitiveIDIn");
|
|
var->data.interpolation = INTERP_MODE_FLAT;
|
|
var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
|
|
"gl_PrimitiveID");
|
|
var->data.interpolation = INTERP_MODE_FLAT;
|
|
}
|
|
|
|
|
|
/**
|
|
* Generate variables which only exist in fragment shaders.
|
|
*/
|
|
void
|
|
builtin_variable_generator::generate_fs_special_vars()
|
|
{
|
|
ir_variable *var;
|
|
|
|
int frag_coord_precision = (state->is_version(0, 300) ?
|
|
GLSL_PRECISION_HIGH :
|
|
GLSL_PRECISION_MEDIUM);
|
|
|
|
if (this->state->consts->GLSLFragCoordIsSysVal) {
|
|
add_system_value(SYSTEM_VALUE_FRAG_COORD, vec4_t, frag_coord_precision,
|
|
"gl_FragCoord");
|
|
} else {
|
|
add_input(VARYING_SLOT_POS, vec4_t, frag_coord_precision, "gl_FragCoord");
|
|
}
|
|
|
|
if (this->state->consts->GLSLFrontFacingIsSysVal) {
|
|
var = add_system_value(SYSTEM_VALUE_FRONT_FACE, bool_t, "gl_FrontFacing");
|
|
var->data.interpolation = INTERP_MODE_FLAT;
|
|
} else {
|
|
var = add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
|
|
var->data.interpolation = INTERP_MODE_FLAT;
|
|
}
|
|
|
|
if (state->is_version(120, 100)) {
|
|
if (this->state->consts->GLSLPointCoordIsSysVal)
|
|
add_system_value(SYSTEM_VALUE_POINT_COORD, vec2_t,
|
|
GLSL_PRECISION_MEDIUM, "gl_PointCoord");
|
|
else
|
|
add_input(VARYING_SLOT_PNTC, vec2_t, GLSL_PRECISION_MEDIUM,
|
|
"gl_PointCoord");
|
|
}
|
|
|
|
if (state->has_geometry_shader() || state->EXT_gpu_shader4_enable) {
|
|
var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
|
|
"gl_PrimitiveID");
|
|
var->data.interpolation = INTERP_MODE_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, GLSL_PRECISION_MEDIUM,
|
|
"gl_FragColor");
|
|
add_output(FRAG_RESULT_DATA0,
|
|
array(vec4_t, state->Const.MaxDrawBuffers),
|
|
GLSL_PRECISION_MEDIUM,
|
|
"gl_FragData");
|
|
}
|
|
|
|
if (state->has_framebuffer_fetch() && !state->is_version(130, 300)) {
|
|
ir_variable *const var =
|
|
add_output(FRAG_RESULT_DATA0,
|
|
array(vec4_t, state->Const.MaxDrawBuffers),
|
|
"gl_LastFragData");
|
|
var->data.precision = GLSL_PRECISION_MEDIUM;
|
|
var->data.read_only = 1;
|
|
var->data.fb_fetch_output = 1;
|
|
var->data.memory_coherent = 1;
|
|
}
|
|
|
|
if (state->has_framebuffer_fetch_zs()) {
|
|
ir_variable *const depth_var =
|
|
add_output(FRAG_RESULT_DEPTH, float_t,
|
|
GLSL_PRECISION_HIGH, "gl_LastFragDepthARM");
|
|
depth_var->data.read_only = 1;
|
|
depth_var->data.fb_fetch_output = 1;
|
|
depth_var->data.memory_coherent = 1;
|
|
|
|
ir_variable *const stencil_var =
|
|
add_output(FRAG_RESULT_STENCIL, int_t,
|
|
GLSL_PRECISION_LOW, "gl_LastFragStencilARM");
|
|
stencil_var->data.read_only = 1;
|
|
stencil_var->data.fb_fetch_output = 1;
|
|
stencil_var->data.memory_coherent = 1;
|
|
}
|
|
|
|
if (state->es_shader && state->language_version == 100 && state->EXT_blend_func_extended_enable) {
|
|
add_index_output(FRAG_RESULT_COLOR, 1, vec4_t,
|
|
GLSL_PRECISION_MEDIUM, "gl_SecondaryFragColorEXT");
|
|
add_index_output(FRAG_RESULT_DATA0, 1,
|
|
array(vec4_t, state->Const.MaxDualSourceDrawBuffers),
|
|
GLSL_PRECISION_MEDIUM, "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, GLSL_PRECISION_HIGH,
|
|
"gl_FragDepth");
|
|
}
|
|
|
|
if (state->EXT_frag_depth_enable)
|
|
add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepthEXT");
|
|
|
|
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, 320) ||
|
|
state->ARB_sample_shading_enable ||
|
|
state->OES_sample_variables_enable) {
|
|
add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, GLSL_PRECISION_LOW,
|
|
"gl_SampleID");
|
|
add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, GLSL_PRECISION_MEDIUM,
|
|
"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),
|
|
GLSL_PRECISION_HIGH, "gl_SampleMask");
|
|
}
|
|
|
|
if (state->is_version(400, 320) ||
|
|
state->ARB_gpu_shader5_enable ||
|
|
state->OES_sample_variables_enable) {
|
|
add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1),
|
|
GLSL_PRECISION_HIGH, "gl_SampleMaskIn");
|
|
}
|
|
|
|
if (state->is_version(430, 320) ||
|
|
state->ARB_fragment_layer_viewport_enable ||
|
|
state->OES_geometry_shader_enable ||
|
|
state->EXT_geometry_shader_enable) {
|
|
add_varying(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH,
|
|
"gl_Layer", INTERP_MODE_FLAT);
|
|
}
|
|
|
|
if (state->is_version(430, 0) ||
|
|
state->ARB_fragment_layer_viewport_enable ||
|
|
state->OES_viewport_array_enable) {
|
|
add_varying(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex", INTERP_MODE_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_WORKGROUP_ID, uvec3_t, "gl_WorkGroupID");
|
|
add_system_value(SYSTEM_VALUE_NUM_WORKGROUPS, uvec3_t, "gl_NumWorkGroups");
|
|
|
|
if (state->ARB_compute_variable_group_size_enable) {
|
|
add_system_value(SYSTEM_VALUE_WORKGROUP_SIZE,
|
|
uvec3_t, "gl_LocalGroupSizeARB");
|
|
}
|
|
|
|
add_system_value(SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
|
|
uvec3_t, "gl_GlobalInvocationID");
|
|
add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
|
|
uint_t, "gl_LocalInvocationIndex");
|
|
}
|
|
|
|
|
|
/**
|
|
* 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,
|
|
int precision, const char *name,
|
|
enum glsl_interp_mode interp)
|
|
{
|
|
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, precision, name, interp);
|
|
FALLTHROUGH;
|
|
case MESA_SHADER_VERTEX:
|
|
this->per_vertex_out.add_field(slot, type, precision, name, interp);
|
|
break;
|
|
case MESA_SHADER_FRAGMENT:
|
|
add_input(slot, type, precision, name, interp);
|
|
break;
|
|
case MESA_SHADER_COMPUTE:
|
|
/* Compute shaders don't have varyings. */
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Generate variables that are used to communicate data from one shader stage
|
|
* to the next ("varyings").
|
|
*/
|
|
void
|
|
builtin_variable_generator::generate_varyings()
|
|
{
|
|
const struct gl_shader_compiler_options *options =
|
|
&state->consts->ShaderCompilerOptions[state->stage];
|
|
|
|
/* gl_Position and gl_PointSize are not visible from fragment shaders. */
|
|
if (state->stage != MESA_SHADER_FRAGMENT) {
|
|
add_varying(VARYING_SLOT_POS, vec4_t, GLSL_PRECISION_HIGH, "gl_Position");
|
|
if (!state->es_shader ||
|
|
state->stage == MESA_SHADER_VERTEX ||
|
|
(state->stage == MESA_SHADER_GEOMETRY &&
|
|
(state->OES_geometry_point_size_enable ||
|
|
state->EXT_geometry_point_size_enable)) ||
|
|
((state->stage == MESA_SHADER_TESS_CTRL ||
|
|
state->stage == MESA_SHADER_TESS_EVAL) &&
|
|
(state->OES_tessellation_point_size_enable ||
|
|
state->EXT_tessellation_point_size_enable))) {
|
|
add_varying(VARYING_SLOT_PSIZ,
|
|
float_t,
|
|
state->is_version(0, 300) ?
|
|
GLSL_PRECISION_HIGH :
|
|
GLSL_PRECISION_MEDIUM,
|
|
"gl_PointSize");
|
|
}
|
|
if (state->stage == MESA_SHADER_VERTEX) {
|
|
if (state->AMD_vertex_shader_viewport_index_enable ||
|
|
state->ARB_shader_viewport_layer_array_enable ||
|
|
state->NV_viewport_array2_enable) {
|
|
add_varying(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex", INTERP_MODE_FLAT);
|
|
}
|
|
|
|
if (state->AMD_vertex_shader_layer_enable ||
|
|
state->ARB_shader_viewport_layer_array_enable ||
|
|
state->NV_viewport_array2_enable) {
|
|
add_varying(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH,
|
|
"gl_Layer", INTERP_MODE_FLAT);
|
|
}
|
|
|
|
/* From the NV_viewport_array2 specification:
|
|
*
|
|
* "The variable gl_ViewportMask[] is available as an output variable
|
|
* in the VTG languages. The array has ceil(v/32) elements where v is
|
|
* the maximum number of viewports supported by the implementation."
|
|
*
|
|
* Since no drivers expose more than 16 viewports, we can simply set the
|
|
* array size to 1 rather than computing it and dealing with varying
|
|
* slot complication.
|
|
*/
|
|
if (state->NV_viewport_array2_enable)
|
|
add_varying(VARYING_SLOT_VIEWPORT_MASK, array(int_t, 1),
|
|
"gl_ViewportMask", INTERP_MODE_FLAT);
|
|
}
|
|
}
|
|
|
|
if (state->has_clip_distance()) {
|
|
add_varying(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
|
|
GLSL_PRECISION_HIGH, "gl_ClipDistance");
|
|
}
|
|
if (state->has_cull_distance()) {
|
|
add_varying(VARYING_SLOT_CULL_DIST0, array(float_t, 0),
|
|
GLSL_PRECISION_HIGH, "gl_CullDistance");
|
|
}
|
|
|
|
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),
|
|
GLSL_PRECISION_NONE, 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),
|
|
GLSL_PRECISION_NONE, 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),
|
|
GLSL_PRECISION_NONE, 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, fields[i].precision,
|
|
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->init_interface_type(per_vertex_out_type);
|
|
|
|
var->data.invariant = fields[i].location == VARYING_SLOT_POS &&
|
|
options->PositionAlwaysInvariant;
|
|
|
|
var->data.precise = fields[i].location == VARYING_SLOT_POS &&
|
|
options->PositionAlwaysPrecise;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
}; /* 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_special_vars();
|
|
|
|
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;
|
|
default:
|
|
break;
|
|
}
|
|
}
|