protot/3rdparty/bgfx/3rdparty/glsl-optimizer/src/glsl/builtin_variables.cpp

1112 lines
44 KiB
C++

/*
* Copyright © 2010 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#include "ir.h"
#include "glsl_parser_extras.h"
#include "glsl_symbol_table.h"
#include "main/core.h"
#include "program/prog_parameter.h"
#include "program/prog_statevars.h"
#include "program/prog_instruction.h"
// these two are ripped from mesa/main/uniforms.h in upstream
struct gl_builtin_uniform_element {
const char *field;
int tokens[STATE_LENGTH];
int swizzle;
};
struct gl_builtin_uniform_desc {
const char *name;
const struct gl_builtin_uniform_element *elements;
unsigned int num_elements;
};
static const struct gl_builtin_uniform_element gl_NumSamples_elements[] = {
{NULL, {STATE_NUM_SAMPLES, 0, 0}, SWIZZLE_XXXX}
};
static const struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
{"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
{"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
{"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
};
static const struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
{NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
};
static const struct gl_builtin_uniform_element gl_Point_elements[] = {
{"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
{"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
{"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
{"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
{"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
{"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
{"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
};
static const struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
{"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
{"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
{"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
{"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
{"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
};
static const struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
{"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
{"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
{"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
{"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
{"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
};
static const struct gl_builtin_uniform_element gl_LightSource_elements[] = {
{"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
{"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
{"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
{"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
{"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
{"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
MAKE_SWIZZLE4(SWIZZLE_X,
SWIZZLE_Y,
SWIZZLE_Z,
SWIZZLE_Z)},
{"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
{"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
{"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
{"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
{"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
{"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
};
static const struct gl_builtin_uniform_element gl_LightModel_elements[] = {
{"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
};
static const struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
{"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
};
static const struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
{"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
};
static const struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
{"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
{"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
{"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
};
static const struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
{"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
{"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
{"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
};
static const struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
{NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
};
static const struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
};
static const struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
};
static const struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
};
static const struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
};
static const struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
};
static const struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
};
static const struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
};
static const struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
};
static const struct gl_builtin_uniform_element gl_Fog_elements[] = {
{"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
{"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
{"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
{"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
{"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
};
static const struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
{NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
};
static const struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
{NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
};
static const struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = {
{NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW},
};
static const struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = {
{NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, SWIZZLE_XYZW},
};
#define MATRIX(name, statevar, modifier) \
static const struct gl_builtin_uniform_element name ## _elements[] = { \
{ NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW }, \
{ NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW }, \
{ NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW }, \
{ NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW }, \
}
MATRIX(gl_ModelViewMatrix,
STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE);
MATRIX(gl_ModelViewMatrixInverse,
STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS);
MATRIX(gl_ModelViewMatrixTranspose,
STATE_MODELVIEW_MATRIX, 0);
MATRIX(gl_ModelViewMatrixInverseTranspose,
STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE);
MATRIX(gl_ProjectionMatrix,
STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE);
MATRIX(gl_ProjectionMatrixInverse,
STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS);
MATRIX(gl_ProjectionMatrixTranspose,
STATE_PROJECTION_MATRIX, 0);
MATRIX(gl_ProjectionMatrixInverseTranspose,
STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE);
MATRIX(gl_ModelViewProjectionMatrix,
STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE);
MATRIX(gl_ModelViewProjectionMatrixInverse,
STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS);
MATRIX(gl_ModelViewProjectionMatrixTranspose,
STATE_MVP_MATRIX, 0);
MATRIX(gl_ModelViewProjectionMatrixInverseTranspose,
STATE_MVP_MATRIX, STATE_MATRIX_INVERSE);
MATRIX(gl_TextureMatrix,
STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE);
MATRIX(gl_TextureMatrixInverse,
STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS);
MATRIX(gl_TextureMatrixTranspose,
STATE_TEXTURE_MATRIX, 0);
MATRIX(gl_TextureMatrixInverseTranspose,
STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE);
static const struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
{ NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
{ NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
{ NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
};
#undef MATRIX
#define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)}
static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
STATEVAR(gl_NumSamples),
STATEVAR(gl_DepthRange),
STATEVAR(gl_ClipPlane),
STATEVAR(gl_Point),
STATEVAR(gl_FrontMaterial),
STATEVAR(gl_BackMaterial),
STATEVAR(gl_LightSource),
STATEVAR(gl_LightModel),
STATEVAR(gl_FrontLightModelProduct),
STATEVAR(gl_BackLightModelProduct),
STATEVAR(gl_FrontLightProduct),
STATEVAR(gl_BackLightProduct),
STATEVAR(gl_TextureEnvColor),
STATEVAR(gl_EyePlaneS),
STATEVAR(gl_EyePlaneT),
STATEVAR(gl_EyePlaneR),
STATEVAR(gl_EyePlaneQ),
STATEVAR(gl_ObjectPlaneS),
STATEVAR(gl_ObjectPlaneT),
STATEVAR(gl_ObjectPlaneR),
STATEVAR(gl_ObjectPlaneQ),
STATEVAR(gl_Fog),
STATEVAR(gl_ModelViewMatrix),
STATEVAR(gl_ModelViewMatrixInverse),
STATEVAR(gl_ModelViewMatrixTranspose),
STATEVAR(gl_ModelViewMatrixInverseTranspose),
STATEVAR(gl_ProjectionMatrix),
STATEVAR(gl_ProjectionMatrixInverse),
STATEVAR(gl_ProjectionMatrixTranspose),
STATEVAR(gl_ProjectionMatrixInverseTranspose),
STATEVAR(gl_ModelViewProjectionMatrix),
STATEVAR(gl_ModelViewProjectionMatrixInverse),
STATEVAR(gl_ModelViewProjectionMatrixTranspose),
STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
STATEVAR(gl_TextureMatrix),
STATEVAR(gl_TextureMatrixInverse),
STATEVAR(gl_TextureMatrixTranspose),
STATEVAR(gl_TextureMatrixInverseTranspose),
STATEVAR(gl_NormalMatrix),
STATEVAR(gl_NormalScale),
STATEVAR(gl_FogParamsOptimizedMESA),
STATEVAR(gl_CurrentAttribVertMESA),
STATEVAR(gl_CurrentAttribFragMESA),
{NULL, NULL, 0}
};
namespace {
/**
* Data structure that accumulates fields for the gl_PerVertex interface
* block.
*/
class per_vertex_accumulator
{
public:
per_vertex_accumulator();
void add_field(int slot, const glsl_type *type, const char *name, glsl_precision prec);
const glsl_type *construct_interface_instance() const;
private:
glsl_struct_field fields[10];
unsigned num_fields;
};
per_vertex_accumulator::per_vertex_accumulator()
: fields(),
num_fields(0)
{
}
void
per_vertex_accumulator::add_field(int slot, const glsl_type *type,
const char *name, glsl_precision prec)
{
assert(this->num_fields < ARRAY_SIZE(this->fields));
this->fields[this->num_fields].type = type;
this->fields[this->num_fields].name = name;
this->fields[this->num_fields].matrix_layout = GLSL_MATRIX_LAYOUT_INHERITED;
this->fields[this->num_fields].precision = prec;
this->fields[this->num_fields].location = slot;
this->fields[this->num_fields].interpolation = INTERP_QUALIFIER_NONE;
this->fields[this->num_fields].centroid = 0;
this->fields[this->num_fields].sample = 0;
this->num_fields++;
}
const glsl_type *
per_vertex_accumulator::construct_interface_instance() const
{
return glsl_type::get_interface_instance(this->fields, this->num_fields,
GLSL_INTERFACE_PACKING_STD140,
"gl_PerVertex");
}
class builtin_variable_generator
{
public:
builtin_variable_generator(exec_list *instructions,
struct _mesa_glsl_parse_state *state);
void generate_constants();
void generate_uniforms();
void generate_vs_special_vars();
void generate_gs_special_vars();
void generate_fs_special_vars();
void generate_cs_special_vars();
void generate_varyings();
private:
const glsl_type *array(const glsl_type *base, unsigned elements)
{
return glsl_type::get_array_instance(base, elements);
}
const glsl_type *type(const char *name)
{
return symtab->get_type(name);
}
ir_variable *add_input(int slot, const glsl_type *type, const char *name, glsl_precision prec)
{
return add_variable(name, type, ir_var_shader_in, slot, prec);
}
ir_variable *add_output(int slot, const glsl_type *type, const char *name, glsl_precision prec)
{
return add_variable(name, type, ir_var_shader_out, slot, prec);
}
ir_variable *add_system_value(int slot, const glsl_type *type,
const char *name, glsl_precision prec)
{
return add_variable(name, type, ir_var_system_value, slot, prec);
}
ir_variable *add_variable(const char *name, const glsl_type *type,
enum ir_variable_mode mode, int slot, glsl_precision prec);
ir_variable *add_uniform(const glsl_type *type, const char *name, glsl_precision prec = glsl_precision_undefined);
ir_variable *add_const(const char *name, int value);
ir_variable *add_const_ivec3(const char *name, int x, int y, int z);
void add_varying(int slot, const glsl_type *type, const char *name,
const char *name_as_gs_input, glsl_precision prec);
exec_list * const instructions;
struct _mesa_glsl_parse_state * const state;
glsl_symbol_table * const symtab;
/**
* True if compatibility-profile-only variables should be included. (In
* desktop GL, these are always included when the GLSL version is 1.30 and
* or below).
*/
const bool compatibility;
const glsl_type * const bool_t;
const glsl_type * const int_t;
const glsl_type * const uint_t;
const glsl_type * const float_t;
const glsl_type * const vec2_t;
const glsl_type * const vec3_t;
const glsl_type * const vec4_t;
const glsl_type * const mat3_t;
const glsl_type * const mat4_t;
per_vertex_accumulator per_vertex_in;
per_vertex_accumulator per_vertex_out;
};
builtin_variable_generator::builtin_variable_generator(
exec_list *instructions, struct _mesa_glsl_parse_state *state)
: instructions(instructions), state(state), symtab(state->symbols),
compatibility(!state->is_version(140, 100)),
bool_t(glsl_type::bool_type), int_t(glsl_type::int_type), uint_t(glsl_type::uint_type),
float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
{
}
ir_variable *
builtin_variable_generator::add_variable(const char *name,
const glsl_type *type,
enum ir_variable_mode mode, int slot, glsl_precision prec)
{
if (!this->state->es_shader)
prec = glsl_precision_undefined;
ir_variable *var = new(symtab) ir_variable(type, name, mode, prec);
var->data.how_declared = ir_var_declared_implicitly;
switch (var->data.mode) {
case ir_var_auto:
case ir_var_shader_in:
case ir_var_uniform:
case ir_var_system_value:
var->data.read_only = true;
break;
case ir_var_shader_out:
break;
default:
/* The only variables that are added using this function should be
* uniforms, shader inputs, and shader outputs, constants (which use
* ir_var_auto), and system values.
*/
assert(0);
break;
}
var->data.location = slot;
var->data.explicit_location = (slot >= 0);
var->data.explicit_index = 0;
/* Once the variable is created an initialized, add it to the symbol table
* and add the declaration to the IR stream.
*/
instructions->push_tail(var);
symtab->add_variable(var);
return var;
}
ir_variable *
builtin_variable_generator::add_uniform(const glsl_type *type,
const char *name, glsl_precision prec)
{
ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1, prec);
unsigned i;
for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
break;
}
}
assert(_mesa_builtin_uniform_desc[i].name != NULL);
const struct gl_builtin_uniform_desc* const statevar =
&_mesa_builtin_uniform_desc[i];
const unsigned array_count = type->is_array() ? type->length : 1;
ir_state_slot *slots =
uni->allocate_state_slots(array_count * statevar->num_elements);
for (unsigned a = 0; a < array_count; a++) {
for (unsigned j = 0; j < statevar->num_elements; j++) {
const struct gl_builtin_uniform_element *element =
&statevar->elements[j];
memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
if (type->is_array()) {
if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
slots->tokens[2] = a;
} else {
slots->tokens[1] = a;
}
}
slots->swizzle = element->swizzle;
slots++;
}
}
return uni;
}
ir_variable *
builtin_variable_generator::add_const(const char *name, int value)
{
ir_variable *const var = add_variable(name, glsl_type::int_type,
ir_var_auto, -1, glsl_precision_undefined);
var->constant_value = new(var) ir_constant(value);
var->constant_initializer = new(var) ir_constant(value);
var->data.has_initializer = true;
return var;
}
ir_variable *
builtin_variable_generator::add_const_ivec3(const char *name, int x, int y,
int z)
{
ir_variable *const var = add_variable(name, glsl_type::ivec3_type,
ir_var_auto, -1, glsl_precision_undefined);
ir_constant_data data;
memset(&data, 0, sizeof(data));
data.i[0] = x;
data.i[1] = y;
data.i[2] = z;
var->constant_value = new(var) ir_constant(glsl_type::ivec3_type, &data);
var->constant_initializer =
new(var) ir_constant(glsl_type::ivec3_type, &data);
var->data.has_initializer = true;
return var;
}
void
builtin_variable_generator::generate_constants()
{
add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
add_const("gl_MaxVertexTextureImageUnits",
state->Const.MaxVertexTextureImageUnits);
add_const("gl_MaxCombinedTextureImageUnits",
state->Const.MaxCombinedTextureImageUnits);
add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
/* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
* GL counts them in units of "components" or "floats".
*/
if (state->es_shader) {
add_const("gl_MaxVertexUniformVectors",
state->Const.MaxVertexUniformComponents / 4);
add_const("gl_MaxFragmentUniformVectors",
state->Const.MaxFragmentUniformComponents / 4);
/* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
* vertex and fragment shader constants.
*/
if (state->is_version(0, 300)) {
add_const("gl_MaxVertexOutputVectors",
state->ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4);
add_const("gl_MaxFragmentInputVectors",
state->ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4);
} else {
add_const("gl_MaxVaryingVectors",
state->ctx->Const.MaxVarying);
}
} else {
add_const("gl_MaxVertexUniformComponents",
state->Const.MaxVertexUniformComponents);
/* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
* removed
*/
add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4);
add_const("gl_MaxFragmentUniformComponents",
state->Const.MaxFragmentUniformComponents);
}
/* Texel offsets were introduced in ARB_shading_language_420pack (which
* requires desktop GLSL version 130), and adopted into desktop GLSL
* version 4.20 and GLSL ES version 3.00.
*/
if ((state->is_version(130, 0) &&
state->ARB_shading_language_420pack_enable) ||
state->is_version(420, 300)) {
add_const("gl_MinProgramTexelOffset",
state->Const.MinProgramTexelOffset);
add_const("gl_MaxProgramTexelOffset",
state->Const.MaxProgramTexelOffset);
}
if (state->is_version(130, 0)) {
add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
add_const("gl_MaxVaryingComponents", state->ctx->Const.MaxVarying * 4);
}
if (state->is_version(150, 0)) {
add_const("gl_MaxVertexOutputComponents",
state->Const.MaxVertexOutputComponents);
add_const("gl_MaxGeometryInputComponents",
state->Const.MaxGeometryInputComponents);
add_const("gl_MaxGeometryOutputComponents",
state->Const.MaxGeometryOutputComponents);
add_const("gl_MaxFragmentInputComponents",
state->Const.MaxFragmentInputComponents);
add_const("gl_MaxGeometryTextureImageUnits",
state->Const.MaxGeometryTextureImageUnits);
add_const("gl_MaxGeometryOutputVertices",
state->Const.MaxGeometryOutputVertices);
add_const("gl_MaxGeometryTotalOutputComponents",
state->Const.MaxGeometryTotalOutputComponents);
add_const("gl_MaxGeometryUniformComponents",
state->Const.MaxGeometryUniformComponents);
/* Note: the GLSL 1.50-4.40 specs require
* gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
* But they do not define what it means (and there does not appear to be
* any corresponding constant in the GL specs). However,
* ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
* be the maximum number of components available for use as geometry
* outputs. So we assume this is a synonym for
* gl_MaxGeometryOutputComponents.
*/
add_const("gl_MaxGeometryVaryingComponents",
state->Const.MaxGeometryOutputComponents);
}
if (compatibility) {
/* Note: gl_MaxLights stopped being listed as an explicit constant in
* GLSL 1.30, however it continues to be referred to (as a minimum size
* for compatibility-mode uniforms) all the way up through GLSL 4.30, so
* this seems like it was probably an oversight.
*/
add_const("gl_MaxLights", state->Const.MaxLights);
add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
/* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
* 1.50, however this seems like it was probably an oversight.
*/
add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
/* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
* re-introduced in GLSL 1.50, so this seems like it was probably an
* oversight.
*/
add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
}
if (state->ARB_shader_atomic_counters_enable) {
add_const("gl_MaxVertexAtomicCounters",
state->Const.MaxVertexAtomicCounters);
add_const("gl_MaxGeometryAtomicCounters",
state->Const.MaxGeometryAtomicCounters);
add_const("gl_MaxFragmentAtomicCounters",
state->Const.MaxFragmentAtomicCounters);
add_const("gl_MaxCombinedAtomicCounters",
state->Const.MaxCombinedAtomicCounters);
add_const("gl_MaxAtomicCounterBindings",
state->Const.MaxAtomicBufferBindings);
add_const("gl_MaxTessControlAtomicCounters", 0);
add_const("gl_MaxTessEvaluationAtomicCounters", 0);
}
if (state->is_version(430, 0) || state->ARB_compute_shader_enable) {
add_const("gl_MaxComputeAtomicCounterBuffers", MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS);
add_const("gl_MaxComputeAtomicCounters", MAX_COMPUTE_ATOMIC_COUNTERS);
add_const("gl_MaxComputeImageUniforms", MAX_COMPUTE_IMAGE_UNIFORMS);
add_const("gl_MaxComputeTextureImageUnits", MAX_COMPUTE_TEXTURE_IMAGE_UNITS);
add_const("gl_MaxComputeUniformComponents", MAX_COMPUTE_UNIFORM_COMPONENTS);
add_const_ivec3("gl_MaxComputeWorkGroupCount",
state->Const.MaxComputeWorkGroupCount[0],
state->Const.MaxComputeWorkGroupCount[1],
state->Const.MaxComputeWorkGroupCount[2]);
add_const_ivec3("gl_MaxComputeWorkGroupSize",
state->Const.MaxComputeWorkGroupSize[0],
state->Const.MaxComputeWorkGroupSize[1],
state->Const.MaxComputeWorkGroupSize[2]);
/* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables):
*
* The built-in constant gl_WorkGroupSize is a compute-shader
* constant containing the local work-group size of the shader. The
* size of the work group in the X, Y, and Z dimensions is stored in
* the x, y, and z components. The constants values in
* gl_WorkGroupSize will match those specified in the required
* local_size_x, local_size_y, and local_size_z layout qualifiers
* for the current shader. This is a constant so that it can be
* used to size arrays of memory that can be shared within the local
* work group. It is a compile-time error to use gl_WorkGroupSize
* in a shader that does not declare a fixed local group size, or
* before that shader has declared a fixed local group size, using
* local_size_x, local_size_y, and local_size_z.
*
* To prevent the shader from trying to refer to gl_WorkGroupSize before
* the layout declaration, we don't define it here. Intead we define it
* in ast_cs_input_layout::hir().
*/
}
if (state->is_version(420, 0) ||
state->ARB_shader_image_load_store_enable) {
add_const("gl_MaxImageUnits",
state->Const.MaxImageUnits);
add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs",
state->Const.MaxCombinedImageUnitsAndFragmentOutputs);
add_const("gl_MaxImageSamples",
state->Const.MaxImageSamples);
add_const("gl_MaxVertexImageUniforms",
state->Const.MaxVertexImageUniforms);
add_const("gl_MaxTessControlImageUniforms", 0);
add_const("gl_MaxTessEvaluationImageUniforms", 0);
add_const("gl_MaxGeometryImageUniforms",
state->Const.MaxGeometryImageUniforms);
add_const("gl_MaxFragmentImageUniforms",
state->Const.MaxFragmentImageUniforms);
add_const("gl_MaxCombinedImageUniforms",
state->Const.MaxCombinedImageUniforms);
}
}
/**
* Generate uniform variables (which exist in all types of shaders).
*/
void
builtin_variable_generator::generate_uniforms()
{
add_uniform(int_t, "gl_NumSamples", glsl_precision_undefined);
add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange", glsl_precision_undefined);
add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA", glsl_precision_undefined);
add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA", glsl_precision_undefined);
if (compatibility) {
add_uniform(mat4_t, "gl_ModelViewMatrix");
add_uniform(mat4_t, "gl_ProjectionMatrix");
add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
add_uniform(mat3_t, "gl_NormalMatrix");
add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
add_uniform(float_t, "gl_NormalScale");
add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
const glsl_type *const mat4_array_type =
array(mat4_t, state->Const.MaxTextureCoords);
add_uniform(mat4_array_type, "gl_TextureMatrix", glsl_precision_undefined);
add_uniform(mat4_array_type, "gl_TextureMatrixInverse", glsl_precision_undefined);
add_uniform(mat4_array_type, "gl_TextureMatrixTranspose", glsl_precision_undefined);
add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose", glsl_precision_undefined);
add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane", glsl_precision_undefined);
add_uniform(type("gl_PointParameters"), "gl_Point", glsl_precision_undefined);
const glsl_type *const material_parameters_type =
type("gl_MaterialParameters");
add_uniform(material_parameters_type, "gl_FrontMaterial", glsl_precision_undefined);
add_uniform(material_parameters_type, "gl_BackMaterial", glsl_precision_undefined);
add_uniform(array(type("gl_LightSourceParameters"),
state->Const.MaxLights),
"gl_LightSource", glsl_precision_undefined);
const glsl_type *const light_model_products_type =
type("gl_LightModelProducts");
add_uniform(light_model_products_type, "gl_FrontLightModelProduct", glsl_precision_undefined);
add_uniform(light_model_products_type, "gl_BackLightModelProduct", glsl_precision_undefined);
const glsl_type *const light_products_type =
array(type("gl_LightProducts"), state->Const.MaxLights);
add_uniform(light_products_type, "gl_FrontLightProduct", glsl_precision_undefined);
add_uniform(light_products_type, "gl_BackLightProduct", glsl_precision_undefined);
add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
"gl_TextureEnvColor", glsl_precision_undefined);
const glsl_type *const texcoords_vec4 =
array(vec4_t, state->Const.MaxTextureCoords);
add_uniform(texcoords_vec4, "gl_EyePlaneS", glsl_precision_undefined);
add_uniform(texcoords_vec4, "gl_EyePlaneT", glsl_precision_undefined);
add_uniform(texcoords_vec4, "gl_EyePlaneR", glsl_precision_undefined);
add_uniform(texcoords_vec4, "gl_EyePlaneQ", glsl_precision_undefined);
add_uniform(texcoords_vec4, "gl_ObjectPlaneS", glsl_precision_undefined);
add_uniform(texcoords_vec4, "gl_ObjectPlaneT", glsl_precision_undefined);
add_uniform(texcoords_vec4, "gl_ObjectPlaneR", glsl_precision_undefined);
add_uniform(texcoords_vec4, "gl_ObjectPlaneQ", glsl_precision_undefined);
add_uniform(type("gl_FogParameters"), "gl_Fog", glsl_precision_undefined);
}
}
/**
* Generate variables which only exist in vertex shaders.
*/
void
builtin_variable_generator::generate_vs_special_vars()
{
if (state->is_version(130, 300) || state->EXT_gpu_shader4_enable)
add_system_value(SYSTEM_VALUE_VERTEX_ID, state->metal_target ? uint_t : int_t, "gl_VertexID", glsl_precision_high);
if (state->ARB_draw_instanced_enable)
add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB", glsl_precision_high);
if (state->EXT_draw_instanced_enable)
add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDEXT", glsl_precision_high);
if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
add_system_value(SYSTEM_VALUE_INSTANCE_ID, state->metal_target ? uint_t : int_t, "gl_InstanceID", glsl_precision_high);
if (state->AMD_vertex_shader_layer_enable)
add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer", glsl_precision_high);
if (state->AMD_vertex_shader_viewport_index_enable)
add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex", glsl_precision_high);
if (compatibility) {
add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex", glsl_precision_high);
add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal", glsl_precision_medium);
add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color", glsl_precision_medium);
add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor", glsl_precision_medium);
add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0", glsl_precision_high);
add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1", glsl_precision_high);
add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2", glsl_precision_high);
add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3", glsl_precision_high);
add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4", glsl_precision_high);
add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5", glsl_precision_high);
add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6", glsl_precision_high);
add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7", glsl_precision_high);
add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord", glsl_precision_high);
}
}
/**
* Generate variables which only exist in geometry shaders.
*/
void
builtin_variable_generator::generate_gs_special_vars()
{
add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer", glsl_precision_high);
if (state->ARB_viewport_array_enable)
add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex", glsl_precision_high);
if (state->ARB_gpu_shader5_enable)
add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID", glsl_precision_high);
/* Although gl_PrimitiveID appears in tessellation control and tessellation
* evaluation shaders, it has a different function there than it has in
* geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
* as special geometry shader variables.
*
* Note that although the general convention of suffixing geometry shader
* input varyings with "In" was not adopted into GLSL 1.50, it is used in
* the specific case of gl_PrimitiveIDIn. So we don't need to treat
* gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
*/
ir_variable *var;
var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn", glsl_precision_high);
var->data.interpolation = INTERP_QUALIFIER_FLAT;
var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID", glsl_precision_high);
var->data.interpolation = INTERP_QUALIFIER_FLAT;
}
/**
* Generate variables which only exist in fragment shaders.
*/
void
builtin_variable_generator::generate_fs_special_vars()
{
add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord", glsl_precision_high);
add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing", glsl_precision_low);
if (state->is_version(120, 100))
add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord", state->metal_target ? glsl_precision_high : glsl_precision_medium);
if (state->is_version(150, 0)) {
ir_variable *var =
add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID", glsl_precision_high);
var->data.interpolation = INTERP_QUALIFIER_FLAT;
}
/* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
* 1.30, and were relegated to the compatibility profile in GLSL 4.20.
* They were removed from GLSL ES 3.00.
*/
if (compatibility || !state->is_version(420, 300)) {
add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor", glsl_precision_medium);
add_output(FRAG_RESULT_DATA0,
array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData", glsl_precision_medium);
}
/* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
* ES 1.00.
*/
if (state->is_version(110, 300))
add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth", glsl_precision_high);
if (state->ARB_shader_stencil_export_enable) {
ir_variable *const var =
add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB", glsl_precision_high);
if (state->ARB_shader_stencil_export_warn)
var->enable_extension_warning("GL_ARB_shader_stencil_export");
}
if (state->AMD_shader_stencil_export_enable) {
ir_variable *const var =
add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD", glsl_precision_high);
if (state->AMD_shader_stencil_export_warn)
var->enable_extension_warning("GL_AMD_shader_stencil_export");
}
if (state->EXT_frag_depth_enable) {
ir_variable *const var =
add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepthEXT", glsl_precision_high);
if (state->EXT_frag_depth_warn)
var->enable_extension_warning("GL_EXT_frag_depth");
}
if (state->EXT_shader_framebuffer_fetch_enable) {
ir_variable *const var =
add_input(VARYING_SLOT_VAR0, array(vec4_t, state->Const.MaxDrawBuffers), "gl_LastFragData", glsl_precision_medium);
if (state->EXT_shader_framebuffer_fetch_warn)
var->enable_extension_warning("GL_EXT_shader_framebuffer_fetch");
}
{
// BK - gl_PrimitiveID
ir_variable *var;
var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID", glsl_precision_high);
var->data.interpolation = INTERP_QUALIFIER_FLAT;
}
if (state->ARB_sample_shading_enable) {
add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, "gl_SampleID", glsl_precision_high);
add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, "gl_SamplePosition", glsl_precision_high);
/* From the ARB_sample_shading specification:
* "The number of elements in the array is ceil(<s>/32), where
* <s> is the maximum number of color samples supported by the
* implementation."
* Since no drivers expose more than 32x MSAA, we can simply set
* the array size to 1 rather than computing it.
*/
add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), "gl_SampleMask", glsl_precision_high);
}
if (state->ARB_gpu_shader5_enable) {
add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1), "gl_SampleMaskIn", glsl_precision_high);
}
if (state->ARB_fragment_layer_viewport_enable) {
add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer", glsl_precision_high);
add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex", glsl_precision_high);
}
}
/**
* Generate variables which only exist in compute shaders.
*/
void
builtin_variable_generator::generate_cs_special_vars()
{
/* TODO: finish this. */
}
/**
* Add a single "varying" variable. The variable's type and direction (input
* or output) are adjusted as appropriate for the type of shader being
* compiled. For geometry shaders using {ARB,EXT}_geometry_shader4,
* name_as_gs_input is used for the input (to avoid ambiguity).
*/
void
builtin_variable_generator::add_varying(int slot, const glsl_type *type,
const char *name,
const char *name_as_gs_input,
glsl_precision prec)
{
switch (state->stage) {
case MESA_SHADER_GEOMETRY:
this->per_vertex_in.add_field(slot, type, name, prec);
/* FALLTHROUGH */
case MESA_SHADER_VERTEX:
this->per_vertex_out.add_field(slot, type, name, prec);
break;
case MESA_SHADER_FRAGMENT:
add_input(slot, type, name, prec);
break;
case MESA_SHADER_COMPUTE:
/* Compute shaders don't have varyings. */
break;
}
}
/**
* Generate variables that are used to communicate data from one shader stage
* to the next ("varyings").
*/
void
builtin_variable_generator::generate_varyings()
{
#define ADD_VARYING(loc, type, name, prec) \
add_varying(loc, type, name, name "In", prec)
/* gl_Position and gl_PointSize are not visible from fragment shaders. */
if (state->stage != MESA_SHADER_FRAGMENT) {
ADD_VARYING(VARYING_SLOT_POS, vec4_t, "gl_Position", glsl_precision_high);
ADD_VARYING(VARYING_SLOT_PSIZ, float_t, "gl_PointSize", glsl_precision_high);
}
if (state->is_version(130, 0)) {
ADD_VARYING(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
"gl_ClipDistance", glsl_precision_high);
}
if (compatibility) {
ADD_VARYING(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord", glsl_precision_undefined);
ADD_VARYING(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord", glsl_precision_undefined);
if (state->stage == MESA_SHADER_FRAGMENT) {
ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_Color", glsl_precision_medium);
ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor", glsl_precision_medium);
} else {
ADD_VARYING(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex", glsl_precision_high);
ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor", glsl_precision_medium);
ADD_VARYING(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor", glsl_precision_medium);
ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor", glsl_precision_medium);
ADD_VARYING(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor", glsl_precision_medium);
}
}
if (state->stage == MESA_SHADER_GEOMETRY) {
const glsl_type *per_vertex_in_type =
this->per_vertex_in.construct_interface_instance();
add_variable("gl_in", array(per_vertex_in_type, 0),
ir_var_shader_in, -1, glsl_precision_undefined);
}
if (state->stage == MESA_SHADER_VERTEX || state->stage == MESA_SHADER_GEOMETRY) {
const glsl_type *per_vertex_out_type =
this->per_vertex_out.construct_interface_instance();
const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
for (unsigned i = 0; i < per_vertex_out_type->length; i++) {
ir_variable *var =
add_variable(fields[i].name, fields[i].type, ir_var_shader_out,
fields[i].location, fields[i].precision);
var->data.interpolation = fields[i].interpolation;
var->data.centroid = fields[i].centroid;
var->data.sample = fields[i].sample;
var->init_interface_type(per_vertex_out_type);
}
}
}
}; /* Anonymous namespace */
void
_mesa_glsl_initialize_variables(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
{
builtin_variable_generator gen(instructions, state);
gen.generate_constants();
gen.generate_uniforms();
gen.generate_varyings();
switch (state->stage) {
case MESA_SHADER_VERTEX:
gen.generate_vs_special_vars();
break;
case MESA_SHADER_GEOMETRY:
gen.generate_gs_special_vars();
break;
case MESA_SHADER_FRAGMENT:
gen.generate_fs_special_vars();
break;
case MESA_SHADER_COMPUTE:
gen.generate_cs_special_vars();
break;
}
}