1*61046927SAndroid Build Coastguard Worker /*
2*61046927SAndroid Build Coastguard Worker * Copyright © 2010 Intel Corporation
3*61046927SAndroid Build Coastguard Worker *
4*61046927SAndroid Build Coastguard Worker * Permission is hereby granted, free of charge, to any person obtaining a
5*61046927SAndroid Build Coastguard Worker * copy of this software and associated documentation files (the "Software"),
6*61046927SAndroid Build Coastguard Worker * to deal in the Software without restriction, including without limitation
7*61046927SAndroid Build Coastguard Worker * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8*61046927SAndroid Build Coastguard Worker * and/or sell copies of the Software, and to permit persons to whom the
9*61046927SAndroid Build Coastguard Worker * Software is furnished to do so, subject to the following conditions:
10*61046927SAndroid Build Coastguard Worker *
11*61046927SAndroid Build Coastguard Worker * The above copyright notice and this permission notice (including the next
12*61046927SAndroid Build Coastguard Worker * paragraph) shall be included in all copies or substantial portions of the
13*61046927SAndroid Build Coastguard Worker * Software.
14*61046927SAndroid Build Coastguard Worker *
15*61046927SAndroid Build Coastguard Worker * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16*61046927SAndroid Build Coastguard Worker * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17*61046927SAndroid Build Coastguard Worker * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18*61046927SAndroid Build Coastguard Worker * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19*61046927SAndroid Build Coastguard Worker * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20*61046927SAndroid Build Coastguard Worker * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21*61046927SAndroid Build Coastguard Worker * DEALINGS IN THE SOFTWARE.
22*61046927SAndroid Build Coastguard Worker */
23*61046927SAndroid Build Coastguard Worker
24*61046927SAndroid Build Coastguard Worker
25*61046927SAndroid Build Coastguard Worker /**
26*61046927SAndroid Build Coastguard Worker * Building this file with MinGW g++ 7.3 or 7.4 with:
27*61046927SAndroid Build Coastguard Worker * scons platform=windows toolchain=crossmingw machine=x86 build=profile
28*61046927SAndroid Build Coastguard Worker * triggers an internal compiler error.
29*61046927SAndroid Build Coastguard Worker * Overriding the optimization level to -O1 works around the issue.
30*61046927SAndroid Build Coastguard Worker * MinGW 5.3.1 does not seem to have the bug, neither does 8.3. So for now
31*61046927SAndroid Build Coastguard Worker * we're simply testing for version 7.x here.
32*61046927SAndroid Build Coastguard Worker */
33*61046927SAndroid Build Coastguard Worker #if defined(__MINGW32__) && __GNUC__ == 7
34*61046927SAndroid Build Coastguard Worker #warning "disabling optimizations for this file to work around compiler bug in MinGW gcc 7.x"
35*61046927SAndroid Build Coastguard Worker #pragma GCC optimize("O1")
36*61046927SAndroid Build Coastguard Worker #endif
37*61046927SAndroid Build Coastguard Worker
38*61046927SAndroid Build Coastguard Worker
39*61046927SAndroid Build Coastguard Worker #include "ir.h"
40*61046927SAndroid Build Coastguard Worker #include "ir_builder.h"
41*61046927SAndroid Build Coastguard Worker #include "linker.h"
42*61046927SAndroid Build Coastguard Worker #include "glsl_parser_extras.h"
43*61046927SAndroid Build Coastguard Worker #include "glsl_symbol_table.h"
44*61046927SAndroid Build Coastguard Worker #include "main/consts_exts.h"
45*61046927SAndroid Build Coastguard Worker #include "main/uniforms.h"
46*61046927SAndroid Build Coastguard Worker #include "program/prog_statevars.h"
47*61046927SAndroid Build Coastguard Worker #include "program/prog_instruction.h"
48*61046927SAndroid Build Coastguard Worker #include "util/compiler.h"
49*61046927SAndroid Build Coastguard Worker #include "builtin_functions.h"
50*61046927SAndroid Build Coastguard Worker
51*61046927SAndroid Build Coastguard Worker using namespace ir_builder;
52*61046927SAndroid Build Coastguard Worker
53*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_NumSamples_elements[] = {
54*61046927SAndroid Build Coastguard Worker {NULL, {STATE_NUM_SAMPLES, 0, 0}, SWIZZLE_XXXX}
55*61046927SAndroid Build Coastguard Worker };
56*61046927SAndroid Build Coastguard Worker
57*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
58*61046927SAndroid Build Coastguard Worker {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
59*61046927SAndroid Build Coastguard Worker {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
60*61046927SAndroid Build Coastguard Worker {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
61*61046927SAndroid Build Coastguard Worker };
62*61046927SAndroid Build Coastguard Worker
63*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
64*61046927SAndroid Build Coastguard Worker {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
65*61046927SAndroid Build Coastguard Worker };
66*61046927SAndroid Build Coastguard Worker
67*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_Point_elements[] = {
68*61046927SAndroid Build Coastguard Worker {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
69*61046927SAndroid Build Coastguard Worker {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
70*61046927SAndroid Build Coastguard Worker {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
71*61046927SAndroid Build Coastguard Worker {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
72*61046927SAndroid Build Coastguard Worker {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
73*61046927SAndroid Build Coastguard Worker {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
74*61046927SAndroid Build Coastguard Worker {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
75*61046927SAndroid Build Coastguard Worker };
76*61046927SAndroid Build Coastguard Worker
77*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
78*61046927SAndroid Build Coastguard Worker {"emission", {STATE_MATERIAL, MAT_ATTRIB_FRONT_EMISSION}, SWIZZLE_XYZW},
79*61046927SAndroid Build Coastguard Worker {"ambient", {STATE_MATERIAL, MAT_ATTRIB_FRONT_AMBIENT}, SWIZZLE_XYZW},
80*61046927SAndroid Build Coastguard Worker {"diffuse", {STATE_MATERIAL, MAT_ATTRIB_FRONT_DIFFUSE}, SWIZZLE_XYZW},
81*61046927SAndroid Build Coastguard Worker {"specular", {STATE_MATERIAL, MAT_ATTRIB_FRONT_SPECULAR}, SWIZZLE_XYZW},
82*61046927SAndroid Build Coastguard Worker {"shininess", {STATE_MATERIAL, MAT_ATTRIB_FRONT_SHININESS}, SWIZZLE_XXXX},
83*61046927SAndroid Build Coastguard Worker };
84*61046927SAndroid Build Coastguard Worker
85*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
86*61046927SAndroid Build Coastguard Worker {"emission", {STATE_MATERIAL, MAT_ATTRIB_BACK_EMISSION}, SWIZZLE_XYZW},
87*61046927SAndroid Build Coastguard Worker {"ambient", {STATE_MATERIAL, MAT_ATTRIB_BACK_AMBIENT}, SWIZZLE_XYZW},
88*61046927SAndroid Build Coastguard Worker {"diffuse", {STATE_MATERIAL, MAT_ATTRIB_BACK_DIFFUSE}, SWIZZLE_XYZW},
89*61046927SAndroid Build Coastguard Worker {"specular", {STATE_MATERIAL, MAT_ATTRIB_BACK_SPECULAR}, SWIZZLE_XYZW},
90*61046927SAndroid Build Coastguard Worker {"shininess", {STATE_MATERIAL, MAT_ATTRIB_BACK_SHININESS}, SWIZZLE_XXXX},
91*61046927SAndroid Build Coastguard Worker };
92*61046927SAndroid Build Coastguard Worker
93*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_LightSource_elements[] = {
94*61046927SAndroid Build Coastguard Worker {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
95*61046927SAndroid Build Coastguard Worker {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
96*61046927SAndroid Build Coastguard Worker {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
97*61046927SAndroid Build Coastguard Worker {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
98*61046927SAndroid Build Coastguard Worker {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
99*61046927SAndroid Build Coastguard Worker {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
100*61046927SAndroid Build Coastguard Worker MAKE_SWIZZLE4(SWIZZLE_X,
101*61046927SAndroid Build Coastguard Worker SWIZZLE_Y,
102*61046927SAndroid Build Coastguard Worker SWIZZLE_Z,
103*61046927SAndroid Build Coastguard Worker SWIZZLE_Z)},
104*61046927SAndroid Build Coastguard Worker {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
105*61046927SAndroid Build Coastguard Worker {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
106*61046927SAndroid Build Coastguard Worker {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
107*61046927SAndroid Build Coastguard Worker {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
108*61046927SAndroid Build Coastguard Worker {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
109*61046927SAndroid Build Coastguard Worker {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
110*61046927SAndroid Build Coastguard Worker };
111*61046927SAndroid Build Coastguard Worker
112*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_LightModel_elements[] = {
113*61046927SAndroid Build Coastguard Worker {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
114*61046927SAndroid Build Coastguard Worker };
115*61046927SAndroid Build Coastguard Worker
116*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
117*61046927SAndroid Build Coastguard Worker {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
118*61046927SAndroid Build Coastguard Worker };
119*61046927SAndroid Build Coastguard Worker
120*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
121*61046927SAndroid Build Coastguard Worker {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
122*61046927SAndroid Build Coastguard Worker };
123*61046927SAndroid Build Coastguard Worker
124*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
125*61046927SAndroid Build Coastguard Worker {"ambient", {STATE_LIGHTPROD, 0, MAT_ATTRIB_FRONT_AMBIENT}, SWIZZLE_XYZW},
126*61046927SAndroid Build Coastguard Worker {"diffuse", {STATE_LIGHTPROD, 0, MAT_ATTRIB_FRONT_DIFFUSE}, SWIZZLE_XYZW},
127*61046927SAndroid Build Coastguard Worker {"specular", {STATE_LIGHTPROD, 0, MAT_ATTRIB_FRONT_SPECULAR}, SWIZZLE_XYZW},
128*61046927SAndroid Build Coastguard Worker };
129*61046927SAndroid Build Coastguard Worker
130*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
131*61046927SAndroid Build Coastguard Worker {"ambient", {STATE_LIGHTPROD, 0, MAT_ATTRIB_BACK_AMBIENT}, SWIZZLE_XYZW},
132*61046927SAndroid Build Coastguard Worker {"diffuse", {STATE_LIGHTPROD, 0, MAT_ATTRIB_BACK_DIFFUSE}, SWIZZLE_XYZW},
133*61046927SAndroid Build Coastguard Worker {"specular", {STATE_LIGHTPROD, 0, MAT_ATTRIB_BACK_SPECULAR}, SWIZZLE_XYZW},
134*61046927SAndroid Build Coastguard Worker };
135*61046927SAndroid Build Coastguard Worker
136*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
137*61046927SAndroid Build Coastguard Worker {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
138*61046927SAndroid Build Coastguard Worker };
139*61046927SAndroid Build Coastguard Worker
140*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
141*61046927SAndroid Build Coastguard Worker {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
142*61046927SAndroid Build Coastguard Worker };
143*61046927SAndroid Build Coastguard Worker
144*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
145*61046927SAndroid Build Coastguard Worker {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
146*61046927SAndroid Build Coastguard Worker };
147*61046927SAndroid Build Coastguard Worker
148*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
149*61046927SAndroid Build Coastguard Worker {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
150*61046927SAndroid Build Coastguard Worker };
151*61046927SAndroid Build Coastguard Worker
152*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
153*61046927SAndroid Build Coastguard Worker {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
154*61046927SAndroid Build Coastguard Worker };
155*61046927SAndroid Build Coastguard Worker
156*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
157*61046927SAndroid Build Coastguard Worker {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
158*61046927SAndroid Build Coastguard Worker };
159*61046927SAndroid Build Coastguard Worker
160*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
161*61046927SAndroid Build Coastguard Worker {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
162*61046927SAndroid Build Coastguard Worker };
163*61046927SAndroid Build Coastguard Worker
164*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
165*61046927SAndroid Build Coastguard Worker {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
166*61046927SAndroid Build Coastguard Worker };
167*61046927SAndroid Build Coastguard Worker
168*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
169*61046927SAndroid Build Coastguard Worker {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
170*61046927SAndroid Build Coastguard Worker };
171*61046927SAndroid Build Coastguard Worker
172*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_Fog_elements[] = {
173*61046927SAndroid Build Coastguard Worker {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
174*61046927SAndroid Build Coastguard Worker {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
175*61046927SAndroid Build Coastguard Worker {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
176*61046927SAndroid Build Coastguard Worker {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
177*61046927SAndroid Build Coastguard Worker {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
178*61046927SAndroid Build Coastguard Worker };
179*61046927SAndroid Build Coastguard Worker
180*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
181*61046927SAndroid Build Coastguard Worker {NULL, {STATE_NORMAL_SCALE_EYESPACE}, SWIZZLE_XXXX},
182*61046927SAndroid Build Coastguard Worker };
183*61046927SAndroid Build Coastguard Worker
184*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
185*61046927SAndroid Build Coastguard Worker {NULL, {STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
186*61046927SAndroid Build Coastguard Worker };
187*61046927SAndroid Build Coastguard Worker
188*61046927SAndroid Build Coastguard Worker #define ATTRIB(i) \
189*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_CurrentAttribFrag##i##MESA_elements[] = { \
190*61046927SAndroid Build Coastguard Worker {NULL, {STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, i}, SWIZZLE_XYZW}, \
191*61046927SAndroid Build Coastguard Worker };
192*61046927SAndroid Build Coastguard Worker
193*61046927SAndroid Build Coastguard Worker ATTRIB(0)
194*61046927SAndroid Build Coastguard Worker ATTRIB(1)
195*61046927SAndroid Build Coastguard Worker ATTRIB(2)
196*61046927SAndroid Build Coastguard Worker ATTRIB(3)
197*61046927SAndroid Build Coastguard Worker ATTRIB(4)
198*61046927SAndroid Build Coastguard Worker ATTRIB(5)
199*61046927SAndroid Build Coastguard Worker ATTRIB(6)
200*61046927SAndroid Build Coastguard Worker ATTRIB(7)
201*61046927SAndroid Build Coastguard Worker ATTRIB(8)
202*61046927SAndroid Build Coastguard Worker ATTRIB(9)
203*61046927SAndroid Build Coastguard Worker ATTRIB(10)
204*61046927SAndroid Build Coastguard Worker ATTRIB(11)
205*61046927SAndroid Build Coastguard Worker ATTRIB(12)
206*61046927SAndroid Build Coastguard Worker ATTRIB(13)
207*61046927SAndroid Build Coastguard Worker ATTRIB(14)
208*61046927SAndroid Build Coastguard Worker ATTRIB(15)
209*61046927SAndroid Build Coastguard Worker ATTRIB(16)
210*61046927SAndroid Build Coastguard Worker ATTRIB(17)
211*61046927SAndroid Build Coastguard Worker ATTRIB(18)
212*61046927SAndroid Build Coastguard Worker ATTRIB(19)
213*61046927SAndroid Build Coastguard Worker ATTRIB(20)
214*61046927SAndroid Build Coastguard Worker ATTRIB(21)
215*61046927SAndroid Build Coastguard Worker ATTRIB(22)
216*61046927SAndroid Build Coastguard Worker ATTRIB(23)
217*61046927SAndroid Build Coastguard Worker ATTRIB(24)
218*61046927SAndroid Build Coastguard Worker ATTRIB(25)
219*61046927SAndroid Build Coastguard Worker ATTRIB(26)
220*61046927SAndroid Build Coastguard Worker ATTRIB(27)
221*61046927SAndroid Build Coastguard Worker ATTRIB(28)
222*61046927SAndroid Build Coastguard Worker ATTRIB(29)
223*61046927SAndroid Build Coastguard Worker ATTRIB(30)
224*61046927SAndroid Build Coastguard Worker ATTRIB(31)
225*61046927SAndroid Build Coastguard Worker
226*61046927SAndroid Build Coastguard Worker #define MATRIX(name, statevar) \
227*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element name ## _elements[] = { \
228*61046927SAndroid Build Coastguard Worker { NULL, { statevar, 0, 0, 0}, SWIZZLE_XYZW }, \
229*61046927SAndroid Build Coastguard Worker { NULL, { statevar, 0, 1, 1}, SWIZZLE_XYZW }, \
230*61046927SAndroid Build Coastguard Worker { NULL, { statevar, 0, 2, 2}, SWIZZLE_XYZW }, \
231*61046927SAndroid Build Coastguard Worker { NULL, { statevar, 0, 3, 3}, SWIZZLE_XYZW }, \
232*61046927SAndroid Build Coastguard Worker }
233*61046927SAndroid Build Coastguard Worker
234*61046927SAndroid Build Coastguard Worker MATRIX(gl_ModelViewMatrix, STATE_MODELVIEW_MATRIX_TRANSPOSE);
235*61046927SAndroid Build Coastguard Worker MATRIX(gl_ModelViewMatrixInverse, STATE_MODELVIEW_MATRIX_INVTRANS);
236*61046927SAndroid Build Coastguard Worker MATRIX(gl_ModelViewMatrixTranspose, STATE_MODELVIEW_MATRIX);
237*61046927SAndroid Build Coastguard Worker MATRIX(gl_ModelViewMatrixInverseTranspose, STATE_MODELVIEW_MATRIX_INVERSE);
238*61046927SAndroid Build Coastguard Worker
239*61046927SAndroid Build Coastguard Worker MATRIX(gl_ProjectionMatrix, STATE_PROJECTION_MATRIX_TRANSPOSE);
240*61046927SAndroid Build Coastguard Worker MATRIX(gl_ProjectionMatrixInverse, STATE_PROJECTION_MATRIX_INVTRANS);
241*61046927SAndroid Build Coastguard Worker MATRIX(gl_ProjectionMatrixTranspose, STATE_PROJECTION_MATRIX);
242*61046927SAndroid Build Coastguard Worker MATRIX(gl_ProjectionMatrixInverseTranspose, STATE_PROJECTION_MATRIX_INVERSE);
243*61046927SAndroid Build Coastguard Worker
244*61046927SAndroid Build Coastguard Worker MATRIX(gl_ModelViewProjectionMatrix, STATE_MVP_MATRIX_TRANSPOSE);
245*61046927SAndroid Build Coastguard Worker MATRIX(gl_ModelViewProjectionMatrixInverse, STATE_MVP_MATRIX_INVTRANS);
246*61046927SAndroid Build Coastguard Worker MATRIX(gl_ModelViewProjectionMatrixTranspose, STATE_MVP_MATRIX);
247*61046927SAndroid Build Coastguard Worker MATRIX(gl_ModelViewProjectionMatrixInverseTranspose, STATE_MVP_MATRIX_INVERSE);
248*61046927SAndroid Build Coastguard Worker
249*61046927SAndroid Build Coastguard Worker MATRIX(gl_TextureMatrix, STATE_TEXTURE_MATRIX_TRANSPOSE);
250*61046927SAndroid Build Coastguard Worker MATRIX(gl_TextureMatrixInverse, STATE_TEXTURE_MATRIX_INVTRANS);
251*61046927SAndroid Build Coastguard Worker MATRIX(gl_TextureMatrixTranspose, STATE_TEXTURE_MATRIX);
252*61046927SAndroid Build Coastguard Worker MATRIX(gl_TextureMatrixInverseTranspose, STATE_TEXTURE_MATRIX_INVERSE);
253*61046927SAndroid Build Coastguard Worker
254*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
255*61046927SAndroid Build Coastguard Worker { NULL, { STATE_MODELVIEW_MATRIX_INVERSE, 0, 0, 0},
256*61046927SAndroid Build Coastguard Worker MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
257*61046927SAndroid Build Coastguard Worker { NULL, { STATE_MODELVIEW_MATRIX_INVERSE, 0, 1, 1},
258*61046927SAndroid Build Coastguard Worker MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
259*61046927SAndroid Build Coastguard Worker { NULL, { STATE_MODELVIEW_MATRIX_INVERSE, 0, 2, 2},
260*61046927SAndroid Build Coastguard Worker MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
261*61046927SAndroid Build Coastguard Worker };
262*61046927SAndroid Build Coastguard Worker
263*61046927SAndroid Build Coastguard Worker #undef MATRIX
264*61046927SAndroid Build Coastguard Worker
265*61046927SAndroid Build Coastguard Worker #define STATEVAR(name) {#name, name ## _elements, ARRAY_SIZE(name ## _elements)}
266*61046927SAndroid Build Coastguard Worker
267*61046927SAndroid Build Coastguard Worker static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
268*61046927SAndroid Build Coastguard Worker STATEVAR(gl_NumSamples),
269*61046927SAndroid Build Coastguard Worker STATEVAR(gl_DepthRange),
270*61046927SAndroid Build Coastguard Worker STATEVAR(gl_ClipPlane),
271*61046927SAndroid Build Coastguard Worker STATEVAR(gl_Point),
272*61046927SAndroid Build Coastguard Worker STATEVAR(gl_FrontMaterial),
273*61046927SAndroid Build Coastguard Worker STATEVAR(gl_BackMaterial),
274*61046927SAndroid Build Coastguard Worker STATEVAR(gl_LightSource),
275*61046927SAndroid Build Coastguard Worker STATEVAR(gl_LightModel),
276*61046927SAndroid Build Coastguard Worker STATEVAR(gl_FrontLightModelProduct),
277*61046927SAndroid Build Coastguard Worker STATEVAR(gl_BackLightModelProduct),
278*61046927SAndroid Build Coastguard Worker STATEVAR(gl_FrontLightProduct),
279*61046927SAndroid Build Coastguard Worker STATEVAR(gl_BackLightProduct),
280*61046927SAndroid Build Coastguard Worker STATEVAR(gl_TextureEnvColor),
281*61046927SAndroid Build Coastguard Worker STATEVAR(gl_EyePlaneS),
282*61046927SAndroid Build Coastguard Worker STATEVAR(gl_EyePlaneT),
283*61046927SAndroid Build Coastguard Worker STATEVAR(gl_EyePlaneR),
284*61046927SAndroid Build Coastguard Worker STATEVAR(gl_EyePlaneQ),
285*61046927SAndroid Build Coastguard Worker STATEVAR(gl_ObjectPlaneS),
286*61046927SAndroid Build Coastguard Worker STATEVAR(gl_ObjectPlaneT),
287*61046927SAndroid Build Coastguard Worker STATEVAR(gl_ObjectPlaneR),
288*61046927SAndroid Build Coastguard Worker STATEVAR(gl_ObjectPlaneQ),
289*61046927SAndroid Build Coastguard Worker STATEVAR(gl_Fog),
290*61046927SAndroid Build Coastguard Worker
291*61046927SAndroid Build Coastguard Worker STATEVAR(gl_ModelViewMatrix),
292*61046927SAndroid Build Coastguard Worker STATEVAR(gl_ModelViewMatrixInverse),
293*61046927SAndroid Build Coastguard Worker STATEVAR(gl_ModelViewMatrixTranspose),
294*61046927SAndroid Build Coastguard Worker STATEVAR(gl_ModelViewMatrixInverseTranspose),
295*61046927SAndroid Build Coastguard Worker
296*61046927SAndroid Build Coastguard Worker STATEVAR(gl_ProjectionMatrix),
297*61046927SAndroid Build Coastguard Worker STATEVAR(gl_ProjectionMatrixInverse),
298*61046927SAndroid Build Coastguard Worker STATEVAR(gl_ProjectionMatrixTranspose),
299*61046927SAndroid Build Coastguard Worker STATEVAR(gl_ProjectionMatrixInverseTranspose),
300*61046927SAndroid Build Coastguard Worker
301*61046927SAndroid Build Coastguard Worker STATEVAR(gl_ModelViewProjectionMatrix),
302*61046927SAndroid Build Coastguard Worker STATEVAR(gl_ModelViewProjectionMatrixInverse),
303*61046927SAndroid Build Coastguard Worker STATEVAR(gl_ModelViewProjectionMatrixTranspose),
304*61046927SAndroid Build Coastguard Worker STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
305*61046927SAndroid Build Coastguard Worker
306*61046927SAndroid Build Coastguard Worker STATEVAR(gl_TextureMatrix),
307*61046927SAndroid Build Coastguard Worker STATEVAR(gl_TextureMatrixInverse),
308*61046927SAndroid Build Coastguard Worker STATEVAR(gl_TextureMatrixTranspose),
309*61046927SAndroid Build Coastguard Worker STATEVAR(gl_TextureMatrixInverseTranspose),
310*61046927SAndroid Build Coastguard Worker
311*61046927SAndroid Build Coastguard Worker STATEVAR(gl_NormalMatrix),
312*61046927SAndroid Build Coastguard Worker STATEVAR(gl_NormalScale),
313*61046927SAndroid Build Coastguard Worker
314*61046927SAndroid Build Coastguard Worker STATEVAR(gl_FogParamsOptimizedMESA),
315*61046927SAndroid Build Coastguard Worker
316*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag0MESA),
317*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag1MESA),
318*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag2MESA),
319*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag3MESA),
320*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag4MESA),
321*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag5MESA),
322*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag6MESA),
323*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag7MESA),
324*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag8MESA),
325*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag9MESA),
326*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag10MESA),
327*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag11MESA),
328*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag12MESA),
329*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag13MESA),
330*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag14MESA),
331*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag15MESA),
332*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag16MESA),
333*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag17MESA),
334*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag18MESA),
335*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag19MESA),
336*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag20MESA),
337*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag21MESA),
338*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag22MESA),
339*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag23MESA),
340*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag24MESA),
341*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag25MESA),
342*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag26MESA),
343*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag27MESA),
344*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag28MESA),
345*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag29MESA),
346*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag30MESA),
347*61046927SAndroid Build Coastguard Worker STATEVAR(gl_CurrentAttribFrag31MESA),
348*61046927SAndroid Build Coastguard Worker
349*61046927SAndroid Build Coastguard Worker {NULL, NULL, 0}
350*61046927SAndroid Build Coastguard Worker };
351*61046927SAndroid Build Coastguard Worker
352*61046927SAndroid Build Coastguard Worker
353*61046927SAndroid Build Coastguard Worker namespace {
354*61046927SAndroid Build Coastguard Worker
355*61046927SAndroid Build Coastguard Worker /**
356*61046927SAndroid Build Coastguard Worker * Data structure that accumulates fields for the gl_PerVertex interface
357*61046927SAndroid Build Coastguard Worker * block.
358*61046927SAndroid Build Coastguard Worker */
359*61046927SAndroid Build Coastguard Worker class per_vertex_accumulator
360*61046927SAndroid Build Coastguard Worker {
361*61046927SAndroid Build Coastguard Worker public:
362*61046927SAndroid Build Coastguard Worker per_vertex_accumulator();
363*61046927SAndroid Build Coastguard Worker void add_field(int slot, const glsl_type *type, int precision,
364*61046927SAndroid Build Coastguard Worker const char *name, enum glsl_interp_mode interp);
365*61046927SAndroid Build Coastguard Worker const glsl_type *construct_interface_instance() const;
366*61046927SAndroid Build Coastguard Worker
367*61046927SAndroid Build Coastguard Worker private:
368*61046927SAndroid Build Coastguard Worker glsl_struct_field fields[14];
369*61046927SAndroid Build Coastguard Worker unsigned num_fields;
370*61046927SAndroid Build Coastguard Worker };
371*61046927SAndroid Build Coastguard Worker
372*61046927SAndroid Build Coastguard Worker
per_vertex_accumulator()373*61046927SAndroid Build Coastguard Worker per_vertex_accumulator::per_vertex_accumulator()
374*61046927SAndroid Build Coastguard Worker : fields(),
375*61046927SAndroid Build Coastguard Worker num_fields(0)
376*61046927SAndroid Build Coastguard Worker {
377*61046927SAndroid Build Coastguard Worker }
378*61046927SAndroid Build Coastguard Worker
379*61046927SAndroid Build Coastguard Worker
380*61046927SAndroid Build Coastguard Worker void
add_field(int slot,const glsl_type * type,int precision,const char * name,enum glsl_interp_mode interp)381*61046927SAndroid Build Coastguard Worker per_vertex_accumulator::add_field(int slot, const glsl_type *type,
382*61046927SAndroid Build Coastguard Worker int precision, const char *name,
383*61046927SAndroid Build Coastguard Worker enum glsl_interp_mode interp)
384*61046927SAndroid Build Coastguard Worker {
385*61046927SAndroid Build Coastguard Worker assert(this->num_fields < ARRAY_SIZE(this->fields));
386*61046927SAndroid Build Coastguard Worker this->fields[this->num_fields].type = type;
387*61046927SAndroid Build Coastguard Worker this->fields[this->num_fields].name = name;
388*61046927SAndroid Build Coastguard Worker this->fields[this->num_fields].matrix_layout = GLSL_MATRIX_LAYOUT_INHERITED;
389*61046927SAndroid Build Coastguard Worker this->fields[this->num_fields].location = slot;
390*61046927SAndroid Build Coastguard Worker this->fields[this->num_fields].offset = -1;
391*61046927SAndroid Build Coastguard Worker this->fields[this->num_fields].interpolation = interp;
392*61046927SAndroid Build Coastguard Worker this->fields[this->num_fields].centroid = 0;
393*61046927SAndroid Build Coastguard Worker this->fields[this->num_fields].sample = 0;
394*61046927SAndroid Build Coastguard Worker this->fields[this->num_fields].patch = 0;
395*61046927SAndroid Build Coastguard Worker this->fields[this->num_fields].precision = precision;
396*61046927SAndroid Build Coastguard Worker this->fields[this->num_fields].memory_read_only = 0;
397*61046927SAndroid Build Coastguard Worker this->fields[this->num_fields].memory_write_only = 0;
398*61046927SAndroid Build Coastguard Worker this->fields[this->num_fields].memory_coherent = 0;
399*61046927SAndroid Build Coastguard Worker this->fields[this->num_fields].memory_volatile = 0;
400*61046927SAndroid Build Coastguard Worker this->fields[this->num_fields].memory_restrict = 0;
401*61046927SAndroid Build Coastguard Worker this->fields[this->num_fields].image_format = PIPE_FORMAT_NONE;
402*61046927SAndroid Build Coastguard Worker this->fields[this->num_fields].explicit_xfb_buffer = 0;
403*61046927SAndroid Build Coastguard Worker this->fields[this->num_fields].xfb_buffer = -1;
404*61046927SAndroid Build Coastguard Worker this->fields[this->num_fields].xfb_stride = -1;
405*61046927SAndroid Build Coastguard Worker this->num_fields++;
406*61046927SAndroid Build Coastguard Worker }
407*61046927SAndroid Build Coastguard Worker
408*61046927SAndroid Build Coastguard Worker
409*61046927SAndroid Build Coastguard Worker const glsl_type *
construct_interface_instance() const410*61046927SAndroid Build Coastguard Worker per_vertex_accumulator::construct_interface_instance() const
411*61046927SAndroid Build Coastguard Worker {
412*61046927SAndroid Build Coastguard Worker return glsl_interface_type(this->fields, this->num_fields,
413*61046927SAndroid Build Coastguard Worker GLSL_INTERFACE_PACKING_STD140,
414*61046927SAndroid Build Coastguard Worker false,
415*61046927SAndroid Build Coastguard Worker "gl_PerVertex");
416*61046927SAndroid Build Coastguard Worker }
417*61046927SAndroid Build Coastguard Worker
418*61046927SAndroid Build Coastguard Worker
419*61046927SAndroid Build Coastguard Worker class builtin_variable_generator
420*61046927SAndroid Build Coastguard Worker {
421*61046927SAndroid Build Coastguard Worker public:
422*61046927SAndroid Build Coastguard Worker builtin_variable_generator(exec_list *instructions,
423*61046927SAndroid Build Coastguard Worker struct _mesa_glsl_parse_state *state);
424*61046927SAndroid Build Coastguard Worker void generate_constants();
425*61046927SAndroid Build Coastguard Worker void generate_uniforms();
426*61046927SAndroid Build Coastguard Worker void generate_special_vars();
427*61046927SAndroid Build Coastguard Worker void generate_vs_special_vars();
428*61046927SAndroid Build Coastguard Worker void generate_tcs_special_vars();
429*61046927SAndroid Build Coastguard Worker void generate_tes_special_vars();
430*61046927SAndroid Build Coastguard Worker void generate_gs_special_vars();
431*61046927SAndroid Build Coastguard Worker void generate_fs_special_vars();
432*61046927SAndroid Build Coastguard Worker void generate_cs_special_vars();
433*61046927SAndroid Build Coastguard Worker void generate_varyings();
434*61046927SAndroid Build Coastguard Worker
435*61046927SAndroid Build Coastguard Worker private:
array(const glsl_type * base,unsigned elements)436*61046927SAndroid Build Coastguard Worker const glsl_type *array(const glsl_type *base, unsigned elements)
437*61046927SAndroid Build Coastguard Worker {
438*61046927SAndroid Build Coastguard Worker return glsl_array_type(base, elements, 0);
439*61046927SAndroid Build Coastguard Worker }
440*61046927SAndroid Build Coastguard Worker
type(const char * name)441*61046927SAndroid Build Coastguard Worker const glsl_type *type(const char *name)
442*61046927SAndroid Build Coastguard Worker {
443*61046927SAndroid Build Coastguard Worker return symtab->get_type(name);
444*61046927SAndroid Build Coastguard Worker }
445*61046927SAndroid Build Coastguard Worker
add_input(int slot,const glsl_type * type,int precision,const char * name,enum glsl_interp_mode interp=INTERP_MODE_NONE)446*61046927SAndroid Build Coastguard Worker ir_variable *add_input(int slot, const glsl_type *type, int precision,
447*61046927SAndroid Build Coastguard Worker const char *name,
448*61046927SAndroid Build Coastguard Worker enum glsl_interp_mode interp = INTERP_MODE_NONE)
449*61046927SAndroid Build Coastguard Worker {
450*61046927SAndroid Build Coastguard Worker return add_variable(name, type, precision, ir_var_shader_in, slot, interp);
451*61046927SAndroid Build Coastguard Worker }
452*61046927SAndroid Build Coastguard Worker
add_input(int slot,const glsl_type * type,const char * name,enum glsl_interp_mode interp=INTERP_MODE_NONE)453*61046927SAndroid Build Coastguard Worker ir_variable *add_input(int slot, const glsl_type *type, const char *name,
454*61046927SAndroid Build Coastguard Worker enum glsl_interp_mode interp = INTERP_MODE_NONE)
455*61046927SAndroid Build Coastguard Worker {
456*61046927SAndroid Build Coastguard Worker return add_input(slot, type, GLSL_PRECISION_NONE, name, interp);
457*61046927SAndroid Build Coastguard Worker }
458*61046927SAndroid Build Coastguard Worker
add_output(int slot,const glsl_type * type,int precision,const char * name)459*61046927SAndroid Build Coastguard Worker ir_variable *add_output(int slot, const glsl_type *type, int precision,
460*61046927SAndroid Build Coastguard Worker const char *name)
461*61046927SAndroid Build Coastguard Worker {
462*61046927SAndroid Build Coastguard Worker return add_variable(name, type, precision, ir_var_shader_out, slot);
463*61046927SAndroid Build Coastguard Worker }
464*61046927SAndroid Build Coastguard Worker
add_output(int slot,const glsl_type * type,const char * name)465*61046927SAndroid Build Coastguard Worker ir_variable *add_output(int slot, const glsl_type *type, const char *name)
466*61046927SAndroid Build Coastguard Worker {
467*61046927SAndroid Build Coastguard Worker return add_output(slot, type, GLSL_PRECISION_NONE, name);
468*61046927SAndroid Build Coastguard Worker }
469*61046927SAndroid Build Coastguard Worker
add_index_output(int slot,int index,const glsl_type * type,int precision,const char * name)470*61046927SAndroid Build Coastguard Worker ir_variable *add_index_output(int slot, int index, const glsl_type *type,
471*61046927SAndroid Build Coastguard Worker int precision, const char *name)
472*61046927SAndroid Build Coastguard Worker {
473*61046927SAndroid Build Coastguard Worker return add_index_variable(name, type, precision, ir_var_shader_out, slot,
474*61046927SAndroid Build Coastguard Worker index);
475*61046927SAndroid Build Coastguard Worker }
476*61046927SAndroid Build Coastguard Worker
add_system_value(int slot,const glsl_type * type,int precision,const char * name)477*61046927SAndroid Build Coastguard Worker ir_variable *add_system_value(int slot, const glsl_type *type, int precision,
478*61046927SAndroid Build Coastguard Worker const char *name)
479*61046927SAndroid Build Coastguard Worker {
480*61046927SAndroid Build Coastguard Worker return add_variable(name, type, precision, ir_var_system_value, slot);
481*61046927SAndroid Build Coastguard Worker }
add_system_value(int slot,const glsl_type * type,const char * name)482*61046927SAndroid Build Coastguard Worker ir_variable *add_system_value(int slot, const glsl_type *type,
483*61046927SAndroid Build Coastguard Worker const char *name)
484*61046927SAndroid Build Coastguard Worker {
485*61046927SAndroid Build Coastguard Worker return add_system_value(slot, type, GLSL_PRECISION_NONE, name);
486*61046927SAndroid Build Coastguard Worker }
487*61046927SAndroid Build Coastguard Worker
488*61046927SAndroid Build Coastguard Worker ir_variable *add_variable(const char *name, const glsl_type *type,
489*61046927SAndroid Build Coastguard Worker int precision, enum ir_variable_mode mode,
490*61046927SAndroid Build Coastguard Worker int slot, enum glsl_interp_mode interp = INTERP_MODE_NONE);
491*61046927SAndroid Build Coastguard Worker ir_variable *add_index_variable(const char *name, const glsl_type *type,
492*61046927SAndroid Build Coastguard Worker int precision, enum ir_variable_mode mode,
493*61046927SAndroid Build Coastguard Worker int slot, int index);
494*61046927SAndroid Build Coastguard Worker ir_variable *add_uniform(const glsl_type *type, int precision,
495*61046927SAndroid Build Coastguard Worker const char *name);
add_uniform(const glsl_type * type,const char * name)496*61046927SAndroid Build Coastguard Worker ir_variable *add_uniform(const glsl_type *type, const char *name)
497*61046927SAndroid Build Coastguard Worker {
498*61046927SAndroid Build Coastguard Worker return add_uniform(type, GLSL_PRECISION_NONE, name);
499*61046927SAndroid Build Coastguard Worker }
500*61046927SAndroid Build Coastguard Worker ir_variable *add_const(const char *name, int precision, int value);
add_const(const char * name,int value)501*61046927SAndroid Build Coastguard Worker ir_variable *add_const(const char *name, int value)
502*61046927SAndroid Build Coastguard Worker {
503*61046927SAndroid Build Coastguard Worker return add_const(name, GLSL_PRECISION_MEDIUM, value);
504*61046927SAndroid Build Coastguard Worker }
505*61046927SAndroid Build Coastguard Worker ir_variable *add_const_ivec3(const char *name, int x, int y, int z);
506*61046927SAndroid Build Coastguard Worker void add_varying(int slot, const glsl_type *type, int precision,
507*61046927SAndroid Build Coastguard Worker const char *name,
508*61046927SAndroid Build Coastguard Worker enum glsl_interp_mode interp = INTERP_MODE_NONE);
add_varying(int slot,const glsl_type * type,const char * name,enum glsl_interp_mode interp=INTERP_MODE_NONE)509*61046927SAndroid Build Coastguard Worker void add_varying(int slot, const glsl_type *type, const char *name,
510*61046927SAndroid Build Coastguard Worker enum glsl_interp_mode interp = INTERP_MODE_NONE)
511*61046927SAndroid Build Coastguard Worker {
512*61046927SAndroid Build Coastguard Worker add_varying(slot, type, GLSL_PRECISION_NONE, name, interp);
513*61046927SAndroid Build Coastguard Worker }
514*61046927SAndroid Build Coastguard Worker
515*61046927SAndroid Build Coastguard Worker exec_list * const instructions;
516*61046927SAndroid Build Coastguard Worker struct _mesa_glsl_parse_state * const state;
517*61046927SAndroid Build Coastguard Worker glsl_symbol_table * const symtab;
518*61046927SAndroid Build Coastguard Worker
519*61046927SAndroid Build Coastguard Worker /**
520*61046927SAndroid Build Coastguard Worker * True if compatibility-profile-only variables should be included. (In
521*61046927SAndroid Build Coastguard Worker * desktop GL, these are always included when the GLSL version is 1.30 and
522*61046927SAndroid Build Coastguard Worker * or below).
523*61046927SAndroid Build Coastguard Worker */
524*61046927SAndroid Build Coastguard Worker const bool compatibility;
525*61046927SAndroid Build Coastguard Worker
526*61046927SAndroid Build Coastguard Worker const glsl_type * const bool_t;
527*61046927SAndroid Build Coastguard Worker const glsl_type * const int_t;
528*61046927SAndroid Build Coastguard Worker const glsl_type * const uint_t;
529*61046927SAndroid Build Coastguard Worker const glsl_type * const uint64_t;
530*61046927SAndroid Build Coastguard Worker const glsl_type * const float_t;
531*61046927SAndroid Build Coastguard Worker const glsl_type * const vec2_t;
532*61046927SAndroid Build Coastguard Worker const glsl_type * const vec3_t;
533*61046927SAndroid Build Coastguard Worker const glsl_type * const vec4_t;
534*61046927SAndroid Build Coastguard Worker const glsl_type * const uvec3_t;
535*61046927SAndroid Build Coastguard Worker const glsl_type * const uvec4_t;
536*61046927SAndroid Build Coastguard Worker const glsl_type * const mat3_t;
537*61046927SAndroid Build Coastguard Worker const glsl_type * const mat4_t;
538*61046927SAndroid Build Coastguard Worker
539*61046927SAndroid Build Coastguard Worker per_vertex_accumulator per_vertex_in;
540*61046927SAndroid Build Coastguard Worker per_vertex_accumulator per_vertex_out;
541*61046927SAndroid Build Coastguard Worker };
542*61046927SAndroid Build Coastguard Worker
543*61046927SAndroid Build Coastguard Worker
builtin_variable_generator(exec_list * instructions,struct _mesa_glsl_parse_state * state)544*61046927SAndroid Build Coastguard Worker builtin_variable_generator::builtin_variable_generator(
545*61046927SAndroid Build Coastguard Worker exec_list *instructions, struct _mesa_glsl_parse_state *state)
546*61046927SAndroid Build Coastguard Worker : instructions(instructions), state(state), symtab(state->symbols),
547*61046927SAndroid Build Coastguard Worker compatibility(state->compat_shader || state->ARB_compatibility_enable),
548*61046927SAndroid Build Coastguard Worker bool_t(&glsl_type_builtin_bool), int_t(&glsl_type_builtin_int),
549*61046927SAndroid Build Coastguard Worker uint_t(&glsl_type_builtin_uint),
550*61046927SAndroid Build Coastguard Worker uint64_t(&glsl_type_builtin_uint64_t),
551*61046927SAndroid Build Coastguard Worker float_t(&glsl_type_builtin_float), vec2_t(&glsl_type_builtin_vec2),
552*61046927SAndroid Build Coastguard Worker vec3_t(&glsl_type_builtin_vec3), vec4_t(&glsl_type_builtin_vec4),
553*61046927SAndroid Build Coastguard Worker uvec3_t(&glsl_type_builtin_uvec3), uvec4_t(&glsl_type_builtin_uvec4),
554*61046927SAndroid Build Coastguard Worker mat3_t(&glsl_type_builtin_mat3), mat4_t(&glsl_type_builtin_mat4)
555*61046927SAndroid Build Coastguard Worker {
556*61046927SAndroid Build Coastguard Worker }
557*61046927SAndroid Build Coastguard Worker
558*61046927SAndroid Build Coastguard Worker ir_variable *
add_index_variable(const char * name,const glsl_type * type,int precision,enum ir_variable_mode mode,int slot,int index)559*61046927SAndroid Build Coastguard Worker builtin_variable_generator::add_index_variable(const char *name,
560*61046927SAndroid Build Coastguard Worker const glsl_type *type,
561*61046927SAndroid Build Coastguard Worker int precision,
562*61046927SAndroid Build Coastguard Worker enum ir_variable_mode mode,
563*61046927SAndroid Build Coastguard Worker int slot, int index)
564*61046927SAndroid Build Coastguard Worker {
565*61046927SAndroid Build Coastguard Worker ir_variable *var = new(symtab) ir_variable(type, name, mode);
566*61046927SAndroid Build Coastguard Worker var->data.how_declared = ir_var_declared_implicitly;
567*61046927SAndroid Build Coastguard Worker
568*61046927SAndroid Build Coastguard Worker switch (var->data.mode) {
569*61046927SAndroid Build Coastguard Worker case ir_var_auto:
570*61046927SAndroid Build Coastguard Worker case ir_var_shader_in:
571*61046927SAndroid Build Coastguard Worker case ir_var_uniform:
572*61046927SAndroid Build Coastguard Worker case ir_var_system_value:
573*61046927SAndroid Build Coastguard Worker var->data.read_only = true;
574*61046927SAndroid Build Coastguard Worker break;
575*61046927SAndroid Build Coastguard Worker case ir_var_shader_out:
576*61046927SAndroid Build Coastguard Worker case ir_var_shader_storage:
577*61046927SAndroid Build Coastguard Worker break;
578*61046927SAndroid Build Coastguard Worker default:
579*61046927SAndroid Build Coastguard Worker /* The only variables that are added using this function should be
580*61046927SAndroid Build Coastguard Worker * uniforms, shader storage, shader inputs, and shader outputs, constants
581*61046927SAndroid Build Coastguard Worker * (which use ir_var_auto), and system values.
582*61046927SAndroid Build Coastguard Worker */
583*61046927SAndroid Build Coastguard Worker assert(0);
584*61046927SAndroid Build Coastguard Worker break;
585*61046927SAndroid Build Coastguard Worker }
586*61046927SAndroid Build Coastguard Worker
587*61046927SAndroid Build Coastguard Worker var->data.location = slot;
588*61046927SAndroid Build Coastguard Worker var->data.explicit_location = (slot >= 0);
589*61046927SAndroid Build Coastguard Worker var->data.explicit_index = 1;
590*61046927SAndroid Build Coastguard Worker var->data.index = index;
591*61046927SAndroid Build Coastguard Worker
592*61046927SAndroid Build Coastguard Worker if (state->es_shader)
593*61046927SAndroid Build Coastguard Worker var->data.precision = precision;
594*61046927SAndroid Build Coastguard Worker
595*61046927SAndroid Build Coastguard Worker /* Once the variable is created an initialized, add it to the symbol table
596*61046927SAndroid Build Coastguard Worker * and add the declaration to the IR stream.
597*61046927SAndroid Build Coastguard Worker */
598*61046927SAndroid Build Coastguard Worker instructions->push_tail(var);
599*61046927SAndroid Build Coastguard Worker
600*61046927SAndroid Build Coastguard Worker symtab->add_variable(var);
601*61046927SAndroid Build Coastguard Worker return var;
602*61046927SAndroid Build Coastguard Worker }
603*61046927SAndroid Build Coastguard Worker
604*61046927SAndroid Build Coastguard Worker ir_variable *
add_variable(const char * name,const glsl_type * type,int precision,enum ir_variable_mode mode,int slot,enum glsl_interp_mode interp)605*61046927SAndroid Build Coastguard Worker builtin_variable_generator::add_variable(const char *name,
606*61046927SAndroid Build Coastguard Worker const glsl_type *type,
607*61046927SAndroid Build Coastguard Worker int precision,
608*61046927SAndroid Build Coastguard Worker enum ir_variable_mode mode, int slot,
609*61046927SAndroid Build Coastguard Worker enum glsl_interp_mode interp)
610*61046927SAndroid Build Coastguard Worker {
611*61046927SAndroid Build Coastguard Worker ir_variable *var = new(symtab) ir_variable(type, name, mode);
612*61046927SAndroid Build Coastguard Worker var->data.how_declared = ir_var_declared_implicitly;
613*61046927SAndroid Build Coastguard Worker
614*61046927SAndroid Build Coastguard Worker switch (var->data.mode) {
615*61046927SAndroid Build Coastguard Worker case ir_var_auto:
616*61046927SAndroid Build Coastguard Worker case ir_var_shader_in:
617*61046927SAndroid Build Coastguard Worker case ir_var_uniform:
618*61046927SAndroid Build Coastguard Worker case ir_var_system_value:
619*61046927SAndroid Build Coastguard Worker var->data.read_only = true;
620*61046927SAndroid Build Coastguard Worker break;
621*61046927SAndroid Build Coastguard Worker case ir_var_shader_out:
622*61046927SAndroid Build Coastguard Worker case ir_var_shader_storage:
623*61046927SAndroid Build Coastguard Worker break;
624*61046927SAndroid Build Coastguard Worker default:
625*61046927SAndroid Build Coastguard Worker /* The only variables that are added using this function should be
626*61046927SAndroid Build Coastguard Worker * uniforms, shader storage, shader inputs, and shader outputs, constants
627*61046927SAndroid Build Coastguard Worker * (which use ir_var_auto), and system values.
628*61046927SAndroid Build Coastguard Worker */
629*61046927SAndroid Build Coastguard Worker assert(0);
630*61046927SAndroid Build Coastguard Worker break;
631*61046927SAndroid Build Coastguard Worker }
632*61046927SAndroid Build Coastguard Worker
633*61046927SAndroid Build Coastguard Worker var->data.location = slot;
634*61046927SAndroid Build Coastguard Worker var->data.explicit_location = (slot >= 0);
635*61046927SAndroid Build Coastguard Worker var->data.explicit_index = 0;
636*61046927SAndroid Build Coastguard Worker var->data.interpolation = interp;
637*61046927SAndroid Build Coastguard Worker
638*61046927SAndroid Build Coastguard Worker if (state->es_shader)
639*61046927SAndroid Build Coastguard Worker var->data.precision = precision;
640*61046927SAndroid Build Coastguard Worker
641*61046927SAndroid Build Coastguard Worker /* Once the variable is created an initialized, add it to the symbol table
642*61046927SAndroid Build Coastguard Worker * and add the declaration to the IR stream.
643*61046927SAndroid Build Coastguard Worker */
644*61046927SAndroid Build Coastguard Worker instructions->push_tail(var);
645*61046927SAndroid Build Coastguard Worker
646*61046927SAndroid Build Coastguard Worker symtab->add_variable(var);
647*61046927SAndroid Build Coastguard Worker return var;
648*61046927SAndroid Build Coastguard Worker }
649*61046927SAndroid Build Coastguard Worker
650*61046927SAndroid Build Coastguard Worker extern "C" const struct gl_builtin_uniform_desc *
_mesa_glsl_get_builtin_uniform_desc(const char * name)651*61046927SAndroid Build Coastguard Worker _mesa_glsl_get_builtin_uniform_desc(const char *name)
652*61046927SAndroid Build Coastguard Worker {
653*61046927SAndroid Build Coastguard Worker for (unsigned i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
654*61046927SAndroid Build Coastguard Worker if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
655*61046927SAndroid Build Coastguard Worker return &_mesa_builtin_uniform_desc[i];
656*61046927SAndroid Build Coastguard Worker }
657*61046927SAndroid Build Coastguard Worker }
658*61046927SAndroid Build Coastguard Worker return NULL;
659*61046927SAndroid Build Coastguard Worker }
660*61046927SAndroid Build Coastguard Worker
661*61046927SAndroid Build Coastguard Worker ir_variable *
add_uniform(const glsl_type * type,int precision,const char * name)662*61046927SAndroid Build Coastguard Worker builtin_variable_generator::add_uniform(const glsl_type *type,
663*61046927SAndroid Build Coastguard Worker int precision,
664*61046927SAndroid Build Coastguard Worker const char *name)
665*61046927SAndroid Build Coastguard Worker {
666*61046927SAndroid Build Coastguard Worker ir_variable *const uni =
667*61046927SAndroid Build Coastguard Worker add_variable(name, type, precision, ir_var_uniform, -1);
668*61046927SAndroid Build Coastguard Worker
669*61046927SAndroid Build Coastguard Worker const struct gl_builtin_uniform_desc* const statevar =
670*61046927SAndroid Build Coastguard Worker _mesa_glsl_get_builtin_uniform_desc(name);
671*61046927SAndroid Build Coastguard Worker assert(statevar != NULL);
672*61046927SAndroid Build Coastguard Worker
673*61046927SAndroid Build Coastguard Worker const unsigned array_count = glsl_type_is_array(type) ? type->length : 1;
674*61046927SAndroid Build Coastguard Worker
675*61046927SAndroid Build Coastguard Worker ir_state_slot *slots =
676*61046927SAndroid Build Coastguard Worker uni->allocate_state_slots(array_count * statevar->num_elements);
677*61046927SAndroid Build Coastguard Worker
678*61046927SAndroid Build Coastguard Worker for (unsigned a = 0; a < array_count; a++) {
679*61046927SAndroid Build Coastguard Worker for (unsigned j = 0; j < statevar->num_elements; j++) {
680*61046927SAndroid Build Coastguard Worker const struct gl_builtin_uniform_element *element =
681*61046927SAndroid Build Coastguard Worker &statevar->elements[j];
682*61046927SAndroid Build Coastguard Worker
683*61046927SAndroid Build Coastguard Worker memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
684*61046927SAndroid Build Coastguard Worker if (glsl_type_is_array(type))
685*61046927SAndroid Build Coastguard Worker slots->tokens[1] = a;
686*61046927SAndroid Build Coastguard Worker
687*61046927SAndroid Build Coastguard Worker slots++;
688*61046927SAndroid Build Coastguard Worker }
689*61046927SAndroid Build Coastguard Worker }
690*61046927SAndroid Build Coastguard Worker
691*61046927SAndroid Build Coastguard Worker return uni;
692*61046927SAndroid Build Coastguard Worker }
693*61046927SAndroid Build Coastguard Worker
694*61046927SAndroid Build Coastguard Worker
695*61046927SAndroid Build Coastguard Worker ir_variable *
add_const(const char * name,int precision,int value)696*61046927SAndroid Build Coastguard Worker builtin_variable_generator::add_const(const char *name, int precision,
697*61046927SAndroid Build Coastguard Worker int value)
698*61046927SAndroid Build Coastguard Worker {
699*61046927SAndroid Build Coastguard Worker ir_variable *const var = add_variable(name, &glsl_type_builtin_int,
700*61046927SAndroid Build Coastguard Worker precision, ir_var_auto, -1);
701*61046927SAndroid Build Coastguard Worker var->constant_value = new(var) ir_constant(value);
702*61046927SAndroid Build Coastguard Worker var->constant_initializer = new(var) ir_constant(value);
703*61046927SAndroid Build Coastguard Worker var->data.has_initializer = true;
704*61046927SAndroid Build Coastguard Worker return var;
705*61046927SAndroid Build Coastguard Worker }
706*61046927SAndroid Build Coastguard Worker
707*61046927SAndroid Build Coastguard Worker
708*61046927SAndroid Build Coastguard Worker ir_variable *
add_const_ivec3(const char * name,int x,int y,int z)709*61046927SAndroid Build Coastguard Worker builtin_variable_generator::add_const_ivec3(const char *name, int x, int y,
710*61046927SAndroid Build Coastguard Worker int z)
711*61046927SAndroid Build Coastguard Worker {
712*61046927SAndroid Build Coastguard Worker ir_variable *const var = add_variable(name, &glsl_type_builtin_ivec3,
713*61046927SAndroid Build Coastguard Worker GLSL_PRECISION_HIGH,
714*61046927SAndroid Build Coastguard Worker ir_var_auto, -1);
715*61046927SAndroid Build Coastguard Worker ir_constant_data data;
716*61046927SAndroid Build Coastguard Worker memset(&data, 0, sizeof(data));
717*61046927SAndroid Build Coastguard Worker data.i[0] = x;
718*61046927SAndroid Build Coastguard Worker data.i[1] = y;
719*61046927SAndroid Build Coastguard Worker data.i[2] = z;
720*61046927SAndroid Build Coastguard Worker var->constant_value = new(var) ir_constant(&glsl_type_builtin_ivec3, &data);
721*61046927SAndroid Build Coastguard Worker var->constant_initializer =
722*61046927SAndroid Build Coastguard Worker new(var) ir_constant(&glsl_type_builtin_ivec3, &data);
723*61046927SAndroid Build Coastguard Worker var->data.has_initializer = true;
724*61046927SAndroid Build Coastguard Worker return var;
725*61046927SAndroid Build Coastguard Worker }
726*61046927SAndroid Build Coastguard Worker
727*61046927SAndroid Build Coastguard Worker
728*61046927SAndroid Build Coastguard Worker void
generate_constants()729*61046927SAndroid Build Coastguard Worker builtin_variable_generator::generate_constants()
730*61046927SAndroid Build Coastguard Worker {
731*61046927SAndroid Build Coastguard Worker add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
732*61046927SAndroid Build Coastguard Worker add_const("gl_MaxVertexTextureImageUnits",
733*61046927SAndroid Build Coastguard Worker state->Const.MaxVertexTextureImageUnits);
734*61046927SAndroid Build Coastguard Worker add_const("gl_MaxCombinedTextureImageUnits",
735*61046927SAndroid Build Coastguard Worker state->Const.MaxCombinedTextureImageUnits);
736*61046927SAndroid Build Coastguard Worker add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
737*61046927SAndroid Build Coastguard Worker add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
738*61046927SAndroid Build Coastguard Worker
739*61046927SAndroid Build Coastguard Worker /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
740*61046927SAndroid Build Coastguard Worker * GL counts them in units of "components" or "floats" and also in units
741*61046927SAndroid Build Coastguard Worker * of vectors since GL 4.1
742*61046927SAndroid Build Coastguard Worker */
743*61046927SAndroid Build Coastguard Worker if (!state->es_shader) {
744*61046927SAndroid Build Coastguard Worker add_const("gl_MaxFragmentUniformComponents",
745*61046927SAndroid Build Coastguard Worker state->Const.MaxFragmentUniformComponents);
746*61046927SAndroid Build Coastguard Worker add_const("gl_MaxVertexUniformComponents",
747*61046927SAndroid Build Coastguard Worker state->Const.MaxVertexUniformComponents);
748*61046927SAndroid Build Coastguard Worker }
749*61046927SAndroid Build Coastguard Worker
750*61046927SAndroid Build Coastguard Worker if (state->is_version(410, 100)) {
751*61046927SAndroid Build Coastguard Worker add_const("gl_MaxVertexUniformVectors",
752*61046927SAndroid Build Coastguard Worker state->Const.MaxVertexUniformComponents / 4);
753*61046927SAndroid Build Coastguard Worker add_const("gl_MaxFragmentUniformVectors",
754*61046927SAndroid Build Coastguard Worker state->Const.MaxFragmentUniformComponents / 4);
755*61046927SAndroid Build Coastguard Worker
756*61046927SAndroid Build Coastguard Worker /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
757*61046927SAndroid Build Coastguard Worker * vertex and fragment shader constants.
758*61046927SAndroid Build Coastguard Worker */
759*61046927SAndroid Build Coastguard Worker if (state->is_version(0, 300)) {
760*61046927SAndroid Build Coastguard Worker add_const("gl_MaxVertexOutputVectors",
761*61046927SAndroid Build Coastguard Worker state->consts->Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4);
762*61046927SAndroid Build Coastguard Worker add_const("gl_MaxFragmentInputVectors",
763*61046927SAndroid Build Coastguard Worker state->consts->Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4);
764*61046927SAndroid Build Coastguard Worker } else {
765*61046927SAndroid Build Coastguard Worker add_const("gl_MaxVaryingVectors",
766*61046927SAndroid Build Coastguard Worker state->consts->MaxVarying);
767*61046927SAndroid Build Coastguard Worker }
768*61046927SAndroid Build Coastguard Worker
769*61046927SAndroid Build Coastguard Worker /* EXT_blend_func_extended brings a built in constant
770*61046927SAndroid Build Coastguard Worker * for determining number of dual source draw buffers
771*61046927SAndroid Build Coastguard Worker */
772*61046927SAndroid Build Coastguard Worker if (state->EXT_blend_func_extended_enable) {
773*61046927SAndroid Build Coastguard Worker add_const("gl_MaxDualSourceDrawBuffersEXT",
774*61046927SAndroid Build Coastguard Worker state->Const.MaxDualSourceDrawBuffers);
775*61046927SAndroid Build Coastguard Worker }
776*61046927SAndroid Build Coastguard Worker }
777*61046927SAndroid Build Coastguard Worker
778*61046927SAndroid Build Coastguard Worker /* gl_MaxVaryingFloats was deprecated in GLSL 1.30+, and was moved to
779*61046927SAndroid Build Coastguard Worker * compat profile in GLSL 4.20. GLSL ES never supported this constant.
780*61046927SAndroid Build Coastguard Worker */
781*61046927SAndroid Build Coastguard Worker if (compatibility || !state->is_version(420, 100)) {
782*61046927SAndroid Build Coastguard Worker add_const("gl_MaxVaryingFloats", state->consts->MaxVarying * 4);
783*61046927SAndroid Build Coastguard Worker }
784*61046927SAndroid Build Coastguard Worker
785*61046927SAndroid Build Coastguard Worker /* Texel offsets were introduced in ARB_shading_language_420pack (which
786*61046927SAndroid Build Coastguard Worker * requires desktop GLSL version 130), and adopted into desktop GLSL
787*61046927SAndroid Build Coastguard Worker * version 4.20 and GLSL ES version 3.00.
788*61046927SAndroid Build Coastguard Worker */
789*61046927SAndroid Build Coastguard Worker if ((state->is_version(130, 0) &&
790*61046927SAndroid Build Coastguard Worker state->ARB_shading_language_420pack_enable) ||
791*61046927SAndroid Build Coastguard Worker state->is_version(420, 300)) {
792*61046927SAndroid Build Coastguard Worker add_const("gl_MinProgramTexelOffset",
793*61046927SAndroid Build Coastguard Worker state->Const.MinProgramTexelOffset);
794*61046927SAndroid Build Coastguard Worker add_const("gl_MaxProgramTexelOffset",
795*61046927SAndroid Build Coastguard Worker state->Const.MaxProgramTexelOffset);
796*61046927SAndroid Build Coastguard Worker }
797*61046927SAndroid Build Coastguard Worker
798*61046927SAndroid Build Coastguard Worker if (state->has_clip_distance()) {
799*61046927SAndroid Build Coastguard Worker add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
800*61046927SAndroid Build Coastguard Worker }
801*61046927SAndroid Build Coastguard Worker if (state->is_version(130, 0)) {
802*61046927SAndroid Build Coastguard Worker add_const("gl_MaxVaryingComponents", state->consts->MaxVarying * 4);
803*61046927SAndroid Build Coastguard Worker }
804*61046927SAndroid Build Coastguard Worker if (state->has_cull_distance()) {
805*61046927SAndroid Build Coastguard Worker add_const("gl_MaxCullDistances", state->Const.MaxClipPlanes);
806*61046927SAndroid Build Coastguard Worker add_const("gl_MaxCombinedClipAndCullDistances",
807*61046927SAndroid Build Coastguard Worker state->Const.MaxClipPlanes);
808*61046927SAndroid Build Coastguard Worker }
809*61046927SAndroid Build Coastguard Worker
810*61046927SAndroid Build Coastguard Worker if (state->has_geometry_shader()) {
811*61046927SAndroid Build Coastguard Worker add_const("gl_MaxVertexOutputComponents",
812*61046927SAndroid Build Coastguard Worker state->Const.MaxVertexOutputComponents);
813*61046927SAndroid Build Coastguard Worker add_const("gl_MaxGeometryInputComponents",
814*61046927SAndroid Build Coastguard Worker state->Const.MaxGeometryInputComponents);
815*61046927SAndroid Build Coastguard Worker add_const("gl_MaxGeometryOutputComponents",
816*61046927SAndroid Build Coastguard Worker state->Const.MaxGeometryOutputComponents);
817*61046927SAndroid Build Coastguard Worker add_const("gl_MaxFragmentInputComponents",
818*61046927SAndroid Build Coastguard Worker state->Const.MaxFragmentInputComponents);
819*61046927SAndroid Build Coastguard Worker add_const("gl_MaxGeometryTextureImageUnits",
820*61046927SAndroid Build Coastguard Worker state->Const.MaxGeometryTextureImageUnits);
821*61046927SAndroid Build Coastguard Worker add_const("gl_MaxGeometryOutputVertices",
822*61046927SAndroid Build Coastguard Worker state->Const.MaxGeometryOutputVertices);
823*61046927SAndroid Build Coastguard Worker add_const("gl_MaxGeometryTotalOutputComponents",
824*61046927SAndroid Build Coastguard Worker state->Const.MaxGeometryTotalOutputComponents);
825*61046927SAndroid Build Coastguard Worker add_const("gl_MaxGeometryUniformComponents",
826*61046927SAndroid Build Coastguard Worker state->Const.MaxGeometryUniformComponents);
827*61046927SAndroid Build Coastguard Worker
828*61046927SAndroid Build Coastguard Worker /* Note: the GLSL 1.50-4.40 specs require
829*61046927SAndroid Build Coastguard Worker * gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
830*61046927SAndroid Build Coastguard Worker * But they do not define what it means (and there does not appear to be
831*61046927SAndroid Build Coastguard Worker * any corresponding constant in the GL specs). However,
832*61046927SAndroid Build Coastguard Worker * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
833*61046927SAndroid Build Coastguard Worker * be the maximum number of components available for use as geometry
834*61046927SAndroid Build Coastguard Worker * outputs. So we assume this is a synonym for
835*61046927SAndroid Build Coastguard Worker * gl_MaxGeometryOutputComponents.
836*61046927SAndroid Build Coastguard Worker */
837*61046927SAndroid Build Coastguard Worker add_const("gl_MaxGeometryVaryingComponents",
838*61046927SAndroid Build Coastguard Worker state->Const.MaxGeometryOutputComponents);
839*61046927SAndroid Build Coastguard Worker }
840*61046927SAndroid Build Coastguard Worker
841*61046927SAndroid Build Coastguard Worker if (compatibility) {
842*61046927SAndroid Build Coastguard Worker /* Note: gl_MaxLights stopped being listed as an explicit constant in
843*61046927SAndroid Build Coastguard Worker * GLSL 1.30, however it continues to be referred to (as a minimum size
844*61046927SAndroid Build Coastguard Worker * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
845*61046927SAndroid Build Coastguard Worker * this seems like it was probably an oversight.
846*61046927SAndroid Build Coastguard Worker */
847*61046927SAndroid Build Coastguard Worker add_const("gl_MaxLights", state->Const.MaxLights);
848*61046927SAndroid Build Coastguard Worker
849*61046927SAndroid Build Coastguard Worker add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
850*61046927SAndroid Build Coastguard Worker
851*61046927SAndroid Build Coastguard Worker /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
852*61046927SAndroid Build Coastguard Worker * 1.50, however this seems like it was probably an oversight.
853*61046927SAndroid Build Coastguard Worker */
854*61046927SAndroid Build Coastguard Worker add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
855*61046927SAndroid Build Coastguard Worker
856*61046927SAndroid Build Coastguard Worker /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
857*61046927SAndroid Build Coastguard Worker * re-introduced in GLSL 1.50, so this seems like it was probably an
858*61046927SAndroid Build Coastguard Worker * oversight.
859*61046927SAndroid Build Coastguard Worker */
860*61046927SAndroid Build Coastguard Worker add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
861*61046927SAndroid Build Coastguard Worker }
862*61046927SAndroid Build Coastguard Worker
863*61046927SAndroid Build Coastguard Worker if (state->has_atomic_counters()) {
864*61046927SAndroid Build Coastguard Worker add_const("gl_MaxVertexAtomicCounters",
865*61046927SAndroid Build Coastguard Worker state->Const.MaxVertexAtomicCounters);
866*61046927SAndroid Build Coastguard Worker add_const("gl_MaxFragmentAtomicCounters",
867*61046927SAndroid Build Coastguard Worker state->Const.MaxFragmentAtomicCounters);
868*61046927SAndroid Build Coastguard Worker add_const("gl_MaxCombinedAtomicCounters",
869*61046927SAndroid Build Coastguard Worker state->Const.MaxCombinedAtomicCounters);
870*61046927SAndroid Build Coastguard Worker add_const("gl_MaxAtomicCounterBindings",
871*61046927SAndroid Build Coastguard Worker state->Const.MaxAtomicBufferBindings);
872*61046927SAndroid Build Coastguard Worker
873*61046927SAndroid Build Coastguard Worker if (state->has_geometry_shader()) {
874*61046927SAndroid Build Coastguard Worker add_const("gl_MaxGeometryAtomicCounters",
875*61046927SAndroid Build Coastguard Worker state->Const.MaxGeometryAtomicCounters);
876*61046927SAndroid Build Coastguard Worker }
877*61046927SAndroid Build Coastguard Worker if (state->is_version(110, 320)) {
878*61046927SAndroid Build Coastguard Worker add_const("gl_MaxTessControlAtomicCounters",
879*61046927SAndroid Build Coastguard Worker state->Const.MaxTessControlAtomicCounters);
880*61046927SAndroid Build Coastguard Worker add_const("gl_MaxTessEvaluationAtomicCounters",
881*61046927SAndroid Build Coastguard Worker state->Const.MaxTessEvaluationAtomicCounters);
882*61046927SAndroid Build Coastguard Worker }
883*61046927SAndroid Build Coastguard Worker }
884*61046927SAndroid Build Coastguard Worker
885*61046927SAndroid Build Coastguard Worker if (state->is_version(420, 310)) {
886*61046927SAndroid Build Coastguard Worker add_const("gl_MaxVertexAtomicCounterBuffers",
887*61046927SAndroid Build Coastguard Worker state->Const.MaxVertexAtomicCounterBuffers);
888*61046927SAndroid Build Coastguard Worker add_const("gl_MaxFragmentAtomicCounterBuffers",
889*61046927SAndroid Build Coastguard Worker state->Const.MaxFragmentAtomicCounterBuffers);
890*61046927SAndroid Build Coastguard Worker add_const("gl_MaxCombinedAtomicCounterBuffers",
891*61046927SAndroid Build Coastguard Worker state->Const.MaxCombinedAtomicCounterBuffers);
892*61046927SAndroid Build Coastguard Worker add_const("gl_MaxAtomicCounterBufferSize",
893*61046927SAndroid Build Coastguard Worker state->Const.MaxAtomicCounterBufferSize);
894*61046927SAndroid Build Coastguard Worker
895*61046927SAndroid Build Coastguard Worker if (state->has_geometry_shader()) {
896*61046927SAndroid Build Coastguard Worker add_const("gl_MaxGeometryAtomicCounterBuffers",
897*61046927SAndroid Build Coastguard Worker state->Const.MaxGeometryAtomicCounterBuffers);
898*61046927SAndroid Build Coastguard Worker }
899*61046927SAndroid Build Coastguard Worker if (state->is_version(110, 320)) {
900*61046927SAndroid Build Coastguard Worker add_const("gl_MaxTessControlAtomicCounterBuffers",
901*61046927SAndroid Build Coastguard Worker state->Const.MaxTessControlAtomicCounterBuffers);
902*61046927SAndroid Build Coastguard Worker add_const("gl_MaxTessEvaluationAtomicCounterBuffers",
903*61046927SAndroid Build Coastguard Worker state->Const.MaxTessEvaluationAtomicCounterBuffers);
904*61046927SAndroid Build Coastguard Worker }
905*61046927SAndroid Build Coastguard Worker }
906*61046927SAndroid Build Coastguard Worker
907*61046927SAndroid Build Coastguard Worker if (state->is_version(430, 310) || state->ARB_compute_shader_enable) {
908*61046927SAndroid Build Coastguard Worker add_const("gl_MaxComputeAtomicCounterBuffers",
909*61046927SAndroid Build Coastguard Worker state->Const.MaxComputeAtomicCounterBuffers);
910*61046927SAndroid Build Coastguard Worker add_const("gl_MaxComputeAtomicCounters",
911*61046927SAndroid Build Coastguard Worker state->Const.MaxComputeAtomicCounters);
912*61046927SAndroid Build Coastguard Worker add_const("gl_MaxComputeImageUniforms",
913*61046927SAndroid Build Coastguard Worker state->Const.MaxComputeImageUniforms);
914*61046927SAndroid Build Coastguard Worker add_const("gl_MaxComputeTextureImageUnits",
915*61046927SAndroid Build Coastguard Worker state->Const.MaxComputeTextureImageUnits);
916*61046927SAndroid Build Coastguard Worker add_const("gl_MaxComputeUniformComponents",
917*61046927SAndroid Build Coastguard Worker state->Const.MaxComputeUniformComponents);
918*61046927SAndroid Build Coastguard Worker
919*61046927SAndroid Build Coastguard Worker add_const_ivec3("gl_MaxComputeWorkGroupCount",
920*61046927SAndroid Build Coastguard Worker state->Const.MaxComputeWorkGroupCount[0],
921*61046927SAndroid Build Coastguard Worker state->Const.MaxComputeWorkGroupCount[1],
922*61046927SAndroid Build Coastguard Worker state->Const.MaxComputeWorkGroupCount[2]);
923*61046927SAndroid Build Coastguard Worker add_const_ivec3("gl_MaxComputeWorkGroupSize",
924*61046927SAndroid Build Coastguard Worker state->Const.MaxComputeWorkGroupSize[0],
925*61046927SAndroid Build Coastguard Worker state->Const.MaxComputeWorkGroupSize[1],
926*61046927SAndroid Build Coastguard Worker state->Const.MaxComputeWorkGroupSize[2]);
927*61046927SAndroid Build Coastguard Worker
928*61046927SAndroid Build Coastguard Worker /* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables):
929*61046927SAndroid Build Coastguard Worker *
930*61046927SAndroid Build Coastguard Worker * The built-in constant gl_WorkGroupSize is a compute-shader
931*61046927SAndroid Build Coastguard Worker * constant containing the local work-group size of the shader. The
932*61046927SAndroid Build Coastguard Worker * size of the work group in the X, Y, and Z dimensions is stored in
933*61046927SAndroid Build Coastguard Worker * the x, y, and z components. The constants values in
934*61046927SAndroid Build Coastguard Worker * gl_WorkGroupSize will match those specified in the required
935*61046927SAndroid Build Coastguard Worker * local_size_x, local_size_y, and local_size_z layout qualifiers
936*61046927SAndroid Build Coastguard Worker * for the current shader. This is a constant so that it can be
937*61046927SAndroid Build Coastguard Worker * used to size arrays of memory that can be shared within the local
938*61046927SAndroid Build Coastguard Worker * work group. It is a compile-time error to use gl_WorkGroupSize
939*61046927SAndroid Build Coastguard Worker * in a shader that does not declare a fixed local group size, or
940*61046927SAndroid Build Coastguard Worker * before that shader has declared a fixed local group size, using
941*61046927SAndroid Build Coastguard Worker * local_size_x, local_size_y, and local_size_z.
942*61046927SAndroid Build Coastguard Worker *
943*61046927SAndroid Build Coastguard Worker * To prevent the shader from trying to refer to gl_WorkGroupSize before
944*61046927SAndroid Build Coastguard Worker * the layout declaration, we don't define it here. Intead we define it
945*61046927SAndroid Build Coastguard Worker * in ast_cs_input_layout::hir().
946*61046927SAndroid Build Coastguard Worker */
947*61046927SAndroid Build Coastguard Worker }
948*61046927SAndroid Build Coastguard Worker
949*61046927SAndroid Build Coastguard Worker if (state->has_enhanced_layouts()) {
950*61046927SAndroid Build Coastguard Worker add_const("gl_MaxTransformFeedbackBuffers",
951*61046927SAndroid Build Coastguard Worker state->Const.MaxTransformFeedbackBuffers);
952*61046927SAndroid Build Coastguard Worker add_const("gl_MaxTransformFeedbackInterleavedComponents",
953*61046927SAndroid Build Coastguard Worker state->Const.MaxTransformFeedbackInterleavedComponents);
954*61046927SAndroid Build Coastguard Worker }
955*61046927SAndroid Build Coastguard Worker
956*61046927SAndroid Build Coastguard Worker if (state->has_shader_image_load_store()) {
957*61046927SAndroid Build Coastguard Worker add_const("gl_MaxImageUnits",
958*61046927SAndroid Build Coastguard Worker state->Const.MaxImageUnits);
959*61046927SAndroid Build Coastguard Worker add_const("gl_MaxVertexImageUniforms",
960*61046927SAndroid Build Coastguard Worker state->Const.MaxVertexImageUniforms);
961*61046927SAndroid Build Coastguard Worker add_const("gl_MaxFragmentImageUniforms",
962*61046927SAndroid Build Coastguard Worker state->Const.MaxFragmentImageUniforms);
963*61046927SAndroid Build Coastguard Worker add_const("gl_MaxCombinedImageUniforms",
964*61046927SAndroid Build Coastguard Worker state->Const.MaxCombinedImageUniforms);
965*61046927SAndroid Build Coastguard Worker
966*61046927SAndroid Build Coastguard Worker if (state->has_geometry_shader()) {
967*61046927SAndroid Build Coastguard Worker add_const("gl_MaxGeometryImageUniforms",
968*61046927SAndroid Build Coastguard Worker state->Const.MaxGeometryImageUniforms);
969*61046927SAndroid Build Coastguard Worker }
970*61046927SAndroid Build Coastguard Worker
971*61046927SAndroid Build Coastguard Worker if (!state->es_shader) {
972*61046927SAndroid Build Coastguard Worker add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs",
973*61046927SAndroid Build Coastguard Worker state->Const.MaxCombinedShaderOutputResources);
974*61046927SAndroid Build Coastguard Worker add_const("gl_MaxImageSamples",
975*61046927SAndroid Build Coastguard Worker state->Const.MaxImageSamples);
976*61046927SAndroid Build Coastguard Worker }
977*61046927SAndroid Build Coastguard Worker
978*61046927SAndroid Build Coastguard Worker if (state->has_tessellation_shader()) {
979*61046927SAndroid Build Coastguard Worker add_const("gl_MaxTessControlImageUniforms",
980*61046927SAndroid Build Coastguard Worker state->Const.MaxTessControlImageUniforms);
981*61046927SAndroid Build Coastguard Worker add_const("gl_MaxTessEvaluationImageUniforms",
982*61046927SAndroid Build Coastguard Worker state->Const.MaxTessEvaluationImageUniforms);
983*61046927SAndroid Build Coastguard Worker }
984*61046927SAndroid Build Coastguard Worker }
985*61046927SAndroid Build Coastguard Worker
986*61046927SAndroid Build Coastguard Worker if (state->is_version(440, 310) ||
987*61046927SAndroid Build Coastguard Worker state->ARB_ES3_1_compatibility_enable) {
988*61046927SAndroid Build Coastguard Worker add_const("gl_MaxCombinedShaderOutputResources",
989*61046927SAndroid Build Coastguard Worker state->Const.MaxCombinedShaderOutputResources);
990*61046927SAndroid Build Coastguard Worker }
991*61046927SAndroid Build Coastguard Worker
992*61046927SAndroid Build Coastguard Worker if (state->is_version(410, 0) ||
993*61046927SAndroid Build Coastguard Worker state->ARB_viewport_array_enable ||
994*61046927SAndroid Build Coastguard Worker state->OES_viewport_array_enable) {
995*61046927SAndroid Build Coastguard Worker add_const("gl_MaxViewports", GLSL_PRECISION_HIGH,
996*61046927SAndroid Build Coastguard Worker state->Const.MaxViewports);
997*61046927SAndroid Build Coastguard Worker }
998*61046927SAndroid Build Coastguard Worker
999*61046927SAndroid Build Coastguard Worker if (state->has_tessellation_shader()) {
1000*61046927SAndroid Build Coastguard Worker add_const("gl_MaxPatchVertices", state->Const.MaxPatchVertices);
1001*61046927SAndroid Build Coastguard Worker add_const("gl_MaxTessGenLevel", state->Const.MaxTessGenLevel);
1002*61046927SAndroid Build Coastguard Worker add_const("gl_MaxTessControlInputComponents", state->Const.MaxTessControlInputComponents);
1003*61046927SAndroid Build Coastguard Worker add_const("gl_MaxTessControlOutputComponents", state->Const.MaxTessControlOutputComponents);
1004*61046927SAndroid Build Coastguard Worker add_const("gl_MaxTessControlTextureImageUnits", state->Const.MaxTessControlTextureImageUnits);
1005*61046927SAndroid Build Coastguard Worker add_const("gl_MaxTessEvaluationInputComponents", state->Const.MaxTessEvaluationInputComponents);
1006*61046927SAndroid Build Coastguard Worker add_const("gl_MaxTessEvaluationOutputComponents", state->Const.MaxTessEvaluationOutputComponents);
1007*61046927SAndroid Build Coastguard Worker add_const("gl_MaxTessEvaluationTextureImageUnits", state->Const.MaxTessEvaluationTextureImageUnits);
1008*61046927SAndroid Build Coastguard Worker add_const("gl_MaxTessPatchComponents", state->Const.MaxTessPatchComponents);
1009*61046927SAndroid Build Coastguard Worker add_const("gl_MaxTessControlTotalOutputComponents", state->Const.MaxTessControlTotalOutputComponents);
1010*61046927SAndroid Build Coastguard Worker add_const("gl_MaxTessControlUniformComponents", state->Const.MaxTessControlUniformComponents);
1011*61046927SAndroid Build Coastguard Worker add_const("gl_MaxTessEvaluationUniformComponents", state->Const.MaxTessEvaluationUniformComponents);
1012*61046927SAndroid Build Coastguard Worker }
1013*61046927SAndroid Build Coastguard Worker
1014*61046927SAndroid Build Coastguard Worker if (state->is_version(450, 320) ||
1015*61046927SAndroid Build Coastguard Worker state->OES_sample_variables_enable ||
1016*61046927SAndroid Build Coastguard Worker state->ARB_ES3_1_compatibility_enable)
1017*61046927SAndroid Build Coastguard Worker add_const("gl_MaxSamples", state->Const.MaxSamples);
1018*61046927SAndroid Build Coastguard Worker }
1019*61046927SAndroid Build Coastguard Worker
1020*61046927SAndroid Build Coastguard Worker
1021*61046927SAndroid Build Coastguard Worker /**
1022*61046927SAndroid Build Coastguard Worker * Generate uniform variables (which exist in all types of shaders).
1023*61046927SAndroid Build Coastguard Worker */
1024*61046927SAndroid Build Coastguard Worker void
generate_uniforms()1025*61046927SAndroid Build Coastguard Worker builtin_variable_generator::generate_uniforms()
1026*61046927SAndroid Build Coastguard Worker {
1027*61046927SAndroid Build Coastguard Worker if (state->is_version(400, 320) ||
1028*61046927SAndroid Build Coastguard Worker state->ARB_sample_shading_enable ||
1029*61046927SAndroid Build Coastguard Worker state->OES_sample_variables_enable)
1030*61046927SAndroid Build Coastguard Worker add_uniform(int_t, GLSL_PRECISION_LOW, "gl_NumSamples");
1031*61046927SAndroid Build Coastguard Worker add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
1032*61046927SAndroid Build Coastguard Worker
1033*61046927SAndroid Build Coastguard Worker for (unsigned i = 0; i < VARYING_SLOT_VAR0; i++) {
1034*61046927SAndroid Build Coastguard Worker char name[128];
1035*61046927SAndroid Build Coastguard Worker
1036*61046927SAndroid Build Coastguard Worker snprintf(name, sizeof(name), "gl_CurrentAttribFrag%uMESA", i);
1037*61046927SAndroid Build Coastguard Worker add_uniform(vec4_t, name);
1038*61046927SAndroid Build Coastguard Worker }
1039*61046927SAndroid Build Coastguard Worker
1040*61046927SAndroid Build Coastguard Worker if (compatibility) {
1041*61046927SAndroid Build Coastguard Worker add_uniform(mat4_t, "gl_ModelViewMatrix");
1042*61046927SAndroid Build Coastguard Worker add_uniform(mat4_t, "gl_ProjectionMatrix");
1043*61046927SAndroid Build Coastguard Worker add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
1044*61046927SAndroid Build Coastguard Worker add_uniform(mat3_t, "gl_NormalMatrix");
1045*61046927SAndroid Build Coastguard Worker add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
1046*61046927SAndroid Build Coastguard Worker add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
1047*61046927SAndroid Build Coastguard Worker add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
1048*61046927SAndroid Build Coastguard Worker add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
1049*61046927SAndroid Build Coastguard Worker add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
1050*61046927SAndroid Build Coastguard Worker add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
1051*61046927SAndroid Build Coastguard Worker add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
1052*61046927SAndroid Build Coastguard Worker add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
1053*61046927SAndroid Build Coastguard Worker add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
1054*61046927SAndroid Build Coastguard Worker add_uniform(float_t, "gl_NormalScale");
1055*61046927SAndroid Build Coastguard Worker add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
1056*61046927SAndroid Build Coastguard Worker add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
1057*61046927SAndroid Build Coastguard Worker
1058*61046927SAndroid Build Coastguard Worker const glsl_type *const mat4_array_type =
1059*61046927SAndroid Build Coastguard Worker array(mat4_t, state->Const.MaxTextureCoords);
1060*61046927SAndroid Build Coastguard Worker add_uniform(mat4_array_type, "gl_TextureMatrix");
1061*61046927SAndroid Build Coastguard Worker add_uniform(mat4_array_type, "gl_TextureMatrixInverse");
1062*61046927SAndroid Build Coastguard Worker add_uniform(mat4_array_type, "gl_TextureMatrixTranspose");
1063*61046927SAndroid Build Coastguard Worker add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
1064*61046927SAndroid Build Coastguard Worker
1065*61046927SAndroid Build Coastguard Worker add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
1066*61046927SAndroid Build Coastguard Worker add_uniform(type("gl_PointParameters"), "gl_Point");
1067*61046927SAndroid Build Coastguard Worker
1068*61046927SAndroid Build Coastguard Worker const glsl_type *const material_parameters_type =
1069*61046927SAndroid Build Coastguard Worker type("gl_MaterialParameters");
1070*61046927SAndroid Build Coastguard Worker add_uniform(material_parameters_type, "gl_FrontMaterial");
1071*61046927SAndroid Build Coastguard Worker add_uniform(material_parameters_type, "gl_BackMaterial");
1072*61046927SAndroid Build Coastguard Worker
1073*61046927SAndroid Build Coastguard Worker add_uniform(array(type("gl_LightSourceParameters"),
1074*61046927SAndroid Build Coastguard Worker state->Const.MaxLights),
1075*61046927SAndroid Build Coastguard Worker "gl_LightSource");
1076*61046927SAndroid Build Coastguard Worker
1077*61046927SAndroid Build Coastguard Worker const glsl_type *const light_model_products_type =
1078*61046927SAndroid Build Coastguard Worker type("gl_LightModelProducts");
1079*61046927SAndroid Build Coastguard Worker add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
1080*61046927SAndroid Build Coastguard Worker add_uniform(light_model_products_type, "gl_BackLightModelProduct");
1081*61046927SAndroid Build Coastguard Worker
1082*61046927SAndroid Build Coastguard Worker const glsl_type *const light_products_type =
1083*61046927SAndroid Build Coastguard Worker array(type("gl_LightProducts"), state->Const.MaxLights);
1084*61046927SAndroid Build Coastguard Worker add_uniform(light_products_type, "gl_FrontLightProduct");
1085*61046927SAndroid Build Coastguard Worker add_uniform(light_products_type, "gl_BackLightProduct");
1086*61046927SAndroid Build Coastguard Worker
1087*61046927SAndroid Build Coastguard Worker add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
1088*61046927SAndroid Build Coastguard Worker "gl_TextureEnvColor");
1089*61046927SAndroid Build Coastguard Worker
1090*61046927SAndroid Build Coastguard Worker const glsl_type *const texcoords_vec4 =
1091*61046927SAndroid Build Coastguard Worker array(vec4_t, state->Const.MaxTextureCoords);
1092*61046927SAndroid Build Coastguard Worker add_uniform(texcoords_vec4, "gl_EyePlaneS");
1093*61046927SAndroid Build Coastguard Worker add_uniform(texcoords_vec4, "gl_EyePlaneT");
1094*61046927SAndroid Build Coastguard Worker add_uniform(texcoords_vec4, "gl_EyePlaneR");
1095*61046927SAndroid Build Coastguard Worker add_uniform(texcoords_vec4, "gl_EyePlaneQ");
1096*61046927SAndroid Build Coastguard Worker add_uniform(texcoords_vec4, "gl_ObjectPlaneS");
1097*61046927SAndroid Build Coastguard Worker add_uniform(texcoords_vec4, "gl_ObjectPlaneT");
1098*61046927SAndroid Build Coastguard Worker add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
1099*61046927SAndroid Build Coastguard Worker add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
1100*61046927SAndroid Build Coastguard Worker
1101*61046927SAndroid Build Coastguard Worker add_uniform(type("gl_FogParameters"), "gl_Fog");
1102*61046927SAndroid Build Coastguard Worker }
1103*61046927SAndroid Build Coastguard Worker }
1104*61046927SAndroid Build Coastguard Worker
1105*61046927SAndroid Build Coastguard Worker
1106*61046927SAndroid Build Coastguard Worker /**
1107*61046927SAndroid Build Coastguard Worker * Generate special variables which exist in all shaders.
1108*61046927SAndroid Build Coastguard Worker */
1109*61046927SAndroid Build Coastguard Worker void
generate_special_vars()1110*61046927SAndroid Build Coastguard Worker builtin_variable_generator::generate_special_vars()
1111*61046927SAndroid Build Coastguard Worker {
1112*61046927SAndroid Build Coastguard Worker if (state->ARB_shader_ballot_enable) {
1113*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_SUBGROUP_SIZE, uint_t, "gl_SubGroupSizeARB");
1114*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_SUBGROUP_INVOCATION, uint_t, "gl_SubGroupInvocationARB");
1115*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_SUBGROUP_EQ_MASK, uint64_t, "gl_SubGroupEqMaskARB");
1116*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_SUBGROUP_GE_MASK, uint64_t, "gl_SubGroupGeMaskARB");
1117*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_SUBGROUP_GT_MASK, uint64_t, "gl_SubGroupGtMaskARB");
1118*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_SUBGROUP_LE_MASK, uint64_t, "gl_SubGroupLeMaskARB");
1119*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_SUBGROUP_LT_MASK, uint64_t, "gl_SubGroupLtMaskARB");
1120*61046927SAndroid Build Coastguard Worker }
1121*61046927SAndroid Build Coastguard Worker
1122*61046927SAndroid Build Coastguard Worker if (state->KHR_shader_subgroup_basic_enable) {
1123*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_SUBGROUP_SIZE, uint_t, "gl_SubgroupSize");
1124*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_SUBGROUP_INVOCATION, uint_t, "gl_SubgroupInvocationID");
1125*61046927SAndroid Build Coastguard Worker }
1126*61046927SAndroid Build Coastguard Worker
1127*61046927SAndroid Build Coastguard Worker if (state->KHR_shader_subgroup_ballot_enable) {
1128*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_SUBGROUP_EQ_MASK, uvec4_t, "gl_SubgroupEqMask");
1129*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_SUBGROUP_GE_MASK, uvec4_t, "gl_SubgroupGeMask");
1130*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_SUBGROUP_GT_MASK, uvec4_t, "gl_SubgroupGtMask");
1131*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_SUBGROUP_LE_MASK, uvec4_t, "gl_SubgroupLeMask");
1132*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_SUBGROUP_LT_MASK, uvec4_t, "gl_SubgroupLtMask");
1133*61046927SAndroid Build Coastguard Worker }
1134*61046927SAndroid Build Coastguard Worker }
1135*61046927SAndroid Build Coastguard Worker
1136*61046927SAndroid Build Coastguard Worker
1137*61046927SAndroid Build Coastguard Worker /**
1138*61046927SAndroid Build Coastguard Worker * Generate variables which only exist in vertex shaders.
1139*61046927SAndroid Build Coastguard Worker */
1140*61046927SAndroid Build Coastguard Worker void
generate_vs_special_vars()1141*61046927SAndroid Build Coastguard Worker builtin_variable_generator::generate_vs_special_vars()
1142*61046927SAndroid Build Coastguard Worker {
1143*61046927SAndroid Build Coastguard Worker if (state->is_version(130, 300) || state->EXT_gpu_shader4_enable) {
1144*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, GLSL_PRECISION_HIGH,
1145*61046927SAndroid Build Coastguard Worker "gl_VertexID");
1146*61046927SAndroid Build Coastguard Worker }
1147*61046927SAndroid Build Coastguard Worker if (state->is_version(300, 300) && state->OVR_multiview_enable){
1148*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_VIEW_INDEX, int_t, GLSL_PRECISION_MEDIUM,
1149*61046927SAndroid Build Coastguard Worker "gl_ViewID_OVR");
1150*61046927SAndroid Build Coastguard Worker }
1151*61046927SAndroid Build Coastguard Worker if (state->is_version(460, 0)) {
1152*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertex");
1153*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstance");
1154*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawID");
1155*61046927SAndroid Build Coastguard Worker }
1156*61046927SAndroid Build Coastguard Worker if (state->EXT_draw_instanced_enable && state->is_version(0, 100))
1157*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, GLSL_PRECISION_HIGH,
1158*61046927SAndroid Build Coastguard Worker "gl_InstanceIDEXT");
1159*61046927SAndroid Build Coastguard Worker
1160*61046927SAndroid Build Coastguard Worker if (state->ARB_draw_instanced_enable)
1161*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
1162*61046927SAndroid Build Coastguard Worker
1163*61046927SAndroid Build Coastguard Worker if (state->ARB_draw_instanced_enable || state->is_version(140, 300) ||
1164*61046927SAndroid Build Coastguard Worker state->EXT_gpu_shader4_enable) {
1165*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, GLSL_PRECISION_HIGH,
1166*61046927SAndroid Build Coastguard Worker "gl_InstanceID");
1167*61046927SAndroid Build Coastguard Worker }
1168*61046927SAndroid Build Coastguard Worker if (state->ARB_shader_draw_parameters_enable) {
1169*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertexARB");
1170*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstanceARB");
1171*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawIDARB");
1172*61046927SAndroid Build Coastguard Worker }
1173*61046927SAndroid Build Coastguard Worker if (compatibility) {
1174*61046927SAndroid Build Coastguard Worker add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
1175*61046927SAndroid Build Coastguard Worker add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
1176*61046927SAndroid Build Coastguard Worker add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
1177*61046927SAndroid Build Coastguard Worker add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
1178*61046927SAndroid Build Coastguard Worker add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
1179*61046927SAndroid Build Coastguard Worker add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
1180*61046927SAndroid Build Coastguard Worker add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
1181*61046927SAndroid Build Coastguard Worker add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
1182*61046927SAndroid Build Coastguard Worker add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
1183*61046927SAndroid Build Coastguard Worker add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
1184*61046927SAndroid Build Coastguard Worker add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
1185*61046927SAndroid Build Coastguard Worker add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
1186*61046927SAndroid Build Coastguard Worker add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
1187*61046927SAndroid Build Coastguard Worker }
1188*61046927SAndroid Build Coastguard Worker }
1189*61046927SAndroid Build Coastguard Worker
1190*61046927SAndroid Build Coastguard Worker
1191*61046927SAndroid Build Coastguard Worker /**
1192*61046927SAndroid Build Coastguard Worker * Generate variables which only exist in tessellation control shaders.
1193*61046927SAndroid Build Coastguard Worker */
1194*61046927SAndroid Build Coastguard Worker void
generate_tcs_special_vars()1195*61046927SAndroid Build Coastguard Worker builtin_variable_generator::generate_tcs_special_vars()
1196*61046927SAndroid Build Coastguard Worker {
1197*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
1198*61046927SAndroid Build Coastguard Worker "gl_PrimitiveID");
1199*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, GLSL_PRECISION_HIGH,
1200*61046927SAndroid Build Coastguard Worker "gl_InvocationID");
1201*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, GLSL_PRECISION_HIGH,
1202*61046927SAndroid Build Coastguard Worker "gl_PatchVerticesIn");
1203*61046927SAndroid Build Coastguard Worker
1204*61046927SAndroid Build Coastguard Worker add_output(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
1205*61046927SAndroid Build Coastguard Worker GLSL_PRECISION_HIGH, "gl_TessLevelOuter")->data.patch = 1;
1206*61046927SAndroid Build Coastguard Worker add_output(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
1207*61046927SAndroid Build Coastguard Worker GLSL_PRECISION_HIGH, "gl_TessLevelInner")->data.patch = 1;
1208*61046927SAndroid Build Coastguard Worker /* XXX What to do if multiple are flipped on? */
1209*61046927SAndroid Build Coastguard Worker int bbox_slot = state->consts->NoPrimitiveBoundingBoxOutput ? -1 :
1210*61046927SAndroid Build Coastguard Worker VARYING_SLOT_BOUNDING_BOX0;
1211*61046927SAndroid Build Coastguard Worker if (state->EXT_primitive_bounding_box_enable)
1212*61046927SAndroid Build Coastguard Worker add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBoxEXT")
1213*61046927SAndroid Build Coastguard Worker ->data.patch = 1;
1214*61046927SAndroid Build Coastguard Worker if (state->OES_primitive_bounding_box_enable) {
1215*61046927SAndroid Build Coastguard Worker add_output(bbox_slot, array(vec4_t, 2), GLSL_PRECISION_HIGH,
1216*61046927SAndroid Build Coastguard Worker "gl_BoundingBoxOES")->data.patch = 1;
1217*61046927SAndroid Build Coastguard Worker }
1218*61046927SAndroid Build Coastguard Worker if (state->is_version(0, 320) || state->ARB_ES3_2_compatibility_enable) {
1219*61046927SAndroid Build Coastguard Worker add_output(bbox_slot, array(vec4_t, 2), GLSL_PRECISION_HIGH,
1220*61046927SAndroid Build Coastguard Worker "gl_BoundingBox")->data.patch = 1;
1221*61046927SAndroid Build Coastguard Worker }
1222*61046927SAndroid Build Coastguard Worker
1223*61046927SAndroid Build Coastguard Worker /* NOTE: These are completely pointless. Writing these will never go
1224*61046927SAndroid Build Coastguard Worker * anywhere. But the specs demands it. So we add them with a slot of -1,
1225*61046927SAndroid Build Coastguard Worker * which makes the data go nowhere.
1226*61046927SAndroid Build Coastguard Worker */
1227*61046927SAndroid Build Coastguard Worker if (state->NV_viewport_array2_enable) {
1228*61046927SAndroid Build Coastguard Worker add_output(-1, int_t, "gl_Layer");
1229*61046927SAndroid Build Coastguard Worker add_output(-1, int_t, "gl_ViewportIndex");
1230*61046927SAndroid Build Coastguard Worker add_output(-1, array(int_t, 1), "gl_ViewportMask");
1231*61046927SAndroid Build Coastguard Worker }
1232*61046927SAndroid Build Coastguard Worker
1233*61046927SAndroid Build Coastguard Worker }
1234*61046927SAndroid Build Coastguard Worker
1235*61046927SAndroid Build Coastguard Worker
1236*61046927SAndroid Build Coastguard Worker /**
1237*61046927SAndroid Build Coastguard Worker * Generate variables which only exist in tessellation evaluation shaders.
1238*61046927SAndroid Build Coastguard Worker */
1239*61046927SAndroid Build Coastguard Worker void
generate_tes_special_vars()1240*61046927SAndroid Build Coastguard Worker builtin_variable_generator::generate_tes_special_vars()
1241*61046927SAndroid Build Coastguard Worker {
1242*61046927SAndroid Build Coastguard Worker ir_variable *var;
1243*61046927SAndroid Build Coastguard Worker
1244*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
1245*61046927SAndroid Build Coastguard Worker "gl_PrimitiveID");
1246*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, GLSL_PRECISION_HIGH,
1247*61046927SAndroid Build Coastguard Worker "gl_PatchVerticesIn");
1248*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_TESS_COORD, vec3_t, GLSL_PRECISION_HIGH,
1249*61046927SAndroid Build Coastguard Worker "gl_TessCoord");
1250*61046927SAndroid Build Coastguard Worker if (this->state->consts->GLSLTessLevelsAsInputs) {
1251*61046927SAndroid Build Coastguard Worker add_input(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
1252*61046927SAndroid Build Coastguard Worker GLSL_PRECISION_HIGH, "gl_TessLevelOuter")->data.patch = 1;
1253*61046927SAndroid Build Coastguard Worker add_input(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
1254*61046927SAndroid Build Coastguard Worker GLSL_PRECISION_HIGH, "gl_TessLevelInner")->data.patch = 1;
1255*61046927SAndroid Build Coastguard Worker } else {
1256*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER, array(float_t, 4),
1257*61046927SAndroid Build Coastguard Worker GLSL_PRECISION_HIGH, "gl_TessLevelOuter");
1258*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2),
1259*61046927SAndroid Build Coastguard Worker GLSL_PRECISION_HIGH, "gl_TessLevelInner");
1260*61046927SAndroid Build Coastguard Worker }
1261*61046927SAndroid Build Coastguard Worker if (state->ARB_shader_viewport_layer_array_enable ||
1262*61046927SAndroid Build Coastguard Worker state->NV_viewport_array2_enable) {
1263*61046927SAndroid Build Coastguard Worker var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1264*61046927SAndroid Build Coastguard Worker var->data.interpolation = INTERP_MODE_FLAT;
1265*61046927SAndroid Build Coastguard Worker var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1266*61046927SAndroid Build Coastguard Worker var->data.interpolation = INTERP_MODE_FLAT;
1267*61046927SAndroid Build Coastguard Worker }
1268*61046927SAndroid Build Coastguard Worker if (state->NV_viewport_array2_enable) {
1269*61046927SAndroid Build Coastguard Worker var = add_output(VARYING_SLOT_VIEWPORT_MASK, array(int_t, 1),
1270*61046927SAndroid Build Coastguard Worker "gl_ViewportMask");
1271*61046927SAndroid Build Coastguard Worker var->data.interpolation = INTERP_MODE_FLAT;
1272*61046927SAndroid Build Coastguard Worker }
1273*61046927SAndroid Build Coastguard Worker }
1274*61046927SAndroid Build Coastguard Worker
1275*61046927SAndroid Build Coastguard Worker
1276*61046927SAndroid Build Coastguard Worker /**
1277*61046927SAndroid Build Coastguard Worker * Generate variables which only exist in geometry shaders.
1278*61046927SAndroid Build Coastguard Worker */
1279*61046927SAndroid Build Coastguard Worker void
generate_gs_special_vars()1280*61046927SAndroid Build Coastguard Worker builtin_variable_generator::generate_gs_special_vars()
1281*61046927SAndroid Build Coastguard Worker {
1282*61046927SAndroid Build Coastguard Worker ir_variable *var;
1283*61046927SAndroid Build Coastguard Worker
1284*61046927SAndroid Build Coastguard Worker var = add_output(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH, "gl_Layer");
1285*61046927SAndroid Build Coastguard Worker var->data.interpolation = INTERP_MODE_FLAT;
1286*61046927SAndroid Build Coastguard Worker if (state->is_version(410, 0) || state->ARB_viewport_array_enable ||
1287*61046927SAndroid Build Coastguard Worker state->OES_viewport_array_enable) {
1288*61046927SAndroid Build Coastguard Worker var = add_output(VARYING_SLOT_VIEWPORT, int_t, GLSL_PRECISION_HIGH,
1289*61046927SAndroid Build Coastguard Worker "gl_ViewportIndex");
1290*61046927SAndroid Build Coastguard Worker var->data.interpolation = INTERP_MODE_FLAT;
1291*61046927SAndroid Build Coastguard Worker }
1292*61046927SAndroid Build Coastguard Worker if (state->NV_viewport_array2_enable) {
1293*61046927SAndroid Build Coastguard Worker var = add_output(VARYING_SLOT_VIEWPORT_MASK, array(int_t, 1),
1294*61046927SAndroid Build Coastguard Worker "gl_ViewportMask");
1295*61046927SAndroid Build Coastguard Worker var->data.interpolation = INTERP_MODE_FLAT;
1296*61046927SAndroid Build Coastguard Worker }
1297*61046927SAndroid Build Coastguard Worker if (state->is_version(400, 320) || state->ARB_gpu_shader5_enable ||
1298*61046927SAndroid Build Coastguard Worker state->OES_geometry_shader_enable || state->EXT_geometry_shader_enable) {
1299*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, GLSL_PRECISION_HIGH,
1300*61046927SAndroid Build Coastguard Worker "gl_InvocationID");
1301*61046927SAndroid Build Coastguard Worker }
1302*61046927SAndroid Build Coastguard Worker
1303*61046927SAndroid Build Coastguard Worker /* Although gl_PrimitiveID appears in tessellation control and tessellation
1304*61046927SAndroid Build Coastguard Worker * evaluation shaders, it has a different function there than it has in
1305*61046927SAndroid Build Coastguard Worker * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
1306*61046927SAndroid Build Coastguard Worker * as special geometry shader variables.
1307*61046927SAndroid Build Coastguard Worker *
1308*61046927SAndroid Build Coastguard Worker * Note that although the general convention of suffixing geometry shader
1309*61046927SAndroid Build Coastguard Worker * input varyings with "In" was not adopted into GLSL 1.50, it is used in
1310*61046927SAndroid Build Coastguard Worker * the specific case of gl_PrimitiveIDIn. So we don't need to treat
1311*61046927SAndroid Build Coastguard Worker * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
1312*61046927SAndroid Build Coastguard Worker */
1313*61046927SAndroid Build Coastguard Worker var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
1314*61046927SAndroid Build Coastguard Worker "gl_PrimitiveIDIn");
1315*61046927SAndroid Build Coastguard Worker var->data.interpolation = INTERP_MODE_FLAT;
1316*61046927SAndroid Build Coastguard Worker var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
1317*61046927SAndroid Build Coastguard Worker "gl_PrimitiveID");
1318*61046927SAndroid Build Coastguard Worker var->data.interpolation = INTERP_MODE_FLAT;
1319*61046927SAndroid Build Coastguard Worker }
1320*61046927SAndroid Build Coastguard Worker
1321*61046927SAndroid Build Coastguard Worker
1322*61046927SAndroid Build Coastguard Worker /**
1323*61046927SAndroid Build Coastguard Worker * Generate variables which only exist in fragment shaders.
1324*61046927SAndroid Build Coastguard Worker */
1325*61046927SAndroid Build Coastguard Worker void
generate_fs_special_vars()1326*61046927SAndroid Build Coastguard Worker builtin_variable_generator::generate_fs_special_vars()
1327*61046927SAndroid Build Coastguard Worker {
1328*61046927SAndroid Build Coastguard Worker ir_variable *var;
1329*61046927SAndroid Build Coastguard Worker
1330*61046927SAndroid Build Coastguard Worker int frag_coord_precision = (state->is_version(0, 300) ?
1331*61046927SAndroid Build Coastguard Worker GLSL_PRECISION_HIGH :
1332*61046927SAndroid Build Coastguard Worker GLSL_PRECISION_MEDIUM);
1333*61046927SAndroid Build Coastguard Worker
1334*61046927SAndroid Build Coastguard Worker if (this->state->consts->GLSLFragCoordIsSysVal) {
1335*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_FRAG_COORD, vec4_t, frag_coord_precision,
1336*61046927SAndroid Build Coastguard Worker "gl_FragCoord");
1337*61046927SAndroid Build Coastguard Worker } else {
1338*61046927SAndroid Build Coastguard Worker add_input(VARYING_SLOT_POS, vec4_t, frag_coord_precision, "gl_FragCoord");
1339*61046927SAndroid Build Coastguard Worker }
1340*61046927SAndroid Build Coastguard Worker
1341*61046927SAndroid Build Coastguard Worker if (this->state->consts->GLSLFrontFacingIsSysVal) {
1342*61046927SAndroid Build Coastguard Worker var = add_system_value(SYSTEM_VALUE_FRONT_FACE, bool_t, "gl_FrontFacing");
1343*61046927SAndroid Build Coastguard Worker var->data.interpolation = INTERP_MODE_FLAT;
1344*61046927SAndroid Build Coastguard Worker } else {
1345*61046927SAndroid Build Coastguard Worker var = add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
1346*61046927SAndroid Build Coastguard Worker var->data.interpolation = INTERP_MODE_FLAT;
1347*61046927SAndroid Build Coastguard Worker }
1348*61046927SAndroid Build Coastguard Worker
1349*61046927SAndroid Build Coastguard Worker if (state->is_version(120, 100)) {
1350*61046927SAndroid Build Coastguard Worker if (this->state->consts->GLSLPointCoordIsSysVal)
1351*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_POINT_COORD, vec2_t,
1352*61046927SAndroid Build Coastguard Worker GLSL_PRECISION_MEDIUM, "gl_PointCoord");
1353*61046927SAndroid Build Coastguard Worker else
1354*61046927SAndroid Build Coastguard Worker add_input(VARYING_SLOT_PNTC, vec2_t, GLSL_PRECISION_MEDIUM,
1355*61046927SAndroid Build Coastguard Worker "gl_PointCoord");
1356*61046927SAndroid Build Coastguard Worker }
1357*61046927SAndroid Build Coastguard Worker
1358*61046927SAndroid Build Coastguard Worker if (state->has_geometry_shader() || state->EXT_gpu_shader4_enable) {
1359*61046927SAndroid Build Coastguard Worker var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
1360*61046927SAndroid Build Coastguard Worker "gl_PrimitiveID");
1361*61046927SAndroid Build Coastguard Worker var->data.interpolation = INTERP_MODE_FLAT;
1362*61046927SAndroid Build Coastguard Worker }
1363*61046927SAndroid Build Coastguard Worker
1364*61046927SAndroid Build Coastguard Worker /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
1365*61046927SAndroid Build Coastguard Worker * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
1366*61046927SAndroid Build Coastguard Worker * They were removed from GLSL ES 3.00.
1367*61046927SAndroid Build Coastguard Worker */
1368*61046927SAndroid Build Coastguard Worker if (compatibility || !state->is_version(420, 300)) {
1369*61046927SAndroid Build Coastguard Worker add_output(FRAG_RESULT_COLOR, vec4_t, GLSL_PRECISION_MEDIUM,
1370*61046927SAndroid Build Coastguard Worker "gl_FragColor");
1371*61046927SAndroid Build Coastguard Worker add_output(FRAG_RESULT_DATA0,
1372*61046927SAndroid Build Coastguard Worker array(vec4_t, state->Const.MaxDrawBuffers),
1373*61046927SAndroid Build Coastguard Worker GLSL_PRECISION_MEDIUM,
1374*61046927SAndroid Build Coastguard Worker "gl_FragData");
1375*61046927SAndroid Build Coastguard Worker }
1376*61046927SAndroid Build Coastguard Worker
1377*61046927SAndroid Build Coastguard Worker if (state->has_framebuffer_fetch() && !state->is_version(130, 300)) {
1378*61046927SAndroid Build Coastguard Worker ir_variable *const var =
1379*61046927SAndroid Build Coastguard Worker add_output(FRAG_RESULT_DATA0,
1380*61046927SAndroid Build Coastguard Worker array(vec4_t, state->Const.MaxDrawBuffers),
1381*61046927SAndroid Build Coastguard Worker "gl_LastFragData");
1382*61046927SAndroid Build Coastguard Worker var->data.precision = GLSL_PRECISION_MEDIUM;
1383*61046927SAndroid Build Coastguard Worker var->data.read_only = 1;
1384*61046927SAndroid Build Coastguard Worker var->data.fb_fetch_output = 1;
1385*61046927SAndroid Build Coastguard Worker var->data.memory_coherent = 1;
1386*61046927SAndroid Build Coastguard Worker }
1387*61046927SAndroid Build Coastguard Worker
1388*61046927SAndroid Build Coastguard Worker if (state->has_framebuffer_fetch_zs()) {
1389*61046927SAndroid Build Coastguard Worker ir_variable *const depth_var =
1390*61046927SAndroid Build Coastguard Worker add_output(FRAG_RESULT_DEPTH, float_t,
1391*61046927SAndroid Build Coastguard Worker GLSL_PRECISION_HIGH, "gl_LastFragDepthARM");
1392*61046927SAndroid Build Coastguard Worker depth_var->data.read_only = 1;
1393*61046927SAndroid Build Coastguard Worker depth_var->data.fb_fetch_output = 1;
1394*61046927SAndroid Build Coastguard Worker depth_var->data.memory_coherent = 1;
1395*61046927SAndroid Build Coastguard Worker
1396*61046927SAndroid Build Coastguard Worker ir_variable *const stencil_var =
1397*61046927SAndroid Build Coastguard Worker add_output(FRAG_RESULT_STENCIL, int_t,
1398*61046927SAndroid Build Coastguard Worker GLSL_PRECISION_LOW, "gl_LastFragStencilARM");
1399*61046927SAndroid Build Coastguard Worker stencil_var->data.read_only = 1;
1400*61046927SAndroid Build Coastguard Worker stencil_var->data.fb_fetch_output = 1;
1401*61046927SAndroid Build Coastguard Worker stencil_var->data.memory_coherent = 1;
1402*61046927SAndroid Build Coastguard Worker }
1403*61046927SAndroid Build Coastguard Worker
1404*61046927SAndroid Build Coastguard Worker if (state->es_shader && state->language_version == 100 && state->EXT_blend_func_extended_enable) {
1405*61046927SAndroid Build Coastguard Worker add_index_output(FRAG_RESULT_COLOR, 1, vec4_t,
1406*61046927SAndroid Build Coastguard Worker GLSL_PRECISION_MEDIUM, "gl_SecondaryFragColorEXT");
1407*61046927SAndroid Build Coastguard Worker add_index_output(FRAG_RESULT_DATA0, 1,
1408*61046927SAndroid Build Coastguard Worker array(vec4_t, state->Const.MaxDualSourceDrawBuffers),
1409*61046927SAndroid Build Coastguard Worker GLSL_PRECISION_MEDIUM, "gl_SecondaryFragDataEXT");
1410*61046927SAndroid Build Coastguard Worker }
1411*61046927SAndroid Build Coastguard Worker
1412*61046927SAndroid Build Coastguard Worker /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
1413*61046927SAndroid Build Coastguard Worker * ES 1.00.
1414*61046927SAndroid Build Coastguard Worker */
1415*61046927SAndroid Build Coastguard Worker if (state->is_version(110, 300)) {
1416*61046927SAndroid Build Coastguard Worker add_output(FRAG_RESULT_DEPTH, float_t, GLSL_PRECISION_HIGH,
1417*61046927SAndroid Build Coastguard Worker "gl_FragDepth");
1418*61046927SAndroid Build Coastguard Worker }
1419*61046927SAndroid Build Coastguard Worker
1420*61046927SAndroid Build Coastguard Worker if (state->EXT_frag_depth_enable)
1421*61046927SAndroid Build Coastguard Worker add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepthEXT");
1422*61046927SAndroid Build Coastguard Worker
1423*61046927SAndroid Build Coastguard Worker if (state->ARB_shader_stencil_export_enable) {
1424*61046927SAndroid Build Coastguard Worker ir_variable *const var =
1425*61046927SAndroid Build Coastguard Worker add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
1426*61046927SAndroid Build Coastguard Worker if (state->ARB_shader_stencil_export_warn)
1427*61046927SAndroid Build Coastguard Worker var->enable_extension_warning("GL_ARB_shader_stencil_export");
1428*61046927SAndroid Build Coastguard Worker }
1429*61046927SAndroid Build Coastguard Worker
1430*61046927SAndroid Build Coastguard Worker if (state->AMD_shader_stencil_export_enable) {
1431*61046927SAndroid Build Coastguard Worker ir_variable *const var =
1432*61046927SAndroid Build Coastguard Worker add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
1433*61046927SAndroid Build Coastguard Worker if (state->AMD_shader_stencil_export_warn)
1434*61046927SAndroid Build Coastguard Worker var->enable_extension_warning("GL_AMD_shader_stencil_export");
1435*61046927SAndroid Build Coastguard Worker }
1436*61046927SAndroid Build Coastguard Worker
1437*61046927SAndroid Build Coastguard Worker if (state->is_version(400, 320) ||
1438*61046927SAndroid Build Coastguard Worker state->ARB_sample_shading_enable ||
1439*61046927SAndroid Build Coastguard Worker state->OES_sample_variables_enable) {
1440*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, GLSL_PRECISION_LOW,
1441*61046927SAndroid Build Coastguard Worker "gl_SampleID");
1442*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, GLSL_PRECISION_MEDIUM,
1443*61046927SAndroid Build Coastguard Worker "gl_SamplePosition");
1444*61046927SAndroid Build Coastguard Worker /* From the ARB_sample_shading specification:
1445*61046927SAndroid Build Coastguard Worker * "The number of elements in the array is ceil(<s>/32), where
1446*61046927SAndroid Build Coastguard Worker * <s> is the maximum number of color samples supported by the
1447*61046927SAndroid Build Coastguard Worker * implementation."
1448*61046927SAndroid Build Coastguard Worker * Since no drivers expose more than 32x MSAA, we can simply set
1449*61046927SAndroid Build Coastguard Worker * the array size to 1 rather than computing it.
1450*61046927SAndroid Build Coastguard Worker */
1451*61046927SAndroid Build Coastguard Worker add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1),
1452*61046927SAndroid Build Coastguard Worker GLSL_PRECISION_HIGH, "gl_SampleMask");
1453*61046927SAndroid Build Coastguard Worker }
1454*61046927SAndroid Build Coastguard Worker
1455*61046927SAndroid Build Coastguard Worker if (state->is_version(400, 320) ||
1456*61046927SAndroid Build Coastguard Worker state->ARB_gpu_shader5_enable ||
1457*61046927SAndroid Build Coastguard Worker state->OES_sample_variables_enable) {
1458*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1),
1459*61046927SAndroid Build Coastguard Worker GLSL_PRECISION_HIGH, "gl_SampleMaskIn");
1460*61046927SAndroid Build Coastguard Worker }
1461*61046927SAndroid Build Coastguard Worker
1462*61046927SAndroid Build Coastguard Worker if (state->is_version(430, 320) ||
1463*61046927SAndroid Build Coastguard Worker state->ARB_fragment_layer_viewport_enable ||
1464*61046927SAndroid Build Coastguard Worker state->OES_geometry_shader_enable ||
1465*61046927SAndroid Build Coastguard Worker state->EXT_geometry_shader_enable) {
1466*61046927SAndroid Build Coastguard Worker add_varying(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH,
1467*61046927SAndroid Build Coastguard Worker "gl_Layer", INTERP_MODE_FLAT);
1468*61046927SAndroid Build Coastguard Worker }
1469*61046927SAndroid Build Coastguard Worker
1470*61046927SAndroid Build Coastguard Worker if (state->is_version(430, 0) ||
1471*61046927SAndroid Build Coastguard Worker state->ARB_fragment_layer_viewport_enable ||
1472*61046927SAndroid Build Coastguard Worker state->OES_viewport_array_enable) {
1473*61046927SAndroid Build Coastguard Worker add_varying(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex", INTERP_MODE_FLAT);
1474*61046927SAndroid Build Coastguard Worker }
1475*61046927SAndroid Build Coastguard Worker
1476*61046927SAndroid Build Coastguard Worker if (state->is_version(450, 310) || state->ARB_ES3_1_compatibility_enable)
1477*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_HELPER_INVOCATION, bool_t, "gl_HelperInvocation");
1478*61046927SAndroid Build Coastguard Worker }
1479*61046927SAndroid Build Coastguard Worker
1480*61046927SAndroid Build Coastguard Worker
1481*61046927SAndroid Build Coastguard Worker /**
1482*61046927SAndroid Build Coastguard Worker * Generate variables which only exist in compute shaders.
1483*61046927SAndroid Build Coastguard Worker */
1484*61046927SAndroid Build Coastguard Worker void
generate_cs_special_vars()1485*61046927SAndroid Build Coastguard Worker builtin_variable_generator::generate_cs_special_vars()
1486*61046927SAndroid Build Coastguard Worker {
1487*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_ID, uvec3_t,
1488*61046927SAndroid Build Coastguard Worker "gl_LocalInvocationID");
1489*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_WORKGROUP_ID, uvec3_t, "gl_WorkGroupID");
1490*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_NUM_WORKGROUPS, uvec3_t, "gl_NumWorkGroups");
1491*61046927SAndroid Build Coastguard Worker
1492*61046927SAndroid Build Coastguard Worker if (state->ARB_compute_variable_group_size_enable) {
1493*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_WORKGROUP_SIZE,
1494*61046927SAndroid Build Coastguard Worker uvec3_t, "gl_LocalGroupSizeARB");
1495*61046927SAndroid Build Coastguard Worker }
1496*61046927SAndroid Build Coastguard Worker
1497*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
1498*61046927SAndroid Build Coastguard Worker uvec3_t, "gl_GlobalInvocationID");
1499*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
1500*61046927SAndroid Build Coastguard Worker uint_t, "gl_LocalInvocationIndex");
1501*61046927SAndroid Build Coastguard Worker
1502*61046927SAndroid Build Coastguard Worker if (state->KHR_shader_subgroup_basic_enable) {
1503*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_NUM_SUBGROUPS, uint_t, "gl_NumSubgroups");
1504*61046927SAndroid Build Coastguard Worker add_system_value(SYSTEM_VALUE_SUBGROUP_ID, uint_t, "gl_SubgroupID");
1505*61046927SAndroid Build Coastguard Worker }
1506*61046927SAndroid Build Coastguard Worker }
1507*61046927SAndroid Build Coastguard Worker
1508*61046927SAndroid Build Coastguard Worker
1509*61046927SAndroid Build Coastguard Worker /**
1510*61046927SAndroid Build Coastguard Worker * Add a single "varying" variable. The variable's type and direction (input
1511*61046927SAndroid Build Coastguard Worker * or output) are adjusted as appropriate for the type of shader being
1512*61046927SAndroid Build Coastguard Worker * compiled.
1513*61046927SAndroid Build Coastguard Worker */
1514*61046927SAndroid Build Coastguard Worker void
add_varying(int slot,const glsl_type * type,int precision,const char * name,enum glsl_interp_mode interp)1515*61046927SAndroid Build Coastguard Worker builtin_variable_generator::add_varying(int slot, const glsl_type *type,
1516*61046927SAndroid Build Coastguard Worker int precision, const char *name,
1517*61046927SAndroid Build Coastguard Worker enum glsl_interp_mode interp)
1518*61046927SAndroid Build Coastguard Worker {
1519*61046927SAndroid Build Coastguard Worker switch (state->stage) {
1520*61046927SAndroid Build Coastguard Worker case MESA_SHADER_TESS_CTRL:
1521*61046927SAndroid Build Coastguard Worker case MESA_SHADER_TESS_EVAL:
1522*61046927SAndroid Build Coastguard Worker case MESA_SHADER_GEOMETRY:
1523*61046927SAndroid Build Coastguard Worker this->per_vertex_in.add_field(slot, type, precision, name, interp);
1524*61046927SAndroid Build Coastguard Worker FALLTHROUGH;
1525*61046927SAndroid Build Coastguard Worker case MESA_SHADER_VERTEX:
1526*61046927SAndroid Build Coastguard Worker this->per_vertex_out.add_field(slot, type, precision, name, interp);
1527*61046927SAndroid Build Coastguard Worker break;
1528*61046927SAndroid Build Coastguard Worker case MESA_SHADER_FRAGMENT:
1529*61046927SAndroid Build Coastguard Worker add_input(slot, type, precision, name, interp);
1530*61046927SAndroid Build Coastguard Worker break;
1531*61046927SAndroid Build Coastguard Worker case MESA_SHADER_COMPUTE:
1532*61046927SAndroid Build Coastguard Worker /* Compute shaders don't have varyings. */
1533*61046927SAndroid Build Coastguard Worker break;
1534*61046927SAndroid Build Coastguard Worker default:
1535*61046927SAndroid Build Coastguard Worker break;
1536*61046927SAndroid Build Coastguard Worker }
1537*61046927SAndroid Build Coastguard Worker }
1538*61046927SAndroid Build Coastguard Worker
1539*61046927SAndroid Build Coastguard Worker
1540*61046927SAndroid Build Coastguard Worker /**
1541*61046927SAndroid Build Coastguard Worker * Generate variables that are used to communicate data from one shader stage
1542*61046927SAndroid Build Coastguard Worker * to the next ("varyings").
1543*61046927SAndroid Build Coastguard Worker */
1544*61046927SAndroid Build Coastguard Worker void
generate_varyings()1545*61046927SAndroid Build Coastguard Worker builtin_variable_generator::generate_varyings()
1546*61046927SAndroid Build Coastguard Worker {
1547*61046927SAndroid Build Coastguard Worker const struct gl_shader_compiler_options *options =
1548*61046927SAndroid Build Coastguard Worker &state->consts->ShaderCompilerOptions[state->stage];
1549*61046927SAndroid Build Coastguard Worker
1550*61046927SAndroid Build Coastguard Worker /* gl_Position and gl_PointSize are not visible from fragment shaders. */
1551*61046927SAndroid Build Coastguard Worker if (state->stage != MESA_SHADER_FRAGMENT) {
1552*61046927SAndroid Build Coastguard Worker add_varying(VARYING_SLOT_POS, vec4_t, GLSL_PRECISION_HIGH, "gl_Position");
1553*61046927SAndroid Build Coastguard Worker if (!state->es_shader ||
1554*61046927SAndroid Build Coastguard Worker state->stage == MESA_SHADER_VERTEX ||
1555*61046927SAndroid Build Coastguard Worker (state->stage == MESA_SHADER_GEOMETRY &&
1556*61046927SAndroid Build Coastguard Worker (state->OES_geometry_point_size_enable ||
1557*61046927SAndroid Build Coastguard Worker state->EXT_geometry_point_size_enable)) ||
1558*61046927SAndroid Build Coastguard Worker ((state->stage == MESA_SHADER_TESS_CTRL ||
1559*61046927SAndroid Build Coastguard Worker state->stage == MESA_SHADER_TESS_EVAL) &&
1560*61046927SAndroid Build Coastguard Worker (state->OES_tessellation_point_size_enable ||
1561*61046927SAndroid Build Coastguard Worker state->EXT_tessellation_point_size_enable))) {
1562*61046927SAndroid Build Coastguard Worker add_varying(VARYING_SLOT_PSIZ,
1563*61046927SAndroid Build Coastguard Worker float_t,
1564*61046927SAndroid Build Coastguard Worker state->is_version(0, 300) ?
1565*61046927SAndroid Build Coastguard Worker GLSL_PRECISION_HIGH :
1566*61046927SAndroid Build Coastguard Worker GLSL_PRECISION_MEDIUM,
1567*61046927SAndroid Build Coastguard Worker "gl_PointSize");
1568*61046927SAndroid Build Coastguard Worker }
1569*61046927SAndroid Build Coastguard Worker if (state->stage == MESA_SHADER_VERTEX) {
1570*61046927SAndroid Build Coastguard Worker if (state->AMD_vertex_shader_viewport_index_enable ||
1571*61046927SAndroid Build Coastguard Worker state->ARB_shader_viewport_layer_array_enable ||
1572*61046927SAndroid Build Coastguard Worker state->NV_viewport_array2_enable) {
1573*61046927SAndroid Build Coastguard Worker add_varying(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex", INTERP_MODE_FLAT);
1574*61046927SAndroid Build Coastguard Worker }
1575*61046927SAndroid Build Coastguard Worker
1576*61046927SAndroid Build Coastguard Worker if (state->AMD_vertex_shader_layer_enable ||
1577*61046927SAndroid Build Coastguard Worker state->ARB_shader_viewport_layer_array_enable ||
1578*61046927SAndroid Build Coastguard Worker state->NV_viewport_array2_enable) {
1579*61046927SAndroid Build Coastguard Worker add_varying(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH,
1580*61046927SAndroid Build Coastguard Worker "gl_Layer", INTERP_MODE_FLAT);
1581*61046927SAndroid Build Coastguard Worker }
1582*61046927SAndroid Build Coastguard Worker
1583*61046927SAndroid Build Coastguard Worker /* From the NV_viewport_array2 specification:
1584*61046927SAndroid Build Coastguard Worker *
1585*61046927SAndroid Build Coastguard Worker * "The variable gl_ViewportMask[] is available as an output variable
1586*61046927SAndroid Build Coastguard Worker * in the VTG languages. The array has ceil(v/32) elements where v is
1587*61046927SAndroid Build Coastguard Worker * the maximum number of viewports supported by the implementation."
1588*61046927SAndroid Build Coastguard Worker *
1589*61046927SAndroid Build Coastguard Worker * Since no drivers expose more than 16 viewports, we can simply set the
1590*61046927SAndroid Build Coastguard Worker * array size to 1 rather than computing it and dealing with varying
1591*61046927SAndroid Build Coastguard Worker * slot complication.
1592*61046927SAndroid Build Coastguard Worker */
1593*61046927SAndroid Build Coastguard Worker if (state->NV_viewport_array2_enable)
1594*61046927SAndroid Build Coastguard Worker add_varying(VARYING_SLOT_VIEWPORT_MASK, array(int_t, 1),
1595*61046927SAndroid Build Coastguard Worker "gl_ViewportMask", INTERP_MODE_FLAT);
1596*61046927SAndroid Build Coastguard Worker }
1597*61046927SAndroid Build Coastguard Worker }
1598*61046927SAndroid Build Coastguard Worker
1599*61046927SAndroid Build Coastguard Worker if (state->has_clip_distance()) {
1600*61046927SAndroid Build Coastguard Worker add_varying(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
1601*61046927SAndroid Build Coastguard Worker GLSL_PRECISION_HIGH, "gl_ClipDistance");
1602*61046927SAndroid Build Coastguard Worker }
1603*61046927SAndroid Build Coastguard Worker if (state->has_cull_distance()) {
1604*61046927SAndroid Build Coastguard Worker add_varying(VARYING_SLOT_CULL_DIST0, array(float_t, 0),
1605*61046927SAndroid Build Coastguard Worker GLSL_PRECISION_HIGH, "gl_CullDistance");
1606*61046927SAndroid Build Coastguard Worker }
1607*61046927SAndroid Build Coastguard Worker
1608*61046927SAndroid Build Coastguard Worker if (compatibility) {
1609*61046927SAndroid Build Coastguard Worker add_varying(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
1610*61046927SAndroid Build Coastguard Worker add_varying(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
1611*61046927SAndroid Build Coastguard Worker if (state->stage == MESA_SHADER_FRAGMENT) {
1612*61046927SAndroid Build Coastguard Worker add_varying(VARYING_SLOT_COL0, vec4_t, "gl_Color");
1613*61046927SAndroid Build Coastguard Worker add_varying(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
1614*61046927SAndroid Build Coastguard Worker } else {
1615*61046927SAndroid Build Coastguard Worker add_varying(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
1616*61046927SAndroid Build Coastguard Worker add_varying(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
1617*61046927SAndroid Build Coastguard Worker add_varying(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
1618*61046927SAndroid Build Coastguard Worker add_varying(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
1619*61046927SAndroid Build Coastguard Worker add_varying(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
1620*61046927SAndroid Build Coastguard Worker }
1621*61046927SAndroid Build Coastguard Worker }
1622*61046927SAndroid Build Coastguard Worker
1623*61046927SAndroid Build Coastguard Worker /* Section 7.1 (Built-In Language Variables) of the GLSL 4.00 spec
1624*61046927SAndroid Build Coastguard Worker * says:
1625*61046927SAndroid Build Coastguard Worker *
1626*61046927SAndroid Build Coastguard Worker * "In the tessellation control language, built-in variables are
1627*61046927SAndroid Build Coastguard Worker * intrinsically declared as:
1628*61046927SAndroid Build Coastguard Worker *
1629*61046927SAndroid Build Coastguard Worker * in gl_PerVertex {
1630*61046927SAndroid Build Coastguard Worker * vec4 gl_Position;
1631*61046927SAndroid Build Coastguard Worker * float gl_PointSize;
1632*61046927SAndroid Build Coastguard Worker * float gl_ClipDistance[];
1633*61046927SAndroid Build Coastguard Worker * } gl_in[gl_MaxPatchVertices];"
1634*61046927SAndroid Build Coastguard Worker */
1635*61046927SAndroid Build Coastguard Worker if (state->stage == MESA_SHADER_TESS_CTRL ||
1636*61046927SAndroid Build Coastguard Worker state->stage == MESA_SHADER_TESS_EVAL) {
1637*61046927SAndroid Build Coastguard Worker const glsl_type *per_vertex_in_type =
1638*61046927SAndroid Build Coastguard Worker this->per_vertex_in.construct_interface_instance();
1639*61046927SAndroid Build Coastguard Worker add_variable("gl_in", array(per_vertex_in_type, state->Const.MaxPatchVertices),
1640*61046927SAndroid Build Coastguard Worker GLSL_PRECISION_NONE, ir_var_shader_in, -1);
1641*61046927SAndroid Build Coastguard Worker }
1642*61046927SAndroid Build Coastguard Worker if (state->stage == MESA_SHADER_GEOMETRY) {
1643*61046927SAndroid Build Coastguard Worker const glsl_type *per_vertex_in_type =
1644*61046927SAndroid Build Coastguard Worker this->per_vertex_in.construct_interface_instance();
1645*61046927SAndroid Build Coastguard Worker add_variable("gl_in", array(per_vertex_in_type, 0),
1646*61046927SAndroid Build Coastguard Worker GLSL_PRECISION_NONE, ir_var_shader_in, -1);
1647*61046927SAndroid Build Coastguard Worker }
1648*61046927SAndroid Build Coastguard Worker if (state->stage == MESA_SHADER_TESS_CTRL) {
1649*61046927SAndroid Build Coastguard Worker const glsl_type *per_vertex_out_type =
1650*61046927SAndroid Build Coastguard Worker this->per_vertex_out.construct_interface_instance();
1651*61046927SAndroid Build Coastguard Worker add_variable("gl_out", array(per_vertex_out_type, 0),
1652*61046927SAndroid Build Coastguard Worker GLSL_PRECISION_NONE, ir_var_shader_out, -1);
1653*61046927SAndroid Build Coastguard Worker }
1654*61046927SAndroid Build Coastguard Worker if (state->stage == MESA_SHADER_VERTEX ||
1655*61046927SAndroid Build Coastguard Worker state->stage == MESA_SHADER_TESS_EVAL ||
1656*61046927SAndroid Build Coastguard Worker state->stage == MESA_SHADER_GEOMETRY) {
1657*61046927SAndroid Build Coastguard Worker const glsl_type *per_vertex_out_type =
1658*61046927SAndroid Build Coastguard Worker this->per_vertex_out.construct_interface_instance();
1659*61046927SAndroid Build Coastguard Worker const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
1660*61046927SAndroid Build Coastguard Worker for (unsigned i = 0; i < per_vertex_out_type->length; i++) {
1661*61046927SAndroid Build Coastguard Worker ir_variable *var =
1662*61046927SAndroid Build Coastguard Worker add_variable(fields[i].name, fields[i].type, fields[i].precision,
1663*61046927SAndroid Build Coastguard Worker ir_var_shader_out, fields[i].location);
1664*61046927SAndroid Build Coastguard Worker var->data.interpolation = fields[i].interpolation;
1665*61046927SAndroid Build Coastguard Worker var->data.centroid = fields[i].centroid;
1666*61046927SAndroid Build Coastguard Worker var->data.sample = fields[i].sample;
1667*61046927SAndroid Build Coastguard Worker var->data.patch = fields[i].patch;
1668*61046927SAndroid Build Coastguard Worker var->init_interface_type(per_vertex_out_type);
1669*61046927SAndroid Build Coastguard Worker
1670*61046927SAndroid Build Coastguard Worker var->data.invariant = fields[i].location == VARYING_SLOT_POS &&
1671*61046927SAndroid Build Coastguard Worker options->PositionAlwaysInvariant;
1672*61046927SAndroid Build Coastguard Worker
1673*61046927SAndroid Build Coastguard Worker var->data.precise = fields[i].location == VARYING_SLOT_POS &&
1674*61046927SAndroid Build Coastguard Worker options->PositionAlwaysPrecise;
1675*61046927SAndroid Build Coastguard Worker }
1676*61046927SAndroid Build Coastguard Worker }
1677*61046927SAndroid Build Coastguard Worker }
1678*61046927SAndroid Build Coastguard Worker
1679*61046927SAndroid Build Coastguard Worker
1680*61046927SAndroid Build Coastguard Worker }; /* Anonymous namespace */
1681*61046927SAndroid Build Coastguard Worker
1682*61046927SAndroid Build Coastguard Worker
1683*61046927SAndroid Build Coastguard Worker void
_mesa_glsl_initialize_variables(exec_list * instructions,struct _mesa_glsl_parse_state * state)1684*61046927SAndroid Build Coastguard Worker _mesa_glsl_initialize_variables(exec_list *instructions,
1685*61046927SAndroid Build Coastguard Worker struct _mesa_glsl_parse_state *state)
1686*61046927SAndroid Build Coastguard Worker {
1687*61046927SAndroid Build Coastguard Worker builtin_variable_generator gen(instructions, state);
1688*61046927SAndroid Build Coastguard Worker
1689*61046927SAndroid Build Coastguard Worker gen.generate_constants();
1690*61046927SAndroid Build Coastguard Worker gen.generate_uniforms();
1691*61046927SAndroid Build Coastguard Worker gen.generate_special_vars();
1692*61046927SAndroid Build Coastguard Worker
1693*61046927SAndroid Build Coastguard Worker gen.generate_varyings();
1694*61046927SAndroid Build Coastguard Worker
1695*61046927SAndroid Build Coastguard Worker switch (state->stage) {
1696*61046927SAndroid Build Coastguard Worker case MESA_SHADER_VERTEX:
1697*61046927SAndroid Build Coastguard Worker gen.generate_vs_special_vars();
1698*61046927SAndroid Build Coastguard Worker break;
1699*61046927SAndroid Build Coastguard Worker case MESA_SHADER_TESS_CTRL:
1700*61046927SAndroid Build Coastguard Worker gen.generate_tcs_special_vars();
1701*61046927SAndroid Build Coastguard Worker break;
1702*61046927SAndroid Build Coastguard Worker case MESA_SHADER_TESS_EVAL:
1703*61046927SAndroid Build Coastguard Worker gen.generate_tes_special_vars();
1704*61046927SAndroid Build Coastguard Worker break;
1705*61046927SAndroid Build Coastguard Worker case MESA_SHADER_GEOMETRY:
1706*61046927SAndroid Build Coastguard Worker gen.generate_gs_special_vars();
1707*61046927SAndroid Build Coastguard Worker break;
1708*61046927SAndroid Build Coastguard Worker case MESA_SHADER_FRAGMENT:
1709*61046927SAndroid Build Coastguard Worker gen.generate_fs_special_vars();
1710*61046927SAndroid Build Coastguard Worker break;
1711*61046927SAndroid Build Coastguard Worker case MESA_SHADER_COMPUTE:
1712*61046927SAndroid Build Coastguard Worker gen.generate_cs_special_vars();
1713*61046927SAndroid Build Coastguard Worker break;
1714*61046927SAndroid Build Coastguard Worker default:
1715*61046927SAndroid Build Coastguard Worker break;
1716*61046927SAndroid Build Coastguard Worker }
1717*61046927SAndroid Build Coastguard Worker }
1718