builtin_variables.cpp revision 7e102996
1/*
2 * Copyright © 2010 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
22 */
23
24
25/**
26 * Building this file with MinGW g++ 7.3 or 7.4 with:
27 *   scons platform=windows toolchain=crossmingw machine=x86 build=profile
28 * triggers an internal compiler error.
29 * Overriding the optimization level to -O1 works around the issue.
30 * MinGW 5.3.1 does not seem to have the bug, neither does 8.3.  So for now
31 * we're simply testing for version 7.x here.
32 */
33#if defined(__MINGW32__) && __GNUC__ == 7
34#warning "disabling optimizations for this file to work around compiler bug in MinGW gcc 7.x"
35#pragma GCC optimize("O1")
36#endif
37
38
39#include "ir.h"
40#include "ir_builder.h"
41#include "linker.h"
42#include "glsl_parser_extras.h"
43#include "glsl_symbol_table.h"
44#include "main/mtypes.h"
45#include "main/uniforms.h"
46#include "program/prog_statevars.h"
47#include "program/prog_instruction.h"
48#include "builtin_functions.h"
49
50using namespace ir_builder;
51
52static const struct gl_builtin_uniform_element gl_NumSamples_elements[] = {
53   {NULL, {STATE_NUM_SAMPLES, 0, 0}, SWIZZLE_XXXX}
54};
55
56static const struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
57   {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
58   {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
59   {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
60};
61
62static const struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
63   {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
64};
65
66static const struct gl_builtin_uniform_element gl_Point_elements[] = {
67   {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
68   {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
69   {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
70   {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
71   {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
72   {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
73   {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
74};
75
76static const struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
77   {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
78   {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
79   {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
80   {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
81   {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
82};
83
84static const struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
85   {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
86   {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
87   {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
88   {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
89   {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
90};
91
92static const struct gl_builtin_uniform_element gl_LightSource_elements[] = {
93   {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
94   {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
95   {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
96   {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
97   {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
98   {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
99    MAKE_SWIZZLE4(SWIZZLE_X,
100		  SWIZZLE_Y,
101		  SWIZZLE_Z,
102		  SWIZZLE_Z)},
103   {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
104   {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
105   {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
106   {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
107   {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
108   {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
109};
110
111static const struct gl_builtin_uniform_element gl_LightModel_elements[] = {
112   {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
113};
114
115static const struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
116   {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
117};
118
119static const struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
120   {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
121};
122
123static const struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
124   {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
125   {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
126   {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
127};
128
129static const struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
130   {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
131   {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
132   {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
133};
134
135static const struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
136   {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
137};
138
139static const struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
140   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
141};
142
143static const struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
144   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
145};
146
147static const struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
148   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
149};
150
151static const struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
152   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
153};
154
155static const struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
156   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
157};
158
159static const struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
160   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
161};
162
163static const struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
164   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
165};
166
167static const struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
168   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
169};
170
171static const struct gl_builtin_uniform_element gl_Fog_elements[] = {
172   {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
173   {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
174   {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
175   {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
176   {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
177};
178
179static const struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
180   {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
181};
182
183static const struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
184   {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
185};
186
187static const struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = {
188   {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW},
189};
190
191static const struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = {
192   {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, SWIZZLE_XYZW},
193};
194
195#define MATRIX(name, statevar, modifier)				\
196   static const struct gl_builtin_uniform_element name ## _elements[] = { \
197      { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW },		\
198      { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW },		\
199      { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW },		\
200      { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW },		\
201   }
202
203MATRIX(gl_ModelViewMatrix,
204       STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE);
205MATRIX(gl_ModelViewMatrixInverse,
206       STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS);
207MATRIX(gl_ModelViewMatrixTranspose,
208       STATE_MODELVIEW_MATRIX, 0);
209MATRIX(gl_ModelViewMatrixInverseTranspose,
210       STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE);
211
212MATRIX(gl_ProjectionMatrix,
213       STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE);
214MATRIX(gl_ProjectionMatrixInverse,
215       STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS);
216MATRIX(gl_ProjectionMatrixTranspose,
217       STATE_PROJECTION_MATRIX, 0);
218MATRIX(gl_ProjectionMatrixInverseTranspose,
219       STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE);
220
221MATRIX(gl_ModelViewProjectionMatrix,
222       STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE);
223MATRIX(gl_ModelViewProjectionMatrixInverse,
224       STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS);
225MATRIX(gl_ModelViewProjectionMatrixTranspose,
226       STATE_MVP_MATRIX, 0);
227MATRIX(gl_ModelViewProjectionMatrixInverseTranspose,
228       STATE_MVP_MATRIX, STATE_MATRIX_INVERSE);
229
230MATRIX(gl_TextureMatrix,
231       STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE);
232MATRIX(gl_TextureMatrixInverse,
233       STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS);
234MATRIX(gl_TextureMatrixTranspose,
235       STATE_TEXTURE_MATRIX, 0);
236MATRIX(gl_TextureMatrixInverseTranspose,
237       STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE);
238
239static const struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
240   { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
241     MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
242   { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
243     MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
244   { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
245     MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
246};
247
248#undef MATRIX
249
250#define STATEVAR(name) {#name, name ## _elements, ARRAY_SIZE(name ## _elements)}
251
252static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
253   STATEVAR(gl_NumSamples),
254   STATEVAR(gl_DepthRange),
255   STATEVAR(gl_ClipPlane),
256   STATEVAR(gl_Point),
257   STATEVAR(gl_FrontMaterial),
258   STATEVAR(gl_BackMaterial),
259   STATEVAR(gl_LightSource),
260   STATEVAR(gl_LightModel),
261   STATEVAR(gl_FrontLightModelProduct),
262   STATEVAR(gl_BackLightModelProduct),
263   STATEVAR(gl_FrontLightProduct),
264   STATEVAR(gl_BackLightProduct),
265   STATEVAR(gl_TextureEnvColor),
266   STATEVAR(gl_EyePlaneS),
267   STATEVAR(gl_EyePlaneT),
268   STATEVAR(gl_EyePlaneR),
269   STATEVAR(gl_EyePlaneQ),
270   STATEVAR(gl_ObjectPlaneS),
271   STATEVAR(gl_ObjectPlaneT),
272   STATEVAR(gl_ObjectPlaneR),
273   STATEVAR(gl_ObjectPlaneQ),
274   STATEVAR(gl_Fog),
275
276   STATEVAR(gl_ModelViewMatrix),
277   STATEVAR(gl_ModelViewMatrixInverse),
278   STATEVAR(gl_ModelViewMatrixTranspose),
279   STATEVAR(gl_ModelViewMatrixInverseTranspose),
280
281   STATEVAR(gl_ProjectionMatrix),
282   STATEVAR(gl_ProjectionMatrixInverse),
283   STATEVAR(gl_ProjectionMatrixTranspose),
284   STATEVAR(gl_ProjectionMatrixInverseTranspose),
285
286   STATEVAR(gl_ModelViewProjectionMatrix),
287   STATEVAR(gl_ModelViewProjectionMatrixInverse),
288   STATEVAR(gl_ModelViewProjectionMatrixTranspose),
289   STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
290
291   STATEVAR(gl_TextureMatrix),
292   STATEVAR(gl_TextureMatrixInverse),
293   STATEVAR(gl_TextureMatrixTranspose),
294   STATEVAR(gl_TextureMatrixInverseTranspose),
295
296   STATEVAR(gl_NormalMatrix),
297   STATEVAR(gl_NormalScale),
298
299   STATEVAR(gl_FogParamsOptimizedMESA),
300   STATEVAR(gl_CurrentAttribVertMESA),
301   STATEVAR(gl_CurrentAttribFragMESA),
302
303   {NULL, NULL, 0}
304};
305
306
307namespace {
308
309/**
310 * Data structure that accumulates fields for the gl_PerVertex interface
311 * block.
312 */
313class per_vertex_accumulator
314{
315public:
316   per_vertex_accumulator();
317   void add_field(int slot, const glsl_type *type, const char *name);
318   const glsl_type *construct_interface_instance() const;
319
320private:
321   glsl_struct_field fields[11];
322   unsigned num_fields;
323};
324
325
326per_vertex_accumulator::per_vertex_accumulator()
327   : fields(),
328     num_fields(0)
329{
330}
331
332
333void
334per_vertex_accumulator::add_field(int slot, const glsl_type *type,
335                                  const char *name)
336{
337   assert(this->num_fields < ARRAY_SIZE(this->fields));
338   this->fields[this->num_fields].type = type;
339   this->fields[this->num_fields].name = name;
340   this->fields[this->num_fields].matrix_layout = GLSL_MATRIX_LAYOUT_INHERITED;
341   this->fields[this->num_fields].location = slot;
342   this->fields[this->num_fields].offset = -1;
343   this->fields[this->num_fields].interpolation = INTERP_MODE_NONE;
344   this->fields[this->num_fields].centroid = 0;
345   this->fields[this->num_fields].sample = 0;
346   this->fields[this->num_fields].patch = 0;
347   this->fields[this->num_fields].precision = GLSL_PRECISION_NONE;
348   this->fields[this->num_fields].memory_read_only = 0;
349   this->fields[this->num_fields].memory_write_only = 0;
350   this->fields[this->num_fields].memory_coherent = 0;
351   this->fields[this->num_fields].memory_volatile = 0;
352   this->fields[this->num_fields].memory_restrict = 0;
353   this->fields[this->num_fields].image_format = 0;
354   this->fields[this->num_fields].explicit_xfb_buffer = 0;
355   this->fields[this->num_fields].xfb_buffer = -1;
356   this->fields[this->num_fields].xfb_stride = -1;
357   this->num_fields++;
358}
359
360
361const glsl_type *
362per_vertex_accumulator::construct_interface_instance() const
363{
364   return glsl_type::get_interface_instance(this->fields, this->num_fields,
365                                            GLSL_INTERFACE_PACKING_STD140,
366                                            false,
367                                            "gl_PerVertex");
368}
369
370
371class builtin_variable_generator
372{
373public:
374   builtin_variable_generator(exec_list *instructions,
375                              struct _mesa_glsl_parse_state *state);
376   void generate_constants();
377   void generate_uniforms();
378   void generate_special_vars();
379   void generate_vs_special_vars();
380   void generate_tcs_special_vars();
381   void generate_tes_special_vars();
382   void generate_gs_special_vars();
383   void generate_fs_special_vars();
384   void generate_cs_special_vars();
385   void generate_varyings();
386
387private:
388   const glsl_type *array(const glsl_type *base, unsigned elements)
389   {
390      return glsl_type::get_array_instance(base, elements);
391   }
392
393   const glsl_type *type(const char *name)
394   {
395      return symtab->get_type(name);
396   }
397
398   ir_variable *add_input(int slot, const glsl_type *type, const char *name)
399   {
400      return add_variable(name, type, ir_var_shader_in, slot);
401   }
402
403   ir_variable *add_output(int slot, const glsl_type *type, const char *name)
404   {
405      return add_variable(name, type, ir_var_shader_out, slot);
406   }
407
408   ir_variable *add_index_output(int slot, int index, const glsl_type *type, const char *name)
409   {
410      return add_index_variable(name, type, ir_var_shader_out, slot, index);
411   }
412
413   ir_variable *add_system_value(int slot, const glsl_type *type,
414                                 const char *name)
415   {
416      return add_variable(name, type, ir_var_system_value, slot);
417   }
418
419   ir_variable *add_variable(const char *name, const glsl_type *type,
420                             enum ir_variable_mode mode, int slot);
421   ir_variable *add_index_variable(const char *name, const glsl_type *type,
422                             enum ir_variable_mode mode, int slot, int index);
423   ir_variable *add_uniform(const glsl_type *type, const char *name);
424   ir_variable *add_const(const char *name, int value);
425   ir_variable *add_const_ivec3(const char *name, int x, int y, int z);
426   void add_varying(int slot, const glsl_type *type, const char *name);
427
428   exec_list * const instructions;
429   struct _mesa_glsl_parse_state * const state;
430   glsl_symbol_table * const symtab;
431
432   /**
433    * True if compatibility-profile-only variables should be included.  (In
434    * desktop GL, these are always included when the GLSL version is 1.30 and
435    * or below).
436    */
437   const bool compatibility;
438
439   const glsl_type * const bool_t;
440   const glsl_type * const int_t;
441   const glsl_type * const uint_t;
442   const glsl_type * const uint64_t;
443   const glsl_type * const float_t;
444   const glsl_type * const vec2_t;
445   const glsl_type * const vec3_t;
446   const glsl_type * const vec4_t;
447   const glsl_type * const uvec3_t;
448   const glsl_type * const mat3_t;
449   const glsl_type * const mat4_t;
450
451   per_vertex_accumulator per_vertex_in;
452   per_vertex_accumulator per_vertex_out;
453};
454
455
456builtin_variable_generator::builtin_variable_generator(
457   exec_list *instructions, struct _mesa_glsl_parse_state *state)
458   : instructions(instructions), state(state), symtab(state->symbols),
459     compatibility(state->compat_shader || state->ARB_compatibility_enable),
460     bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
461     uint_t(glsl_type::uint_type),
462     uint64_t(glsl_type::uint64_t_type),
463     float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
464     vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
465     uvec3_t(glsl_type::uvec3_type),
466     mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
467{
468}
469
470ir_variable *
471builtin_variable_generator::add_index_variable(const char *name,
472                                         const glsl_type *type,
473                                         enum ir_variable_mode mode, int slot, int index)
474{
475   ir_variable *var = new(symtab) ir_variable(type, name, mode);
476   var->data.how_declared = ir_var_declared_implicitly;
477
478   switch (var->data.mode) {
479   case ir_var_auto:
480   case ir_var_shader_in:
481   case ir_var_uniform:
482   case ir_var_system_value:
483      var->data.read_only = true;
484      break;
485   case ir_var_shader_out:
486   case ir_var_shader_storage:
487      break;
488   default:
489      /* The only variables that are added using this function should be
490       * uniforms, shader storage, shader inputs, and shader outputs, constants
491       * (which use ir_var_auto), and system values.
492       */
493      assert(0);
494      break;
495   }
496
497   var->data.location = slot;
498   var->data.explicit_location = (slot >= 0);
499   var->data.explicit_index = 1;
500   var->data.index = index;
501
502   /* Once the variable is created an initialized, add it to the symbol table
503    * and add the declaration to the IR stream.
504    */
505   instructions->push_tail(var);
506
507   symtab->add_variable(var);
508   return var;
509}
510
511ir_variable *
512builtin_variable_generator::add_variable(const char *name,
513                                         const glsl_type *type,
514                                         enum ir_variable_mode mode, int slot)
515{
516   ir_variable *var = new(symtab) ir_variable(type, name, mode);
517   var->data.how_declared = ir_var_declared_implicitly;
518
519   switch (var->data.mode) {
520   case ir_var_auto:
521   case ir_var_shader_in:
522   case ir_var_uniform:
523   case ir_var_system_value:
524      var->data.read_only = true;
525      break;
526   case ir_var_shader_out:
527   case ir_var_shader_storage:
528      break;
529   default:
530      /* The only variables that are added using this function should be
531       * uniforms, shader storage, shader inputs, and shader outputs, constants
532       * (which use ir_var_auto), and system values.
533       */
534      assert(0);
535      break;
536   }
537
538   var->data.location = slot;
539   var->data.explicit_location = (slot >= 0);
540   var->data.explicit_index = 0;
541
542   /* Once the variable is created an initialized, add it to the symbol table
543    * and add the declaration to the IR stream.
544    */
545   instructions->push_tail(var);
546
547   symtab->add_variable(var);
548   return var;
549}
550
551extern "C" const struct gl_builtin_uniform_desc *
552_mesa_glsl_get_builtin_uniform_desc(const char *name)
553{
554   for (unsigned i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
555      if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
556         return &_mesa_builtin_uniform_desc[i];
557      }
558   }
559   return NULL;
560}
561
562ir_variable *
563builtin_variable_generator::add_uniform(const glsl_type *type,
564                                        const char *name)
565{
566   ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1);
567
568   const struct gl_builtin_uniform_desc* const statevar =
569      _mesa_glsl_get_builtin_uniform_desc(name);
570   assert(statevar != NULL);
571
572   const unsigned array_count = type->is_array() ? type->length : 1;
573
574   ir_state_slot *slots =
575      uni->allocate_state_slots(array_count * statevar->num_elements);
576
577   for (unsigned a = 0; a < array_count; a++) {
578      for (unsigned j = 0; j < statevar->num_elements; j++) {
579	 const struct gl_builtin_uniform_element *element =
580	    &statevar->elements[j];
581
582	 memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
583	 if (type->is_array()) {
584	    if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
585		strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
586	       slots->tokens[2] = a;
587	    } else {
588	       slots->tokens[1] = a;
589	    }
590	 }
591
592	 slots->swizzle = element->swizzle;
593	 slots++;
594      }
595   }
596
597   return uni;
598}
599
600
601ir_variable *
602builtin_variable_generator::add_const(const char *name, int value)
603{
604   ir_variable *const var = add_variable(name, glsl_type::int_type,
605					 ir_var_auto, -1);
606   var->constant_value = new(var) ir_constant(value);
607   var->constant_initializer = new(var) ir_constant(value);
608   var->data.has_initializer = true;
609   return var;
610}
611
612
613ir_variable *
614builtin_variable_generator::add_const_ivec3(const char *name, int x, int y,
615                                            int z)
616{
617   ir_variable *const var = add_variable(name, glsl_type::ivec3_type,
618                                         ir_var_auto, -1);
619   ir_constant_data data;
620   memset(&data, 0, sizeof(data));
621   data.i[0] = x;
622   data.i[1] = y;
623   data.i[2] = z;
624   var->constant_value = new(var) ir_constant(glsl_type::ivec3_type, &data);
625   var->constant_initializer =
626      new(var) ir_constant(glsl_type::ivec3_type, &data);
627   var->data.has_initializer = true;
628   return var;
629}
630
631
632void
633builtin_variable_generator::generate_constants()
634{
635   add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
636   add_const("gl_MaxVertexTextureImageUnits",
637             state->Const.MaxVertexTextureImageUnits);
638   add_const("gl_MaxCombinedTextureImageUnits",
639             state->Const.MaxCombinedTextureImageUnits);
640   add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
641   add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
642
643   /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
644    * GL counts them in units of "components" or "floats" and also in units
645    * of vectors since GL 4.1
646    */
647   if (!state->es_shader) {
648      add_const("gl_MaxFragmentUniformComponents",
649                state->Const.MaxFragmentUniformComponents);
650      add_const("gl_MaxVertexUniformComponents",
651                state->Const.MaxVertexUniformComponents);
652   }
653
654   if (state->is_version(410, 100)) {
655      add_const("gl_MaxVertexUniformVectors",
656                state->Const.MaxVertexUniformComponents / 4);
657      add_const("gl_MaxFragmentUniformVectors",
658                state->Const.MaxFragmentUniformComponents / 4);
659
660      /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
661       * vertex and fragment shader constants.
662       */
663      if (state->is_version(0, 300)) {
664         add_const("gl_MaxVertexOutputVectors",
665                   state->ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4);
666         add_const("gl_MaxFragmentInputVectors",
667                   state->ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4);
668      } else {
669         add_const("gl_MaxVaryingVectors",
670                   state->ctx->Const.MaxVarying);
671      }
672
673      /* EXT_blend_func_extended brings a built in constant
674       * for determining number of dual source draw buffers
675       */
676      if (state->EXT_blend_func_extended_enable) {
677         add_const("gl_MaxDualSourceDrawBuffersEXT",
678                   state->Const.MaxDualSourceDrawBuffers);
679      }
680   } else {
681      /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
682       * removed
683       */
684      add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4);
685   }
686
687   /* Texel offsets were introduced in ARB_shading_language_420pack (which
688    * requires desktop GLSL version 130), and adopted into desktop GLSL
689    * version 4.20 and GLSL ES version 3.00.
690    */
691   if ((state->is_version(130, 0) &&
692        state->ARB_shading_language_420pack_enable) ||
693      state->is_version(420, 300)) {
694      add_const("gl_MinProgramTexelOffset",
695                state->Const.MinProgramTexelOffset);
696      add_const("gl_MaxProgramTexelOffset",
697                state->Const.MaxProgramTexelOffset);
698   }
699
700   if (state->has_clip_distance()) {
701      add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
702   }
703   if (state->is_version(130, 0)) {
704      add_const("gl_MaxVaryingComponents", state->ctx->Const.MaxVarying * 4);
705   }
706   if (state->has_cull_distance()) {
707      add_const("gl_MaxCullDistances", state->Const.MaxClipPlanes);
708      add_const("gl_MaxCombinedClipAndCullDistances",
709                state->Const.MaxClipPlanes);
710   }
711
712   if (state->has_geometry_shader()) {
713      add_const("gl_MaxVertexOutputComponents",
714                state->Const.MaxVertexOutputComponents);
715      add_const("gl_MaxGeometryInputComponents",
716                state->Const.MaxGeometryInputComponents);
717      add_const("gl_MaxGeometryOutputComponents",
718                state->Const.MaxGeometryOutputComponents);
719      add_const("gl_MaxFragmentInputComponents",
720                state->Const.MaxFragmentInputComponents);
721      add_const("gl_MaxGeometryTextureImageUnits",
722                state->Const.MaxGeometryTextureImageUnits);
723      add_const("gl_MaxGeometryOutputVertices",
724                state->Const.MaxGeometryOutputVertices);
725      add_const("gl_MaxGeometryTotalOutputComponents",
726                state->Const.MaxGeometryTotalOutputComponents);
727      add_const("gl_MaxGeometryUniformComponents",
728                state->Const.MaxGeometryUniformComponents);
729
730      /* Note: the GLSL 1.50-4.40 specs require
731       * gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
732       * But they do not define what it means (and there does not appear to be
733       * any corresponding constant in the GL specs).  However,
734       * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
735       * be the maximum number of components available for use as geometry
736       * outputs.  So we assume this is a synonym for
737       * gl_MaxGeometryOutputComponents.
738       */
739      add_const("gl_MaxGeometryVaryingComponents",
740                state->Const.MaxGeometryOutputComponents);
741   }
742
743   if (compatibility) {
744      /* Note: gl_MaxLights stopped being listed as an explicit constant in
745       * GLSL 1.30, however it continues to be referred to (as a minimum size
746       * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
747       * this seems like it was probably an oversight.
748       */
749      add_const("gl_MaxLights", state->Const.MaxLights);
750
751      add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
752
753      /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
754       * 1.50, however this seems like it was probably an oversight.
755       */
756      add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
757
758      /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
759       * re-introduced in GLSL 1.50, so this seems like it was probably an
760       * oversight.
761       */
762      add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
763   }
764
765   if (state->has_atomic_counters()) {
766      add_const("gl_MaxVertexAtomicCounters",
767                state->Const.MaxVertexAtomicCounters);
768      add_const("gl_MaxFragmentAtomicCounters",
769                state->Const.MaxFragmentAtomicCounters);
770      add_const("gl_MaxCombinedAtomicCounters",
771                state->Const.MaxCombinedAtomicCounters);
772      add_const("gl_MaxAtomicCounterBindings",
773                state->Const.MaxAtomicBufferBindings);
774
775      if (state->has_geometry_shader()) {
776         add_const("gl_MaxGeometryAtomicCounters",
777                   state->Const.MaxGeometryAtomicCounters);
778      }
779      if (state->is_version(110, 320)) {
780         add_const("gl_MaxTessControlAtomicCounters",
781                   state->Const.MaxTessControlAtomicCounters);
782         add_const("gl_MaxTessEvaluationAtomicCounters",
783                   state->Const.MaxTessEvaluationAtomicCounters);
784      }
785   }
786
787   if (state->is_version(420, 310)) {
788      add_const("gl_MaxVertexAtomicCounterBuffers",
789                state->Const.MaxVertexAtomicCounterBuffers);
790      add_const("gl_MaxFragmentAtomicCounterBuffers",
791                state->Const.MaxFragmentAtomicCounterBuffers);
792      add_const("gl_MaxCombinedAtomicCounterBuffers",
793                state->Const.MaxCombinedAtomicCounterBuffers);
794      add_const("gl_MaxAtomicCounterBufferSize",
795                state->Const.MaxAtomicCounterBufferSize);
796
797      if (state->has_geometry_shader()) {
798         add_const("gl_MaxGeometryAtomicCounterBuffers",
799                   state->Const.MaxGeometryAtomicCounterBuffers);
800      }
801      if (state->is_version(110, 320)) {
802         add_const("gl_MaxTessControlAtomicCounterBuffers",
803                   state->Const.MaxTessControlAtomicCounterBuffers);
804         add_const("gl_MaxTessEvaluationAtomicCounterBuffers",
805                   state->Const.MaxTessEvaluationAtomicCounterBuffers);
806      }
807   }
808
809   if (state->is_version(430, 310) || state->ARB_compute_shader_enable) {
810      add_const("gl_MaxComputeAtomicCounterBuffers",
811                state->Const.MaxComputeAtomicCounterBuffers);
812      add_const("gl_MaxComputeAtomicCounters",
813                state->Const.MaxComputeAtomicCounters);
814      add_const("gl_MaxComputeImageUniforms",
815                state->Const.MaxComputeImageUniforms);
816      add_const("gl_MaxComputeTextureImageUnits",
817                state->Const.MaxComputeTextureImageUnits);
818      add_const("gl_MaxComputeUniformComponents",
819                state->Const.MaxComputeUniformComponents);
820
821      add_const_ivec3("gl_MaxComputeWorkGroupCount",
822                      state->Const.MaxComputeWorkGroupCount[0],
823                      state->Const.MaxComputeWorkGroupCount[1],
824                      state->Const.MaxComputeWorkGroupCount[2]);
825      add_const_ivec3("gl_MaxComputeWorkGroupSize",
826                      state->Const.MaxComputeWorkGroupSize[0],
827                      state->Const.MaxComputeWorkGroupSize[1],
828                      state->Const.MaxComputeWorkGroupSize[2]);
829
830      /* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables):
831       *
832       *     The built-in constant gl_WorkGroupSize is a compute-shader
833       *     constant containing the local work-group size of the shader.  The
834       *     size of the work group in the X, Y, and Z dimensions is stored in
835       *     the x, y, and z components.  The constants values in
836       *     gl_WorkGroupSize will match those specified in the required
837       *     local_size_x, local_size_y, and local_size_z layout qualifiers
838       *     for the current shader.  This is a constant so that it can be
839       *     used to size arrays of memory that can be shared within the local
840       *     work group.  It is a compile-time error to use gl_WorkGroupSize
841       *     in a shader that does not declare a fixed local group size, or
842       *     before that shader has declared a fixed local group size, using
843       *     local_size_x, local_size_y, and local_size_z.
844       *
845       * To prevent the shader from trying to refer to gl_WorkGroupSize before
846       * the layout declaration, we don't define it here.  Intead we define it
847       * in ast_cs_input_layout::hir().
848       */
849   }
850
851   if (state->has_enhanced_layouts()) {
852      add_const("gl_MaxTransformFeedbackBuffers",
853                state->Const.MaxTransformFeedbackBuffers);
854      add_const("gl_MaxTransformFeedbackInterleavedComponents",
855                state->Const.MaxTransformFeedbackInterleavedComponents);
856   }
857
858   if (state->has_shader_image_load_store()) {
859      add_const("gl_MaxImageUnits",
860                state->Const.MaxImageUnits);
861      add_const("gl_MaxVertexImageUniforms",
862                state->Const.MaxVertexImageUniforms);
863      add_const("gl_MaxFragmentImageUniforms",
864                state->Const.MaxFragmentImageUniforms);
865      add_const("gl_MaxCombinedImageUniforms",
866                state->Const.MaxCombinedImageUniforms);
867
868      if (state->has_geometry_shader()) {
869         add_const("gl_MaxGeometryImageUniforms",
870                   state->Const.MaxGeometryImageUniforms);
871      }
872
873      if (!state->es_shader) {
874         add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs",
875                   state->Const.MaxCombinedShaderOutputResources);
876         add_const("gl_MaxImageSamples",
877                   state->Const.MaxImageSamples);
878      }
879
880      if (state->has_tessellation_shader()) {
881         add_const("gl_MaxTessControlImageUniforms",
882                   state->Const.MaxTessControlImageUniforms);
883         add_const("gl_MaxTessEvaluationImageUniforms",
884                   state->Const.MaxTessEvaluationImageUniforms);
885      }
886   }
887
888   if (state->is_version(440, 310) ||
889       state->ARB_ES3_1_compatibility_enable) {
890      add_const("gl_MaxCombinedShaderOutputResources",
891                state->Const.MaxCombinedShaderOutputResources);
892   }
893
894   if (state->is_version(410, 0) ||
895       state->ARB_viewport_array_enable ||
896       state->OES_viewport_array_enable)
897      add_const("gl_MaxViewports", state->Const.MaxViewports);
898
899   if (state->has_tessellation_shader()) {
900      add_const("gl_MaxPatchVertices", state->Const.MaxPatchVertices);
901      add_const("gl_MaxTessGenLevel", state->Const.MaxTessGenLevel);
902      add_const("gl_MaxTessControlInputComponents", state->Const.MaxTessControlInputComponents);
903      add_const("gl_MaxTessControlOutputComponents", state->Const.MaxTessControlOutputComponents);
904      add_const("gl_MaxTessControlTextureImageUnits", state->Const.MaxTessControlTextureImageUnits);
905      add_const("gl_MaxTessEvaluationInputComponents", state->Const.MaxTessEvaluationInputComponents);
906      add_const("gl_MaxTessEvaluationOutputComponents", state->Const.MaxTessEvaluationOutputComponents);
907      add_const("gl_MaxTessEvaluationTextureImageUnits", state->Const.MaxTessEvaluationTextureImageUnits);
908      add_const("gl_MaxTessPatchComponents", state->Const.MaxTessPatchComponents);
909      add_const("gl_MaxTessControlTotalOutputComponents", state->Const.MaxTessControlTotalOutputComponents);
910      add_const("gl_MaxTessControlUniformComponents", state->Const.MaxTessControlUniformComponents);
911      add_const("gl_MaxTessEvaluationUniformComponents", state->Const.MaxTessEvaluationUniformComponents);
912   }
913
914   if (state->is_version(450, 320) ||
915       state->OES_sample_variables_enable ||
916       state->ARB_ES3_1_compatibility_enable)
917      add_const("gl_MaxSamples", state->Const.MaxSamples);
918}
919
920
921/**
922 * Generate uniform variables (which exist in all types of shaders).
923 */
924void
925builtin_variable_generator::generate_uniforms()
926{
927   if (state->is_version(400, 320) ||
928       state->ARB_sample_shading_enable ||
929       state->OES_sample_variables_enable)
930      add_uniform(int_t, "gl_NumSamples");
931   add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
932   add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
933   add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
934
935   if (compatibility) {
936      add_uniform(mat4_t, "gl_ModelViewMatrix");
937      add_uniform(mat4_t, "gl_ProjectionMatrix");
938      add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
939      add_uniform(mat3_t, "gl_NormalMatrix");
940      add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
941      add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
942      add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
943      add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
944      add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
945      add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
946      add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
947      add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
948      add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
949      add_uniform(float_t, "gl_NormalScale");
950      add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
951      add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
952
953      const glsl_type *const mat4_array_type =
954	 array(mat4_t, state->Const.MaxTextureCoords);
955      add_uniform(mat4_array_type, "gl_TextureMatrix");
956      add_uniform(mat4_array_type, "gl_TextureMatrixInverse");
957      add_uniform(mat4_array_type, "gl_TextureMatrixTranspose");
958      add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
959
960      add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
961      add_uniform(type("gl_PointParameters"), "gl_Point");
962
963      const glsl_type *const material_parameters_type =
964	 type("gl_MaterialParameters");
965      add_uniform(material_parameters_type, "gl_FrontMaterial");
966      add_uniform(material_parameters_type, "gl_BackMaterial");
967
968      add_uniform(array(type("gl_LightSourceParameters"),
969                        state->Const.MaxLights),
970                  "gl_LightSource");
971
972      const glsl_type *const light_model_products_type =
973         type("gl_LightModelProducts");
974      add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
975      add_uniform(light_model_products_type, "gl_BackLightModelProduct");
976
977      const glsl_type *const light_products_type =
978         array(type("gl_LightProducts"), state->Const.MaxLights);
979      add_uniform(light_products_type, "gl_FrontLightProduct");
980      add_uniform(light_products_type, "gl_BackLightProduct");
981
982      add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
983                  "gl_TextureEnvColor");
984
985      const glsl_type *const texcoords_vec4 =
986	 array(vec4_t, state->Const.MaxTextureCoords);
987      add_uniform(texcoords_vec4, "gl_EyePlaneS");
988      add_uniform(texcoords_vec4, "gl_EyePlaneT");
989      add_uniform(texcoords_vec4, "gl_EyePlaneR");
990      add_uniform(texcoords_vec4, "gl_EyePlaneQ");
991      add_uniform(texcoords_vec4, "gl_ObjectPlaneS");
992      add_uniform(texcoords_vec4, "gl_ObjectPlaneT");
993      add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
994      add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
995
996      add_uniform(type("gl_FogParameters"), "gl_Fog");
997   }
998}
999
1000
1001/**
1002 * Generate special variables which exist in all shaders.
1003 */
1004void
1005builtin_variable_generator::generate_special_vars()
1006{
1007   if (state->ARB_shader_ballot_enable) {
1008      add_system_value(SYSTEM_VALUE_SUBGROUP_SIZE, uint_t, "gl_SubGroupSizeARB");
1009      add_system_value(SYSTEM_VALUE_SUBGROUP_INVOCATION, uint_t, "gl_SubGroupInvocationARB");
1010      add_system_value(SYSTEM_VALUE_SUBGROUP_EQ_MASK, uint64_t, "gl_SubGroupEqMaskARB");
1011      add_system_value(SYSTEM_VALUE_SUBGROUP_GE_MASK, uint64_t, "gl_SubGroupGeMaskARB");
1012      add_system_value(SYSTEM_VALUE_SUBGROUP_GT_MASK, uint64_t, "gl_SubGroupGtMaskARB");
1013      add_system_value(SYSTEM_VALUE_SUBGROUP_LE_MASK, uint64_t, "gl_SubGroupLeMaskARB");
1014      add_system_value(SYSTEM_VALUE_SUBGROUP_LT_MASK, uint64_t, "gl_SubGroupLtMaskARB");
1015   }
1016}
1017
1018
1019/**
1020 * Generate variables which only exist in vertex shaders.
1021 */
1022void
1023builtin_variable_generator::generate_vs_special_vars()
1024{
1025   ir_variable *var;
1026
1027   if (state->is_version(130, 300) || state->EXT_gpu_shader4_enable)
1028      add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
1029   if (state->is_version(460, 0)) {
1030      add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertex");
1031      add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstance");
1032      add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawID");
1033   }
1034   if (state->ARB_draw_instanced_enable)
1035      add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
1036   if (state->ARB_draw_instanced_enable || state->is_version(140, 300) ||
1037       state->EXT_gpu_shader4_enable)
1038      add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
1039   if (state->ARB_shader_draw_parameters_enable) {
1040      add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertexARB");
1041      add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstanceARB");
1042      add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawIDARB");
1043   }
1044   if (state->AMD_vertex_shader_layer_enable ||
1045       state->ARB_shader_viewport_layer_array_enable) {
1046      var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1047      var->data.interpolation = INTERP_MODE_FLAT;
1048   }
1049   if (state->AMD_vertex_shader_viewport_index_enable ||
1050       state->ARB_shader_viewport_layer_array_enable) {
1051      var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1052      var->data.interpolation = INTERP_MODE_FLAT;
1053   }
1054   if (compatibility) {
1055      add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
1056      add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
1057      add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
1058      add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
1059      add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
1060      add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
1061      add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
1062      add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
1063      add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
1064      add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
1065      add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
1066      add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
1067      add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
1068   }
1069}
1070
1071
1072/**
1073 * Generate variables which only exist in tessellation control shaders.
1074 */
1075void
1076builtin_variable_generator::generate_tcs_special_vars()
1077{
1078   add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
1079   add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
1080   add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
1081
1082   add_output(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
1083              "gl_TessLevelOuter")->data.patch = 1;
1084   add_output(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
1085              "gl_TessLevelInner")->data.patch = 1;
1086   /* XXX What to do if multiple are flipped on? */
1087   int bbox_slot = state->ctx->Const.NoPrimitiveBoundingBoxOutput ? -1 :
1088      VARYING_SLOT_BOUNDING_BOX0;
1089   if (state->EXT_primitive_bounding_box_enable)
1090      add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBoxEXT")
1091         ->data.patch = 1;
1092   if (state->OES_primitive_bounding_box_enable)
1093      add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBoxOES")
1094         ->data.patch = 1;
1095   if (state->is_version(0, 320) || state->ARB_ES3_2_compatibility_enable)
1096      add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBox")
1097         ->data.patch = 1;
1098}
1099
1100
1101/**
1102 * Generate variables which only exist in tessellation evaluation shaders.
1103 */
1104void
1105builtin_variable_generator::generate_tes_special_vars()
1106{
1107   ir_variable *var;
1108
1109   add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
1110   add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
1111   add_system_value(SYSTEM_VALUE_TESS_COORD, vec3_t, "gl_TessCoord");
1112   if (this->state->ctx->Const.GLSLTessLevelsAsInputs) {
1113      add_input(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
1114                "gl_TessLevelOuter")->data.patch = 1;
1115      add_input(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
1116                "gl_TessLevelInner")->data.patch = 1;
1117   } else {
1118      add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER, array(float_t, 4),
1119                       "gl_TessLevelOuter");
1120      add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2),
1121                       "gl_TessLevelInner");
1122   }
1123   if (state->ARB_shader_viewport_layer_array_enable) {
1124      var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1125      var->data.interpolation = INTERP_MODE_FLAT;
1126      var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1127      var->data.interpolation = INTERP_MODE_FLAT;
1128   }
1129}
1130
1131
1132/**
1133 * Generate variables which only exist in geometry shaders.
1134 */
1135void
1136builtin_variable_generator::generate_gs_special_vars()
1137{
1138   ir_variable *var;
1139
1140   var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1141   var->data.interpolation = INTERP_MODE_FLAT;
1142   if (state->is_version(410, 0) || state->ARB_viewport_array_enable ||
1143       state->OES_viewport_array_enable) {
1144      var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1145      var->data.interpolation = INTERP_MODE_FLAT;
1146   }
1147   if (state->is_version(400, 320) || state->ARB_gpu_shader5_enable ||
1148       state->OES_geometry_shader_enable || state->EXT_geometry_shader_enable) {
1149      add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
1150   }
1151
1152   /* Although gl_PrimitiveID appears in tessellation control and tessellation
1153    * evaluation shaders, it has a different function there than it has in
1154    * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
1155    * as special geometry shader variables.
1156    *
1157    * Note that although the general convention of suffixing geometry shader
1158    * input varyings with "In" was not adopted into GLSL 1.50, it is used in
1159    * the specific case of gl_PrimitiveIDIn.  So we don't need to treat
1160    * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
1161    */
1162   var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
1163   var->data.interpolation = INTERP_MODE_FLAT;
1164   var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
1165   var->data.interpolation = INTERP_MODE_FLAT;
1166}
1167
1168
1169/**
1170 * Generate variables which only exist in fragment shaders.
1171 */
1172void
1173builtin_variable_generator::generate_fs_special_vars()
1174{
1175   ir_variable *var;
1176
1177   if (this->state->ctx->Const.GLSLFragCoordIsSysVal)
1178      add_system_value(SYSTEM_VALUE_FRAG_COORD, vec4_t, "gl_FragCoord");
1179   else
1180      add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
1181
1182   if (this->state->ctx->Const.GLSLFrontFacingIsSysVal)
1183      add_system_value(SYSTEM_VALUE_FRONT_FACE, bool_t, "gl_FrontFacing");
1184   else
1185      add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
1186
1187   if (state->is_version(120, 100))
1188      add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
1189
1190   if (state->has_geometry_shader() || state->EXT_gpu_shader4_enable) {
1191      var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
1192      var->data.interpolation = INTERP_MODE_FLAT;
1193   }
1194
1195   /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
1196    * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
1197    * They were removed from GLSL ES 3.00.
1198    */
1199   if (compatibility || !state->is_version(420, 300)) {
1200      add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor");
1201      add_output(FRAG_RESULT_DATA0,
1202                 array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
1203   }
1204
1205   if (state->has_framebuffer_fetch() && !state->is_version(130, 300)) {
1206      ir_variable *const var =
1207         add_output(FRAG_RESULT_DATA0,
1208                    array(vec4_t, state->Const.MaxDrawBuffers),
1209                    "gl_LastFragData");
1210      var->data.precision = GLSL_PRECISION_MEDIUM;
1211      var->data.read_only = 1;
1212      var->data.fb_fetch_output = 1;
1213      var->data.memory_coherent = 1;
1214   }
1215
1216   if (state->es_shader && state->language_version == 100 && state->EXT_blend_func_extended_enable) {
1217      add_index_output(FRAG_RESULT_COLOR, 1, vec4_t,
1218                       "gl_SecondaryFragColorEXT");
1219      add_index_output(FRAG_RESULT_DATA0, 1,
1220                       array(vec4_t, state->Const.MaxDualSourceDrawBuffers),
1221                       "gl_SecondaryFragDataEXT");
1222   }
1223
1224   /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
1225    * ES 1.00.
1226    */
1227   if (state->is_version(110, 300))
1228      add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth");
1229
1230   if (state->EXT_frag_depth_enable)
1231      add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepthEXT");
1232
1233   if (state->ARB_shader_stencil_export_enable) {
1234      ir_variable *const var =
1235         add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
1236      if (state->ARB_shader_stencil_export_warn)
1237         var->enable_extension_warning("GL_ARB_shader_stencil_export");
1238   }
1239
1240   if (state->AMD_shader_stencil_export_enable) {
1241      ir_variable *const var =
1242         add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
1243      if (state->AMD_shader_stencil_export_warn)
1244         var->enable_extension_warning("GL_AMD_shader_stencil_export");
1245   }
1246
1247   if (state->is_version(400, 320) ||
1248       state->ARB_sample_shading_enable ||
1249       state->OES_sample_variables_enable) {
1250      add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, "gl_SampleID");
1251      add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, "gl_SamplePosition");
1252      /* From the ARB_sample_shading specification:
1253       *    "The number of elements in the array is ceil(<s>/32), where
1254       *    <s> is the maximum number of color samples supported by the
1255       *    implementation."
1256       * Since no drivers expose more than 32x MSAA, we can simply set
1257       * the array size to 1 rather than computing it.
1258       */
1259      add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), "gl_SampleMask");
1260   }
1261
1262   if (state->is_version(400, 320) ||
1263       state->ARB_gpu_shader5_enable ||
1264       state->OES_sample_variables_enable) {
1265      add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1), "gl_SampleMaskIn");
1266   }
1267
1268   if (state->is_version(430, 320) ||
1269       state->ARB_fragment_layer_viewport_enable ||
1270       state->OES_geometry_shader_enable ||
1271       state->EXT_geometry_shader_enable) {
1272      var = add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1273      var->data.interpolation = INTERP_MODE_FLAT;
1274   }
1275
1276   if (state->is_version(430, 0) ||
1277       state->ARB_fragment_layer_viewport_enable ||
1278       state->OES_viewport_array_enable) {
1279      var = add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1280      var->data.interpolation = INTERP_MODE_FLAT;
1281   }
1282
1283   if (state->is_version(450, 310) || state->ARB_ES3_1_compatibility_enable)
1284      add_system_value(SYSTEM_VALUE_HELPER_INVOCATION, bool_t, "gl_HelperInvocation");
1285}
1286
1287
1288/**
1289 * Generate variables which only exist in compute shaders.
1290 */
1291void
1292builtin_variable_generator::generate_cs_special_vars()
1293{
1294   add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_ID, uvec3_t,
1295                    "gl_LocalInvocationID");
1296   add_system_value(SYSTEM_VALUE_WORK_GROUP_ID, uvec3_t, "gl_WorkGroupID");
1297   add_system_value(SYSTEM_VALUE_NUM_WORK_GROUPS, uvec3_t, "gl_NumWorkGroups");
1298
1299   if (state->ARB_compute_variable_group_size_enable) {
1300      add_system_value(SYSTEM_VALUE_LOCAL_GROUP_SIZE,
1301                       uvec3_t, "gl_LocalGroupSizeARB");
1302   }
1303
1304   add_system_value(SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
1305                    uvec3_t, "gl_GlobalInvocationID");
1306   add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
1307                    uint_t, "gl_LocalInvocationIndex");
1308}
1309
1310
1311/**
1312 * Add a single "varying" variable.  The variable's type and direction (input
1313 * or output) are adjusted as appropriate for the type of shader being
1314 * compiled.
1315 */
1316void
1317builtin_variable_generator::add_varying(int slot, const glsl_type *type,
1318                                        const char *name)
1319{
1320   switch (state->stage) {
1321   case MESA_SHADER_TESS_CTRL:
1322   case MESA_SHADER_TESS_EVAL:
1323   case MESA_SHADER_GEOMETRY:
1324      this->per_vertex_in.add_field(slot, type, name);
1325      /* FALLTHROUGH */
1326   case MESA_SHADER_VERTEX:
1327      this->per_vertex_out.add_field(slot, type, name);
1328      break;
1329   case MESA_SHADER_FRAGMENT:
1330      add_input(slot, type, name);
1331      break;
1332   case MESA_SHADER_COMPUTE:
1333      /* Compute shaders don't have varyings. */
1334      break;
1335   default:
1336      break;
1337   }
1338}
1339
1340
1341/**
1342 * Generate variables that are used to communicate data from one shader stage
1343 * to the next ("varyings").
1344 */
1345void
1346builtin_variable_generator::generate_varyings()
1347{
1348   /* gl_Position and gl_PointSize are not visible from fragment shaders. */
1349   if (state->stage != MESA_SHADER_FRAGMENT) {
1350      add_varying(VARYING_SLOT_POS, vec4_t, "gl_Position");
1351      if (!state->es_shader ||
1352          state->stage == MESA_SHADER_VERTEX ||
1353          (state->stage == MESA_SHADER_GEOMETRY &&
1354           (state->OES_geometry_point_size_enable ||
1355            state->EXT_geometry_point_size_enable)) ||
1356          ((state->stage == MESA_SHADER_TESS_CTRL ||
1357            state->stage == MESA_SHADER_TESS_EVAL) &&
1358           (state->OES_tessellation_point_size_enable ||
1359            state->EXT_tessellation_point_size_enable))) {
1360         add_varying(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
1361      }
1362   }
1363
1364   if (state->has_clip_distance()) {
1365       add_varying(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
1366                   "gl_ClipDistance");
1367   }
1368   if (state->has_cull_distance()) {
1369      add_varying(VARYING_SLOT_CULL_DIST0, array(float_t, 0),
1370                   "gl_CullDistance");
1371   }
1372
1373   if (compatibility) {
1374      add_varying(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
1375      add_varying(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
1376      if (state->stage == MESA_SHADER_FRAGMENT) {
1377         add_varying(VARYING_SLOT_COL0, vec4_t, "gl_Color");
1378         add_varying(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
1379      } else {
1380         add_varying(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
1381         add_varying(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
1382         add_varying(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
1383         add_varying(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
1384         add_varying(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
1385      }
1386   }
1387
1388   /* Section 7.1 (Built-In Language Variables) of the GLSL 4.00 spec
1389    * says:
1390    *
1391    *    "In the tessellation control language, built-in variables are
1392    *    intrinsically declared as:
1393    *
1394    *        in gl_PerVertex {
1395    *            vec4 gl_Position;
1396    *            float gl_PointSize;
1397    *            float gl_ClipDistance[];
1398    *        } gl_in[gl_MaxPatchVertices];"
1399    */
1400   if (state->stage == MESA_SHADER_TESS_CTRL ||
1401       state->stage == MESA_SHADER_TESS_EVAL) {
1402      const glsl_type *per_vertex_in_type =
1403         this->per_vertex_in.construct_interface_instance();
1404      add_variable("gl_in", array(per_vertex_in_type, state->Const.MaxPatchVertices),
1405                   ir_var_shader_in, -1);
1406   }
1407   if (state->stage == MESA_SHADER_GEOMETRY) {
1408      const glsl_type *per_vertex_in_type =
1409         this->per_vertex_in.construct_interface_instance();
1410      add_variable("gl_in", array(per_vertex_in_type, 0),
1411                   ir_var_shader_in, -1);
1412   }
1413   if (state->stage == MESA_SHADER_TESS_CTRL) {
1414      const glsl_type *per_vertex_out_type =
1415         this->per_vertex_out.construct_interface_instance();
1416      add_variable("gl_out", array(per_vertex_out_type, 0),
1417                   ir_var_shader_out, -1);
1418   }
1419   if (state->stage == MESA_SHADER_VERTEX ||
1420       state->stage == MESA_SHADER_TESS_EVAL ||
1421       state->stage == MESA_SHADER_GEOMETRY) {
1422      const glsl_type *per_vertex_out_type =
1423         this->per_vertex_out.construct_interface_instance();
1424      const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
1425      for (unsigned i = 0; i < per_vertex_out_type->length; i++) {
1426         ir_variable *var =
1427            add_variable(fields[i].name, fields[i].type, ir_var_shader_out,
1428                         fields[i].location);
1429         var->data.interpolation = fields[i].interpolation;
1430         var->data.centroid = fields[i].centroid;
1431         var->data.sample = fields[i].sample;
1432         var->data.patch = fields[i].patch;
1433         var->data.precision = fields[i].precision;
1434         var->init_interface_type(per_vertex_out_type);
1435      }
1436   }
1437}
1438
1439
1440}; /* Anonymous namespace */
1441
1442
1443void
1444_mesa_glsl_initialize_variables(exec_list *instructions,
1445				struct _mesa_glsl_parse_state *state)
1446{
1447   builtin_variable_generator gen(instructions, state);
1448
1449   gen.generate_constants();
1450   gen.generate_uniforms();
1451   gen.generate_special_vars();
1452
1453   gen.generate_varyings();
1454
1455   switch (state->stage) {
1456   case MESA_SHADER_VERTEX:
1457      gen.generate_vs_special_vars();
1458      break;
1459   case MESA_SHADER_TESS_CTRL:
1460      gen.generate_tcs_special_vars();
1461      break;
1462   case MESA_SHADER_TESS_EVAL:
1463      gen.generate_tes_special_vars();
1464      break;
1465   case MESA_SHADER_GEOMETRY:
1466      gen.generate_gs_special_vars();
1467      break;
1468   case MESA_SHADER_FRAGMENT:
1469      gen.generate_fs_special_vars();
1470      break;
1471   case MESA_SHADER_COMPUTE:
1472      gen.generate_cs_special_vars();
1473      break;
1474   default:
1475      break;
1476   }
1477}
1478