builtin_variables.cpp revision 01e04c3f
1/*
2 * Copyright © 2010 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
22 */
23
24#include "ir.h"
25#include "ir_builder.h"
26#include "linker.h"
27#include "glsl_parser_extras.h"
28#include "glsl_symbol_table.h"
29#include "main/mtypes.h"
30#include "main/uniforms.h"
31#include "program/prog_statevars.h"
32#include "program/prog_instruction.h"
33#include "builtin_functions.h"
34
35using namespace ir_builder;
36
37static const struct gl_builtin_uniform_element gl_NumSamples_elements[] = {
38   {NULL, {STATE_NUM_SAMPLES, 0, 0}, SWIZZLE_XXXX}
39};
40
41static const struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
42   {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
43   {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
44   {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
45};
46
47static const struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
48   {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
49};
50
51static const struct gl_builtin_uniform_element gl_Point_elements[] = {
52   {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
53   {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
54   {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
55   {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
56   {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
57   {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
58   {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
59};
60
61static const struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
62   {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
63   {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
64   {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
65   {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
66   {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
67};
68
69static const struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
70   {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
71   {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
72   {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
73   {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
74   {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
75};
76
77static const struct gl_builtin_uniform_element gl_LightSource_elements[] = {
78   {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
79   {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
80   {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
81   {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
82   {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
83   {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
84    MAKE_SWIZZLE4(SWIZZLE_X,
85		  SWIZZLE_Y,
86		  SWIZZLE_Z,
87		  SWIZZLE_Z)},
88   {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
89   {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
90   {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
91   {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
92   {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
93   {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
94};
95
96static const struct gl_builtin_uniform_element gl_LightModel_elements[] = {
97   {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
98};
99
100static const struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
101   {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
102};
103
104static const struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
105   {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
106};
107
108static const struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
109   {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
110   {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
111   {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
112};
113
114static const struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
115   {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
116   {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
117   {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
118};
119
120static const struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
121   {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
122};
123
124static const struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
125   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
126};
127
128static const struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
129   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
130};
131
132static const struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
133   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
134};
135
136static const struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
137   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
138};
139
140static const struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
141   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
142};
143
144static const struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
145   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
146};
147
148static const struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
149   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
150};
151
152static const struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
153   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
154};
155
156static const struct gl_builtin_uniform_element gl_Fog_elements[] = {
157   {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
158   {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
159   {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
160   {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
161   {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
162};
163
164static const struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
165   {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
166};
167
168static const struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
169   {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
170};
171
172static const struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = {
173   {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW},
174};
175
176static const struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = {
177   {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, SWIZZLE_XYZW},
178};
179
180#define MATRIX(name, statevar, modifier)				\
181   static const struct gl_builtin_uniform_element name ## _elements[] = { \
182      { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW },		\
183      { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW },		\
184      { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW },		\
185      { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW },		\
186   }
187
188MATRIX(gl_ModelViewMatrix,
189       STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE);
190MATRIX(gl_ModelViewMatrixInverse,
191       STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS);
192MATRIX(gl_ModelViewMatrixTranspose,
193       STATE_MODELVIEW_MATRIX, 0);
194MATRIX(gl_ModelViewMatrixInverseTranspose,
195       STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE);
196
197MATRIX(gl_ProjectionMatrix,
198       STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE);
199MATRIX(gl_ProjectionMatrixInverse,
200       STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS);
201MATRIX(gl_ProjectionMatrixTranspose,
202       STATE_PROJECTION_MATRIX, 0);
203MATRIX(gl_ProjectionMatrixInverseTranspose,
204       STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE);
205
206MATRIX(gl_ModelViewProjectionMatrix,
207       STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE);
208MATRIX(gl_ModelViewProjectionMatrixInverse,
209       STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS);
210MATRIX(gl_ModelViewProjectionMatrixTranspose,
211       STATE_MVP_MATRIX, 0);
212MATRIX(gl_ModelViewProjectionMatrixInverseTranspose,
213       STATE_MVP_MATRIX, STATE_MATRIX_INVERSE);
214
215MATRIX(gl_TextureMatrix,
216       STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE);
217MATRIX(gl_TextureMatrixInverse,
218       STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS);
219MATRIX(gl_TextureMatrixTranspose,
220       STATE_TEXTURE_MATRIX, 0);
221MATRIX(gl_TextureMatrixInverseTranspose,
222       STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE);
223
224static const struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
225   { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
226     MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
227   { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
228     MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
229   { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
230     MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
231};
232
233#undef MATRIX
234
235#define STATEVAR(name) {#name, name ## _elements, ARRAY_SIZE(name ## _elements)}
236
237static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
238   STATEVAR(gl_NumSamples),
239   STATEVAR(gl_DepthRange),
240   STATEVAR(gl_ClipPlane),
241   STATEVAR(gl_Point),
242   STATEVAR(gl_FrontMaterial),
243   STATEVAR(gl_BackMaterial),
244   STATEVAR(gl_LightSource),
245   STATEVAR(gl_LightModel),
246   STATEVAR(gl_FrontLightModelProduct),
247   STATEVAR(gl_BackLightModelProduct),
248   STATEVAR(gl_FrontLightProduct),
249   STATEVAR(gl_BackLightProduct),
250   STATEVAR(gl_TextureEnvColor),
251   STATEVAR(gl_EyePlaneS),
252   STATEVAR(gl_EyePlaneT),
253   STATEVAR(gl_EyePlaneR),
254   STATEVAR(gl_EyePlaneQ),
255   STATEVAR(gl_ObjectPlaneS),
256   STATEVAR(gl_ObjectPlaneT),
257   STATEVAR(gl_ObjectPlaneR),
258   STATEVAR(gl_ObjectPlaneQ),
259   STATEVAR(gl_Fog),
260
261   STATEVAR(gl_ModelViewMatrix),
262   STATEVAR(gl_ModelViewMatrixInverse),
263   STATEVAR(gl_ModelViewMatrixTranspose),
264   STATEVAR(gl_ModelViewMatrixInverseTranspose),
265
266   STATEVAR(gl_ProjectionMatrix),
267   STATEVAR(gl_ProjectionMatrixInverse),
268   STATEVAR(gl_ProjectionMatrixTranspose),
269   STATEVAR(gl_ProjectionMatrixInverseTranspose),
270
271   STATEVAR(gl_ModelViewProjectionMatrix),
272   STATEVAR(gl_ModelViewProjectionMatrixInverse),
273   STATEVAR(gl_ModelViewProjectionMatrixTranspose),
274   STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
275
276   STATEVAR(gl_TextureMatrix),
277   STATEVAR(gl_TextureMatrixInverse),
278   STATEVAR(gl_TextureMatrixTranspose),
279   STATEVAR(gl_TextureMatrixInverseTranspose),
280
281   STATEVAR(gl_NormalMatrix),
282   STATEVAR(gl_NormalScale),
283
284   STATEVAR(gl_FogParamsOptimizedMESA),
285   STATEVAR(gl_CurrentAttribVertMESA),
286   STATEVAR(gl_CurrentAttribFragMESA),
287
288   {NULL, NULL, 0}
289};
290
291
292namespace {
293
294/**
295 * Data structure that accumulates fields for the gl_PerVertex interface
296 * block.
297 */
298class per_vertex_accumulator
299{
300public:
301   per_vertex_accumulator();
302   void add_field(int slot, const glsl_type *type, const char *name);
303   const glsl_type *construct_interface_instance() const;
304
305private:
306   glsl_struct_field fields[11];
307   unsigned num_fields;
308};
309
310
311per_vertex_accumulator::per_vertex_accumulator()
312   : fields(),
313     num_fields(0)
314{
315}
316
317
318void
319per_vertex_accumulator::add_field(int slot, const glsl_type *type,
320                                  const char *name)
321{
322   assert(this->num_fields < ARRAY_SIZE(this->fields));
323   this->fields[this->num_fields].type = type;
324   this->fields[this->num_fields].name = name;
325   this->fields[this->num_fields].matrix_layout = GLSL_MATRIX_LAYOUT_INHERITED;
326   this->fields[this->num_fields].location = slot;
327   this->fields[this->num_fields].offset = -1;
328   this->fields[this->num_fields].interpolation = INTERP_MODE_NONE;
329   this->fields[this->num_fields].centroid = 0;
330   this->fields[this->num_fields].sample = 0;
331   this->fields[this->num_fields].patch = 0;
332   this->fields[this->num_fields].precision = GLSL_PRECISION_NONE;
333   this->fields[this->num_fields].memory_read_only = 0;
334   this->fields[this->num_fields].memory_write_only = 0;
335   this->fields[this->num_fields].memory_coherent = 0;
336   this->fields[this->num_fields].memory_volatile = 0;
337   this->fields[this->num_fields].memory_restrict = 0;
338   this->fields[this->num_fields].image_format = 0;
339   this->fields[this->num_fields].explicit_xfb_buffer = 0;
340   this->fields[this->num_fields].xfb_buffer = -1;
341   this->fields[this->num_fields].xfb_stride = -1;
342   this->num_fields++;
343}
344
345
346const glsl_type *
347per_vertex_accumulator::construct_interface_instance() const
348{
349   return glsl_type::get_interface_instance(this->fields, this->num_fields,
350                                            GLSL_INTERFACE_PACKING_STD140,
351                                            false,
352                                            "gl_PerVertex");
353}
354
355
356class builtin_variable_generator
357{
358public:
359   builtin_variable_generator(exec_list *instructions,
360                              struct _mesa_glsl_parse_state *state);
361   void generate_constants();
362   void generate_uniforms();
363   void generate_special_vars();
364   void generate_vs_special_vars();
365   void generate_tcs_special_vars();
366   void generate_tes_special_vars();
367   void generate_gs_special_vars();
368   void generate_fs_special_vars();
369   void generate_cs_special_vars();
370   void generate_varyings();
371
372private:
373   const glsl_type *array(const glsl_type *base, unsigned elements)
374   {
375      return glsl_type::get_array_instance(base, elements);
376   }
377
378   const glsl_type *type(const char *name)
379   {
380      return symtab->get_type(name);
381   }
382
383   ir_variable *add_input(int slot, const glsl_type *type, const char *name)
384   {
385      return add_variable(name, type, ir_var_shader_in, slot);
386   }
387
388   ir_variable *add_output(int slot, const glsl_type *type, const char *name)
389   {
390      return add_variable(name, type, ir_var_shader_out, slot);
391   }
392
393   ir_variable *add_index_output(int slot, int index, const glsl_type *type, const char *name)
394   {
395      return add_index_variable(name, type, ir_var_shader_out, slot, index);
396   }
397
398   ir_variable *add_system_value(int slot, const glsl_type *type,
399                                 const char *name)
400   {
401      return add_variable(name, type, ir_var_system_value, slot);
402   }
403
404   ir_variable *add_variable(const char *name, const glsl_type *type,
405                             enum ir_variable_mode mode, int slot);
406   ir_variable *add_index_variable(const char *name, const glsl_type *type,
407                             enum ir_variable_mode mode, int slot, int index);
408   ir_variable *add_uniform(const glsl_type *type, const char *name);
409   ir_variable *add_const(const char *name, int value);
410   ir_variable *add_const_ivec3(const char *name, int x, int y, int z);
411   void add_varying(int slot, const glsl_type *type, const char *name);
412
413   exec_list * const instructions;
414   struct _mesa_glsl_parse_state * const state;
415   glsl_symbol_table * const symtab;
416
417   /**
418    * True if compatibility-profile-only variables should be included.  (In
419    * desktop GL, these are always included when the GLSL version is 1.30 and
420    * or below).
421    */
422   const bool compatibility;
423
424   const glsl_type * const bool_t;
425   const glsl_type * const int_t;
426   const glsl_type * const uint_t;
427   const glsl_type * const uint64_t;
428   const glsl_type * const float_t;
429   const glsl_type * const vec2_t;
430   const glsl_type * const vec3_t;
431   const glsl_type * const vec4_t;
432   const glsl_type * const uvec3_t;
433   const glsl_type * const mat3_t;
434   const glsl_type * const mat4_t;
435
436   per_vertex_accumulator per_vertex_in;
437   per_vertex_accumulator per_vertex_out;
438};
439
440
441builtin_variable_generator::builtin_variable_generator(
442   exec_list *instructions, struct _mesa_glsl_parse_state *state)
443   : instructions(instructions), state(state), symtab(state->symbols),
444     compatibility(state->compat_shader || state->ARB_compatibility_enable),
445     bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
446     uint_t(glsl_type::uint_type),
447     uint64_t(glsl_type::uint64_t_type),
448     float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
449     vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
450     uvec3_t(glsl_type::uvec3_type),
451     mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
452{
453}
454
455ir_variable *
456builtin_variable_generator::add_index_variable(const char *name,
457                                         const glsl_type *type,
458                                         enum ir_variable_mode mode, int slot, int index)
459{
460   ir_variable *var = new(symtab) ir_variable(type, name, mode);
461   var->data.how_declared = ir_var_declared_implicitly;
462
463   switch (var->data.mode) {
464   case ir_var_auto:
465   case ir_var_shader_in:
466   case ir_var_uniform:
467   case ir_var_system_value:
468      var->data.read_only = true;
469      break;
470   case ir_var_shader_out:
471   case ir_var_shader_storage:
472      break;
473   default:
474      /* The only variables that are added using this function should be
475       * uniforms, shader storage, shader inputs, and shader outputs, constants
476       * (which use ir_var_auto), and system values.
477       */
478      assert(0);
479      break;
480   }
481
482   var->data.location = slot;
483   var->data.explicit_location = (slot >= 0);
484   var->data.explicit_index = 1;
485   var->data.index = index;
486
487   /* Once the variable is created an initialized, add it to the symbol table
488    * and add the declaration to the IR stream.
489    */
490   instructions->push_tail(var);
491
492   symtab->add_variable(var);
493   return var;
494}
495
496ir_variable *
497builtin_variable_generator::add_variable(const char *name,
498                                         const glsl_type *type,
499                                         enum ir_variable_mode mode, int slot)
500{
501   ir_variable *var = new(symtab) ir_variable(type, name, mode);
502   var->data.how_declared = ir_var_declared_implicitly;
503
504   switch (var->data.mode) {
505   case ir_var_auto:
506   case ir_var_shader_in:
507   case ir_var_uniform:
508   case ir_var_system_value:
509      var->data.read_only = true;
510      break;
511   case ir_var_shader_out:
512   case ir_var_shader_storage:
513      break;
514   default:
515      /* The only variables that are added using this function should be
516       * uniforms, shader storage, shader inputs, and shader outputs, constants
517       * (which use ir_var_auto), and system values.
518       */
519      assert(0);
520      break;
521   }
522
523   var->data.location = slot;
524   var->data.explicit_location = (slot >= 0);
525   var->data.explicit_index = 0;
526
527   /* Once the variable is created an initialized, add it to the symbol table
528    * and add the declaration to the IR stream.
529    */
530   instructions->push_tail(var);
531
532   symtab->add_variable(var);
533   return var;
534}
535
536extern "C" const struct gl_builtin_uniform_desc *
537_mesa_glsl_get_builtin_uniform_desc(const char *name)
538{
539   for (unsigned i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
540      if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
541         return &_mesa_builtin_uniform_desc[i];
542      }
543   }
544   return NULL;
545}
546
547ir_variable *
548builtin_variable_generator::add_uniform(const glsl_type *type,
549                                        const char *name)
550{
551   ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1);
552
553   const struct gl_builtin_uniform_desc* const statevar =
554      _mesa_glsl_get_builtin_uniform_desc(name);
555   assert(statevar != NULL);
556
557   const unsigned array_count = type->is_array() ? type->length : 1;
558
559   ir_state_slot *slots =
560      uni->allocate_state_slots(array_count * statevar->num_elements);
561
562   for (unsigned a = 0; a < array_count; a++) {
563      for (unsigned j = 0; j < statevar->num_elements; j++) {
564	 const struct gl_builtin_uniform_element *element =
565	    &statevar->elements[j];
566
567	 memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
568	 if (type->is_array()) {
569	    if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
570		strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
571	       slots->tokens[2] = a;
572	    } else {
573	       slots->tokens[1] = a;
574	    }
575	 }
576
577	 slots->swizzle = element->swizzle;
578	 slots++;
579      }
580   }
581
582   return uni;
583}
584
585
586ir_variable *
587builtin_variable_generator::add_const(const char *name, int value)
588{
589   ir_variable *const var = add_variable(name, glsl_type::int_type,
590					 ir_var_auto, -1);
591   var->constant_value = new(var) ir_constant(value);
592   var->constant_initializer = new(var) ir_constant(value);
593   var->data.has_initializer = true;
594   return var;
595}
596
597
598ir_variable *
599builtin_variable_generator::add_const_ivec3(const char *name, int x, int y,
600                                            int z)
601{
602   ir_variable *const var = add_variable(name, glsl_type::ivec3_type,
603                                         ir_var_auto, -1);
604   ir_constant_data data;
605   memset(&data, 0, sizeof(data));
606   data.i[0] = x;
607   data.i[1] = y;
608   data.i[2] = z;
609   var->constant_value = new(var) ir_constant(glsl_type::ivec3_type, &data);
610   var->constant_initializer =
611      new(var) ir_constant(glsl_type::ivec3_type, &data);
612   var->data.has_initializer = true;
613   return var;
614}
615
616
617void
618builtin_variable_generator::generate_constants()
619{
620   add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
621   add_const("gl_MaxVertexTextureImageUnits",
622             state->Const.MaxVertexTextureImageUnits);
623   add_const("gl_MaxCombinedTextureImageUnits",
624             state->Const.MaxCombinedTextureImageUnits);
625   add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
626   add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
627
628   /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
629    * GL counts them in units of "components" or "floats" and also in units
630    * of vectors since GL 4.1
631    */
632   if (!state->es_shader) {
633      add_const("gl_MaxFragmentUniformComponents",
634                state->Const.MaxFragmentUniformComponents);
635      add_const("gl_MaxVertexUniformComponents",
636                state->Const.MaxVertexUniformComponents);
637   }
638
639   if (state->is_version(410, 100)) {
640      add_const("gl_MaxVertexUniformVectors",
641                state->Const.MaxVertexUniformComponents / 4);
642      add_const("gl_MaxFragmentUniformVectors",
643                state->Const.MaxFragmentUniformComponents / 4);
644
645      /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
646       * vertex and fragment shader constants.
647       */
648      if (state->is_version(0, 300)) {
649         add_const("gl_MaxVertexOutputVectors",
650                   state->ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4);
651         add_const("gl_MaxFragmentInputVectors",
652                   state->ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4);
653      } else {
654         add_const("gl_MaxVaryingVectors",
655                   state->ctx->Const.MaxVarying);
656      }
657
658      /* EXT_blend_func_extended brings a built in constant
659       * for determining number of dual source draw buffers
660       */
661      if (state->EXT_blend_func_extended_enable) {
662         add_const("gl_MaxDualSourceDrawBuffersEXT",
663                   state->Const.MaxDualSourceDrawBuffers);
664      }
665   } else {
666      /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
667       * removed
668       */
669      add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4);
670   }
671
672   /* Texel offsets were introduced in ARB_shading_language_420pack (which
673    * requires desktop GLSL version 130), and adopted into desktop GLSL
674    * version 4.20 and GLSL ES version 3.00.
675    */
676   if ((state->is_version(130, 0) &&
677        state->ARB_shading_language_420pack_enable) ||
678      state->is_version(420, 300)) {
679      add_const("gl_MinProgramTexelOffset",
680                state->Const.MinProgramTexelOffset);
681      add_const("gl_MaxProgramTexelOffset",
682                state->Const.MaxProgramTexelOffset);
683   }
684
685   if (state->has_clip_distance()) {
686      add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
687   }
688   if (state->is_version(130, 0)) {
689      add_const("gl_MaxVaryingComponents", state->ctx->Const.MaxVarying * 4);
690   }
691   if (state->has_cull_distance()) {
692      add_const("gl_MaxCullDistances", state->Const.MaxClipPlanes);
693      add_const("gl_MaxCombinedClipAndCullDistances",
694                state->Const.MaxClipPlanes);
695   }
696
697   if (state->has_geometry_shader()) {
698      add_const("gl_MaxVertexOutputComponents",
699                state->Const.MaxVertexOutputComponents);
700      add_const("gl_MaxGeometryInputComponents",
701                state->Const.MaxGeometryInputComponents);
702      add_const("gl_MaxGeometryOutputComponents",
703                state->Const.MaxGeometryOutputComponents);
704      add_const("gl_MaxFragmentInputComponents",
705                state->Const.MaxFragmentInputComponents);
706      add_const("gl_MaxGeometryTextureImageUnits",
707                state->Const.MaxGeometryTextureImageUnits);
708      add_const("gl_MaxGeometryOutputVertices",
709                state->Const.MaxGeometryOutputVertices);
710      add_const("gl_MaxGeometryTotalOutputComponents",
711                state->Const.MaxGeometryTotalOutputComponents);
712      add_const("gl_MaxGeometryUniformComponents",
713                state->Const.MaxGeometryUniformComponents);
714
715      /* Note: the GLSL 1.50-4.40 specs require
716       * gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
717       * But they do not define what it means (and there does not appear to be
718       * any corresponding constant in the GL specs).  However,
719       * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
720       * be the maximum number of components available for use as geometry
721       * outputs.  So we assume this is a synonym for
722       * gl_MaxGeometryOutputComponents.
723       */
724      add_const("gl_MaxGeometryVaryingComponents",
725                state->Const.MaxGeometryOutputComponents);
726   }
727
728   if (compatibility) {
729      /* Note: gl_MaxLights stopped being listed as an explicit constant in
730       * GLSL 1.30, however it continues to be referred to (as a minimum size
731       * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
732       * this seems like it was probably an oversight.
733       */
734      add_const("gl_MaxLights", state->Const.MaxLights);
735
736      add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
737
738      /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
739       * 1.50, however this seems like it was probably an oversight.
740       */
741      add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
742
743      /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
744       * re-introduced in GLSL 1.50, so this seems like it was probably an
745       * oversight.
746       */
747      add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
748   }
749
750   if (state->has_atomic_counters()) {
751      add_const("gl_MaxVertexAtomicCounters",
752                state->Const.MaxVertexAtomicCounters);
753      add_const("gl_MaxFragmentAtomicCounters",
754                state->Const.MaxFragmentAtomicCounters);
755      add_const("gl_MaxCombinedAtomicCounters",
756                state->Const.MaxCombinedAtomicCounters);
757      add_const("gl_MaxAtomicCounterBindings",
758                state->Const.MaxAtomicBufferBindings);
759
760      if (state->has_geometry_shader()) {
761         add_const("gl_MaxGeometryAtomicCounters",
762                   state->Const.MaxGeometryAtomicCounters);
763      }
764      if (state->is_version(110, 320)) {
765         add_const("gl_MaxTessControlAtomicCounters",
766                   state->Const.MaxTessControlAtomicCounters);
767         add_const("gl_MaxTessEvaluationAtomicCounters",
768                   state->Const.MaxTessEvaluationAtomicCounters);
769      }
770   }
771
772   if (state->is_version(420, 310)) {
773      add_const("gl_MaxVertexAtomicCounterBuffers",
774                state->Const.MaxVertexAtomicCounterBuffers);
775      add_const("gl_MaxFragmentAtomicCounterBuffers",
776                state->Const.MaxFragmentAtomicCounterBuffers);
777      add_const("gl_MaxCombinedAtomicCounterBuffers",
778                state->Const.MaxCombinedAtomicCounterBuffers);
779      add_const("gl_MaxAtomicCounterBufferSize",
780                state->Const.MaxAtomicCounterBufferSize);
781
782      if (state->has_geometry_shader()) {
783         add_const("gl_MaxGeometryAtomicCounterBuffers",
784                   state->Const.MaxGeometryAtomicCounterBuffers);
785      }
786      if (state->is_version(110, 320)) {
787         add_const("gl_MaxTessControlAtomicCounterBuffers",
788                   state->Const.MaxTessControlAtomicCounterBuffers);
789         add_const("gl_MaxTessEvaluationAtomicCounterBuffers",
790                   state->Const.MaxTessEvaluationAtomicCounterBuffers);
791      }
792   }
793
794   if (state->is_version(430, 310) || state->ARB_compute_shader_enable) {
795      add_const("gl_MaxComputeAtomicCounterBuffers",
796                state->Const.MaxComputeAtomicCounterBuffers);
797      add_const("gl_MaxComputeAtomicCounters",
798                state->Const.MaxComputeAtomicCounters);
799      add_const("gl_MaxComputeImageUniforms",
800                state->Const.MaxComputeImageUniforms);
801      add_const("gl_MaxComputeTextureImageUnits",
802                state->Const.MaxComputeTextureImageUnits);
803      add_const("gl_MaxComputeUniformComponents",
804                state->Const.MaxComputeUniformComponents);
805
806      add_const_ivec3("gl_MaxComputeWorkGroupCount",
807                      state->Const.MaxComputeWorkGroupCount[0],
808                      state->Const.MaxComputeWorkGroupCount[1],
809                      state->Const.MaxComputeWorkGroupCount[2]);
810      add_const_ivec3("gl_MaxComputeWorkGroupSize",
811                      state->Const.MaxComputeWorkGroupSize[0],
812                      state->Const.MaxComputeWorkGroupSize[1],
813                      state->Const.MaxComputeWorkGroupSize[2]);
814
815      /* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables):
816       *
817       *     The built-in constant gl_WorkGroupSize is a compute-shader
818       *     constant containing the local work-group size of the shader.  The
819       *     size of the work group in the X, Y, and Z dimensions is stored in
820       *     the x, y, and z components.  The constants values in
821       *     gl_WorkGroupSize will match those specified in the required
822       *     local_size_x, local_size_y, and local_size_z layout qualifiers
823       *     for the current shader.  This is a constant so that it can be
824       *     used to size arrays of memory that can be shared within the local
825       *     work group.  It is a compile-time error to use gl_WorkGroupSize
826       *     in a shader that does not declare a fixed local group size, or
827       *     before that shader has declared a fixed local group size, using
828       *     local_size_x, local_size_y, and local_size_z.
829       *
830       * To prevent the shader from trying to refer to gl_WorkGroupSize before
831       * the layout declaration, we don't define it here.  Intead we define it
832       * in ast_cs_input_layout::hir().
833       */
834   }
835
836   if (state->has_enhanced_layouts()) {
837      add_const("gl_MaxTransformFeedbackBuffers",
838                state->Const.MaxTransformFeedbackBuffers);
839      add_const("gl_MaxTransformFeedbackInterleavedComponents",
840                state->Const.MaxTransformFeedbackInterleavedComponents);
841   }
842
843   if (state->has_shader_image_load_store()) {
844      add_const("gl_MaxImageUnits",
845                state->Const.MaxImageUnits);
846      add_const("gl_MaxVertexImageUniforms",
847                state->Const.MaxVertexImageUniforms);
848      add_const("gl_MaxFragmentImageUniforms",
849                state->Const.MaxFragmentImageUniforms);
850      add_const("gl_MaxCombinedImageUniforms",
851                state->Const.MaxCombinedImageUniforms);
852
853      if (state->has_geometry_shader()) {
854         add_const("gl_MaxGeometryImageUniforms",
855                   state->Const.MaxGeometryImageUniforms);
856      }
857
858      if (!state->es_shader) {
859         add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs",
860                   state->Const.MaxCombinedShaderOutputResources);
861         add_const("gl_MaxImageSamples",
862                   state->Const.MaxImageSamples);
863      }
864
865      if (state->has_tessellation_shader()) {
866         add_const("gl_MaxTessControlImageUniforms",
867                   state->Const.MaxTessControlImageUniforms);
868         add_const("gl_MaxTessEvaluationImageUniforms",
869                   state->Const.MaxTessEvaluationImageUniforms);
870      }
871   }
872
873   if (state->is_version(440, 310) ||
874       state->ARB_ES3_1_compatibility_enable) {
875      add_const("gl_MaxCombinedShaderOutputResources",
876                state->Const.MaxCombinedShaderOutputResources);
877   }
878
879   if (state->is_version(410, 0) ||
880       state->ARB_viewport_array_enable ||
881       state->OES_viewport_array_enable)
882      add_const("gl_MaxViewports", state->Const.MaxViewports);
883
884   if (state->has_tessellation_shader()) {
885      add_const("gl_MaxPatchVertices", state->Const.MaxPatchVertices);
886      add_const("gl_MaxTessGenLevel", state->Const.MaxTessGenLevel);
887      add_const("gl_MaxTessControlInputComponents", state->Const.MaxTessControlInputComponents);
888      add_const("gl_MaxTessControlOutputComponents", state->Const.MaxTessControlOutputComponents);
889      add_const("gl_MaxTessControlTextureImageUnits", state->Const.MaxTessControlTextureImageUnits);
890      add_const("gl_MaxTessEvaluationInputComponents", state->Const.MaxTessEvaluationInputComponents);
891      add_const("gl_MaxTessEvaluationOutputComponents", state->Const.MaxTessEvaluationOutputComponents);
892      add_const("gl_MaxTessEvaluationTextureImageUnits", state->Const.MaxTessEvaluationTextureImageUnits);
893      add_const("gl_MaxTessPatchComponents", state->Const.MaxTessPatchComponents);
894      add_const("gl_MaxTessControlTotalOutputComponents", state->Const.MaxTessControlTotalOutputComponents);
895      add_const("gl_MaxTessControlUniformComponents", state->Const.MaxTessControlUniformComponents);
896      add_const("gl_MaxTessEvaluationUniformComponents", state->Const.MaxTessEvaluationUniformComponents);
897   }
898
899   if (state->is_version(450, 320) ||
900       state->OES_sample_variables_enable ||
901       state->ARB_ES3_1_compatibility_enable)
902      add_const("gl_MaxSamples", state->Const.MaxSamples);
903}
904
905
906/**
907 * Generate uniform variables (which exist in all types of shaders).
908 */
909void
910builtin_variable_generator::generate_uniforms()
911{
912   if (state->is_version(400, 320) ||
913       state->ARB_sample_shading_enable ||
914       state->OES_sample_variables_enable)
915      add_uniform(int_t, "gl_NumSamples");
916   add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
917   add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
918   add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
919
920   if (compatibility) {
921      add_uniform(mat4_t, "gl_ModelViewMatrix");
922      add_uniform(mat4_t, "gl_ProjectionMatrix");
923      add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
924      add_uniform(mat3_t, "gl_NormalMatrix");
925      add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
926      add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
927      add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
928      add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
929      add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
930      add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
931      add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
932      add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
933      add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
934      add_uniform(float_t, "gl_NormalScale");
935      add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
936      add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
937
938      const glsl_type *const mat4_array_type =
939	 array(mat4_t, state->Const.MaxTextureCoords);
940      add_uniform(mat4_array_type, "gl_TextureMatrix");
941      add_uniform(mat4_array_type, "gl_TextureMatrixInverse");
942      add_uniform(mat4_array_type, "gl_TextureMatrixTranspose");
943      add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
944
945      add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
946      add_uniform(type("gl_PointParameters"), "gl_Point");
947
948      const glsl_type *const material_parameters_type =
949	 type("gl_MaterialParameters");
950      add_uniform(material_parameters_type, "gl_FrontMaterial");
951      add_uniform(material_parameters_type, "gl_BackMaterial");
952
953      add_uniform(array(type("gl_LightSourceParameters"),
954                        state->Const.MaxLights),
955                  "gl_LightSource");
956
957      const glsl_type *const light_model_products_type =
958         type("gl_LightModelProducts");
959      add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
960      add_uniform(light_model_products_type, "gl_BackLightModelProduct");
961
962      const glsl_type *const light_products_type =
963         array(type("gl_LightProducts"), state->Const.MaxLights);
964      add_uniform(light_products_type, "gl_FrontLightProduct");
965      add_uniform(light_products_type, "gl_BackLightProduct");
966
967      add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
968                  "gl_TextureEnvColor");
969
970      const glsl_type *const texcoords_vec4 =
971	 array(vec4_t, state->Const.MaxTextureCoords);
972      add_uniform(texcoords_vec4, "gl_EyePlaneS");
973      add_uniform(texcoords_vec4, "gl_EyePlaneT");
974      add_uniform(texcoords_vec4, "gl_EyePlaneR");
975      add_uniform(texcoords_vec4, "gl_EyePlaneQ");
976      add_uniform(texcoords_vec4, "gl_ObjectPlaneS");
977      add_uniform(texcoords_vec4, "gl_ObjectPlaneT");
978      add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
979      add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
980
981      add_uniform(type("gl_FogParameters"), "gl_Fog");
982   }
983}
984
985
986/**
987 * Generate special variables which exist in all shaders.
988 */
989void
990builtin_variable_generator::generate_special_vars()
991{
992   if (state->ARB_shader_ballot_enable) {
993      add_system_value(SYSTEM_VALUE_SUBGROUP_SIZE, uint_t, "gl_SubGroupSizeARB");
994      add_system_value(SYSTEM_VALUE_SUBGROUP_INVOCATION, uint_t, "gl_SubGroupInvocationARB");
995      add_system_value(SYSTEM_VALUE_SUBGROUP_EQ_MASK, uint64_t, "gl_SubGroupEqMaskARB");
996      add_system_value(SYSTEM_VALUE_SUBGROUP_GE_MASK, uint64_t, "gl_SubGroupGeMaskARB");
997      add_system_value(SYSTEM_VALUE_SUBGROUP_GT_MASK, uint64_t, "gl_SubGroupGtMaskARB");
998      add_system_value(SYSTEM_VALUE_SUBGROUP_LE_MASK, uint64_t, "gl_SubGroupLeMaskARB");
999      add_system_value(SYSTEM_VALUE_SUBGROUP_LT_MASK, uint64_t, "gl_SubGroupLtMaskARB");
1000   }
1001}
1002
1003
1004/**
1005 * Generate variables which only exist in vertex shaders.
1006 */
1007void
1008builtin_variable_generator::generate_vs_special_vars()
1009{
1010   ir_variable *var;
1011
1012   if (state->is_version(130, 300))
1013      add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
1014   if (state->is_version(460, 0)) {
1015      add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertex");
1016      add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstance");
1017      add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawID");
1018   }
1019   if (state->ARB_draw_instanced_enable)
1020      add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
1021   if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
1022      add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
1023   if (state->ARB_shader_draw_parameters_enable) {
1024      add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertexARB");
1025      add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstanceARB");
1026      add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawIDARB");
1027   }
1028   if (state->AMD_vertex_shader_layer_enable ||
1029       state->ARB_shader_viewport_layer_array_enable) {
1030      var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1031      var->data.interpolation = INTERP_MODE_FLAT;
1032   }
1033   if (state->AMD_vertex_shader_viewport_index_enable ||
1034       state->ARB_shader_viewport_layer_array_enable) {
1035      var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1036      var->data.interpolation = INTERP_MODE_FLAT;
1037   }
1038   if (compatibility) {
1039      add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
1040      add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
1041      add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
1042      add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
1043      add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
1044      add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
1045      add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
1046      add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
1047      add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
1048      add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
1049      add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
1050      add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
1051      add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
1052   }
1053}
1054
1055
1056/**
1057 * Generate variables which only exist in tessellation control shaders.
1058 */
1059void
1060builtin_variable_generator::generate_tcs_special_vars()
1061{
1062   add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
1063   add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
1064   add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
1065
1066   add_output(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
1067              "gl_TessLevelOuter")->data.patch = 1;
1068   add_output(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
1069              "gl_TessLevelInner")->data.patch = 1;
1070   /* XXX What to do if multiple are flipped on? */
1071   int bbox_slot = state->ctx->Const.NoPrimitiveBoundingBoxOutput ? -1 :
1072      VARYING_SLOT_BOUNDING_BOX0;
1073   if (state->EXT_primitive_bounding_box_enable)
1074      add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBoxEXT")
1075         ->data.patch = 1;
1076   if (state->OES_primitive_bounding_box_enable)
1077      add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBoxOES")
1078         ->data.patch = 1;
1079   if (state->is_version(0, 320) || state->ARB_ES3_2_compatibility_enable)
1080      add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBox")
1081         ->data.patch = 1;
1082}
1083
1084
1085/**
1086 * Generate variables which only exist in tessellation evaluation shaders.
1087 */
1088void
1089builtin_variable_generator::generate_tes_special_vars()
1090{
1091   ir_variable *var;
1092
1093   add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
1094   add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
1095   add_system_value(SYSTEM_VALUE_TESS_COORD, vec3_t, "gl_TessCoord");
1096   if (this->state->ctx->Const.GLSLTessLevelsAsInputs) {
1097      add_input(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
1098                "gl_TessLevelOuter")->data.patch = 1;
1099      add_input(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
1100                "gl_TessLevelInner")->data.patch = 1;
1101   } else {
1102      add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER, array(float_t, 4),
1103                       "gl_TessLevelOuter");
1104      add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2),
1105                       "gl_TessLevelInner");
1106   }
1107   if (state->ARB_shader_viewport_layer_array_enable) {
1108      var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1109      var->data.interpolation = INTERP_MODE_FLAT;
1110      var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1111      var->data.interpolation = INTERP_MODE_FLAT;
1112   }
1113}
1114
1115
1116/**
1117 * Generate variables which only exist in geometry shaders.
1118 */
1119void
1120builtin_variable_generator::generate_gs_special_vars()
1121{
1122   ir_variable *var;
1123
1124   var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1125   var->data.interpolation = INTERP_MODE_FLAT;
1126   if (state->is_version(410, 0) || state->ARB_viewport_array_enable ||
1127       state->OES_viewport_array_enable) {
1128      var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1129      var->data.interpolation = INTERP_MODE_FLAT;
1130   }
1131   if (state->is_version(400, 320) || state->ARB_gpu_shader5_enable ||
1132       state->OES_geometry_shader_enable || state->EXT_geometry_shader_enable) {
1133      add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
1134   }
1135
1136   /* Although gl_PrimitiveID appears in tessellation control and tessellation
1137    * evaluation shaders, it has a different function there than it has in
1138    * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
1139    * as special geometry shader variables.
1140    *
1141    * Note that although the general convention of suffixing geometry shader
1142    * input varyings with "In" was not adopted into GLSL 1.50, it is used in
1143    * the specific case of gl_PrimitiveIDIn.  So we don't need to treat
1144    * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
1145    */
1146   var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
1147   var->data.interpolation = INTERP_MODE_FLAT;
1148   var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
1149   var->data.interpolation = INTERP_MODE_FLAT;
1150}
1151
1152
1153/**
1154 * Generate variables which only exist in fragment shaders.
1155 */
1156void
1157builtin_variable_generator::generate_fs_special_vars()
1158{
1159   ir_variable *var;
1160
1161   if (this->state->ctx->Const.GLSLFragCoordIsSysVal)
1162      add_system_value(SYSTEM_VALUE_FRAG_COORD, vec4_t, "gl_FragCoord");
1163   else
1164      add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
1165
1166   if (this->state->ctx->Const.GLSLFrontFacingIsSysVal)
1167      add_system_value(SYSTEM_VALUE_FRONT_FACE, bool_t, "gl_FrontFacing");
1168   else
1169      add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
1170
1171   if (state->is_version(120, 100))
1172      add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
1173
1174   if (state->has_geometry_shader()) {
1175      var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
1176      var->data.interpolation = INTERP_MODE_FLAT;
1177   }
1178
1179   /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
1180    * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
1181    * They were removed from GLSL ES 3.00.
1182    */
1183   if (compatibility || !state->is_version(420, 300)) {
1184      add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor");
1185      add_output(FRAG_RESULT_DATA0,
1186                 array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
1187   }
1188
1189   if (state->has_framebuffer_fetch() && !state->is_version(130, 300)) {
1190      ir_variable *const var =
1191         add_output(FRAG_RESULT_DATA0,
1192                    array(vec4_t, state->Const.MaxDrawBuffers),
1193                    "gl_LastFragData");
1194      var->data.precision = GLSL_PRECISION_MEDIUM;
1195      var->data.read_only = 1;
1196      var->data.fb_fetch_output = 1;
1197      var->data.memory_coherent = 1;
1198   }
1199
1200   if (state->es_shader && state->language_version == 100 && state->EXT_blend_func_extended_enable) {
1201      add_index_output(FRAG_RESULT_COLOR, 1, vec4_t,
1202                       "gl_SecondaryFragColorEXT");
1203      add_index_output(FRAG_RESULT_DATA0, 1,
1204                       array(vec4_t, state->Const.MaxDualSourceDrawBuffers),
1205                       "gl_SecondaryFragDataEXT");
1206   }
1207
1208   /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
1209    * ES 1.00.
1210    */
1211   if (state->is_version(110, 300))
1212      add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth");
1213
1214   if (state->EXT_frag_depth_enable)
1215      add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepthEXT");
1216
1217   if (state->ARB_shader_stencil_export_enable) {
1218      ir_variable *const var =
1219         add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
1220      if (state->ARB_shader_stencil_export_warn)
1221         var->enable_extension_warning("GL_ARB_shader_stencil_export");
1222   }
1223
1224   if (state->AMD_shader_stencil_export_enable) {
1225      ir_variable *const var =
1226         add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
1227      if (state->AMD_shader_stencil_export_warn)
1228         var->enable_extension_warning("GL_AMD_shader_stencil_export");
1229   }
1230
1231   if (state->is_version(400, 320) ||
1232       state->ARB_sample_shading_enable ||
1233       state->OES_sample_variables_enable) {
1234      add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, "gl_SampleID");
1235      add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, "gl_SamplePosition");
1236      /* From the ARB_sample_shading specification:
1237       *    "The number of elements in the array is ceil(<s>/32), where
1238       *    <s> is the maximum number of color samples supported by the
1239       *    implementation."
1240       * Since no drivers expose more than 32x MSAA, we can simply set
1241       * the array size to 1 rather than computing it.
1242       */
1243      add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), "gl_SampleMask");
1244   }
1245
1246   if (state->is_version(400, 320) ||
1247       state->ARB_gpu_shader5_enable ||
1248       state->OES_sample_variables_enable) {
1249      add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1), "gl_SampleMaskIn");
1250   }
1251
1252   if (state->is_version(430, 320) ||
1253       state->ARB_fragment_layer_viewport_enable ||
1254       state->OES_geometry_shader_enable ||
1255       state->EXT_geometry_shader_enable) {
1256      var = add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1257      var->data.interpolation = INTERP_MODE_FLAT;
1258   }
1259
1260   if (state->is_version(430, 0) ||
1261       state->ARB_fragment_layer_viewport_enable ||
1262       state->OES_viewport_array_enable) {
1263      var = add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1264      var->data.interpolation = INTERP_MODE_FLAT;
1265   }
1266
1267   if (state->is_version(450, 310) || state->ARB_ES3_1_compatibility_enable)
1268      add_system_value(SYSTEM_VALUE_HELPER_INVOCATION, bool_t, "gl_HelperInvocation");
1269}
1270
1271
1272/**
1273 * Generate variables which only exist in compute shaders.
1274 */
1275void
1276builtin_variable_generator::generate_cs_special_vars()
1277{
1278   add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_ID, uvec3_t,
1279                    "gl_LocalInvocationID");
1280   add_system_value(SYSTEM_VALUE_WORK_GROUP_ID, uvec3_t, "gl_WorkGroupID");
1281   add_system_value(SYSTEM_VALUE_NUM_WORK_GROUPS, uvec3_t, "gl_NumWorkGroups");
1282
1283   if (state->ARB_compute_variable_group_size_enable) {
1284      add_system_value(SYSTEM_VALUE_LOCAL_GROUP_SIZE,
1285                       uvec3_t, "gl_LocalGroupSizeARB");
1286   }
1287
1288   add_system_value(SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
1289                    uvec3_t, "gl_GlobalInvocationID");
1290   add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
1291                    uint_t, "gl_LocalInvocationIndex");
1292}
1293
1294
1295/**
1296 * Add a single "varying" variable.  The variable's type and direction (input
1297 * or output) are adjusted as appropriate for the type of shader being
1298 * compiled.
1299 */
1300void
1301builtin_variable_generator::add_varying(int slot, const glsl_type *type,
1302                                        const char *name)
1303{
1304   switch (state->stage) {
1305   case MESA_SHADER_TESS_CTRL:
1306   case MESA_SHADER_TESS_EVAL:
1307   case MESA_SHADER_GEOMETRY:
1308      this->per_vertex_in.add_field(slot, type, name);
1309      /* FALLTHROUGH */
1310   case MESA_SHADER_VERTEX:
1311      this->per_vertex_out.add_field(slot, type, name);
1312      break;
1313   case MESA_SHADER_FRAGMENT:
1314      add_input(slot, type, name);
1315      break;
1316   case MESA_SHADER_COMPUTE:
1317      /* Compute shaders don't have varyings. */
1318      break;
1319   default:
1320      break;
1321   }
1322}
1323
1324
1325/**
1326 * Generate variables that are used to communicate data from one shader stage
1327 * to the next ("varyings").
1328 */
1329void
1330builtin_variable_generator::generate_varyings()
1331{
1332   /* gl_Position and gl_PointSize are not visible from fragment shaders. */
1333   if (state->stage != MESA_SHADER_FRAGMENT) {
1334      add_varying(VARYING_SLOT_POS, vec4_t, "gl_Position");
1335      if (!state->es_shader ||
1336          state->stage == MESA_SHADER_VERTEX ||
1337          (state->stage == MESA_SHADER_GEOMETRY &&
1338           (state->OES_geometry_point_size_enable ||
1339            state->EXT_geometry_point_size_enable)) ||
1340          ((state->stage == MESA_SHADER_TESS_CTRL ||
1341            state->stage == MESA_SHADER_TESS_EVAL) &&
1342           (state->OES_tessellation_point_size_enable ||
1343            state->EXT_tessellation_point_size_enable))) {
1344         add_varying(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
1345      }
1346   }
1347
1348   if (state->has_clip_distance()) {
1349       add_varying(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
1350                   "gl_ClipDistance");
1351   }
1352   if (state->has_cull_distance()) {
1353      add_varying(VARYING_SLOT_CULL_DIST0, array(float_t, 0),
1354                   "gl_CullDistance");
1355   }
1356
1357   if (compatibility) {
1358      add_varying(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
1359      add_varying(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
1360      if (state->stage == MESA_SHADER_FRAGMENT) {
1361         add_varying(VARYING_SLOT_COL0, vec4_t, "gl_Color");
1362         add_varying(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
1363      } else {
1364         add_varying(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
1365         add_varying(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
1366         add_varying(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
1367         add_varying(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
1368         add_varying(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
1369      }
1370   }
1371
1372   /* Section 7.1 (Built-In Language Variables) of the GLSL 4.00 spec
1373    * says:
1374    *
1375    *    "In the tessellation control language, built-in variables are
1376    *    intrinsically declared as:
1377    *
1378    *        in gl_PerVertex {
1379    *            vec4 gl_Position;
1380    *            float gl_PointSize;
1381    *            float gl_ClipDistance[];
1382    *        } gl_in[gl_MaxPatchVertices];"
1383    */
1384   if (state->stage == MESA_SHADER_TESS_CTRL ||
1385       state->stage == MESA_SHADER_TESS_EVAL) {
1386      const glsl_type *per_vertex_in_type =
1387         this->per_vertex_in.construct_interface_instance();
1388      add_variable("gl_in", array(per_vertex_in_type, state->Const.MaxPatchVertices),
1389                   ir_var_shader_in, -1);
1390   }
1391   if (state->stage == MESA_SHADER_GEOMETRY) {
1392      const glsl_type *per_vertex_in_type =
1393         this->per_vertex_in.construct_interface_instance();
1394      add_variable("gl_in", array(per_vertex_in_type, 0),
1395                   ir_var_shader_in, -1);
1396   }
1397   if (state->stage == MESA_SHADER_TESS_CTRL) {
1398      const glsl_type *per_vertex_out_type =
1399         this->per_vertex_out.construct_interface_instance();
1400      add_variable("gl_out", array(per_vertex_out_type, 0),
1401                   ir_var_shader_out, -1);
1402   }
1403   if (state->stage == MESA_SHADER_VERTEX ||
1404       state->stage == MESA_SHADER_TESS_EVAL ||
1405       state->stage == MESA_SHADER_GEOMETRY) {
1406      const glsl_type *per_vertex_out_type =
1407         this->per_vertex_out.construct_interface_instance();
1408      const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
1409      for (unsigned i = 0; i < per_vertex_out_type->length; i++) {
1410         ir_variable *var =
1411            add_variable(fields[i].name, fields[i].type, ir_var_shader_out,
1412                         fields[i].location);
1413         var->data.interpolation = fields[i].interpolation;
1414         var->data.centroid = fields[i].centroid;
1415         var->data.sample = fields[i].sample;
1416         var->data.patch = fields[i].patch;
1417         var->data.precision = fields[i].precision;
1418         var->init_interface_type(per_vertex_out_type);
1419      }
1420   }
1421}
1422
1423
1424}; /* Anonymous namespace */
1425
1426
1427void
1428_mesa_glsl_initialize_variables(exec_list *instructions,
1429				struct _mesa_glsl_parse_state *state)
1430{
1431   builtin_variable_generator gen(instructions, state);
1432
1433   gen.generate_constants();
1434   gen.generate_uniforms();
1435   gen.generate_special_vars();
1436
1437   gen.generate_varyings();
1438
1439   switch (state->stage) {
1440   case MESA_SHADER_VERTEX:
1441      gen.generate_vs_special_vars();
1442      break;
1443   case MESA_SHADER_TESS_CTRL:
1444      gen.generate_tcs_special_vars();
1445      break;
1446   case MESA_SHADER_TESS_EVAL:
1447      gen.generate_tes_special_vars();
1448      break;
1449   case MESA_SHADER_GEOMETRY:
1450      gen.generate_gs_special_vars();
1451      break;
1452   case MESA_SHADER_FRAGMENT:
1453      gen.generate_fs_special_vars();
1454      break;
1455   case MESA_SHADER_COMPUTE:
1456      gen.generate_cs_special_vars();
1457      break;
1458   default:
1459      break;
1460   }
1461}
1462