1 /*
2  * Copyright © 2010 Intel Corporation
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21  * DEALINGS IN THE SOFTWARE.
22  */
23 
24 
25 /**
26  * Building this file with MinGW g++ 7.3 or 7.4 with:
27  *   scons platform=windows toolchain=crossmingw machine=x86 build=profile
28  * triggers an internal compiler error.
29  * Overriding the optimization level to -O1 works around the issue.
30  * MinGW 5.3.1 does not seem to have the bug, neither does 8.3.  So for now
31  * we're simply testing for version 7.x here.
32  */
33 #if defined(__MINGW32__) && __GNUC__ == 7
34 #warning "disabling optimizations for this file to work around compiler bug in MinGW gcc 7.x"
35 #pragma GCC optimize("O1")
36 #endif
37 
38 
39 #include "ir.h"
40 #include "ir_builder.h"
41 #include "linker.h"
42 #include "glsl_parser_extras.h"
43 #include "glsl_symbol_table.h"
44 #include "main/mtypes.h"
45 #include "main/uniforms.h"
46 #include "program/prog_statevars.h"
47 #include "program/prog_instruction.h"
48 #include "builtin_functions.h"
49 
50 using namespace ir_builder;
51 
52 static const struct gl_builtin_uniform_element gl_NumSamples_elements[] = {
53    {NULL, {STATE_NUM_SAMPLES, 0, 0}, SWIZZLE_XXXX}
54 };
55 
56 static const struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
57    {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
58    {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
59    {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
60 };
61 
62 static const struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
63    {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
64 };
65 
66 static const struct gl_builtin_uniform_element gl_Point_elements[] = {
67    {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
68    {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
69    {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
70    {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
71    {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
72    {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
73    {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
74 };
75 
76 static const struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
77    {"emission", {STATE_MATERIAL, MAT_ATTRIB_FRONT_EMISSION}, SWIZZLE_XYZW},
78    {"ambient", {STATE_MATERIAL, MAT_ATTRIB_FRONT_AMBIENT}, SWIZZLE_XYZW},
79    {"diffuse", {STATE_MATERIAL, MAT_ATTRIB_FRONT_DIFFUSE}, SWIZZLE_XYZW},
80    {"specular", {STATE_MATERIAL, MAT_ATTRIB_FRONT_SPECULAR}, SWIZZLE_XYZW},
81    {"shininess", {STATE_MATERIAL, MAT_ATTRIB_FRONT_SHININESS}, SWIZZLE_XXXX},
82 };
83 
84 static const struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
85    {"emission", {STATE_MATERIAL, MAT_ATTRIB_BACK_EMISSION}, SWIZZLE_XYZW},
86    {"ambient", {STATE_MATERIAL, MAT_ATTRIB_BACK_AMBIENT}, SWIZZLE_XYZW},
87    {"diffuse", {STATE_MATERIAL, MAT_ATTRIB_BACK_DIFFUSE}, SWIZZLE_XYZW},
88    {"specular", {STATE_MATERIAL, MAT_ATTRIB_BACK_SPECULAR}, SWIZZLE_XYZW},
89    {"shininess", {STATE_MATERIAL, MAT_ATTRIB_BACK_SHININESS}, SWIZZLE_XXXX},
90 };
91 
92 static const struct gl_builtin_uniform_element gl_LightSource_elements[] = {
93    {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
94    {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
95    {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
96    {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
97    {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
98    {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
99     MAKE_SWIZZLE4(SWIZZLE_X,
100 		  SWIZZLE_Y,
101 		  SWIZZLE_Z,
102 		  SWIZZLE_Z)},
103    {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
104    {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
105    {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
106    {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
107    {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
108    {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
109 };
110 
111 static const struct gl_builtin_uniform_element gl_LightModel_elements[] = {
112    {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
113 };
114 
115 static const struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
116    {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
117 };
118 
119 static const struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
120    {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
121 };
122 
123 static const struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
124    {"ambient", {STATE_LIGHTPROD, 0, MAT_ATTRIB_FRONT_AMBIENT}, SWIZZLE_XYZW},
125    {"diffuse", {STATE_LIGHTPROD, 0, MAT_ATTRIB_FRONT_DIFFUSE}, SWIZZLE_XYZW},
126    {"specular", {STATE_LIGHTPROD, 0, MAT_ATTRIB_FRONT_SPECULAR}, SWIZZLE_XYZW},
127 };
128 
129 static const struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
130    {"ambient", {STATE_LIGHTPROD, 0, MAT_ATTRIB_BACK_AMBIENT}, SWIZZLE_XYZW},
131    {"diffuse", {STATE_LIGHTPROD, 0, MAT_ATTRIB_BACK_DIFFUSE}, SWIZZLE_XYZW},
132    {"specular", {STATE_LIGHTPROD, 0, MAT_ATTRIB_BACK_SPECULAR}, SWIZZLE_XYZW},
133 };
134 
135 static const struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
136    {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
137 };
138 
139 static const struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
140    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
141 };
142 
143 static const struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
144    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
145 };
146 
147 static const struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
148    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
149 };
150 
151 static const struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
152    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
153 };
154 
155 static const struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
156    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
157 };
158 
159 static const struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
160    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
161 };
162 
163 static const struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
164    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
165 };
166 
167 static const struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
168    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
169 };
170 
171 static const struct gl_builtin_uniform_element gl_Fog_elements[] = {
172    {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
173    {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
174    {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
175    {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
176    {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
177 };
178 
179 static const struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
180    {NULL, {STATE_NORMAL_SCALE_EYESPACE}, SWIZZLE_XXXX},
181 };
182 
183 static const struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
184    {NULL, {STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
185 };
186 
187 #define ATTRIB(i) \
188    static const struct gl_builtin_uniform_element gl_CurrentAttribFrag##i##MESA_elements[] = { \
189       {NULL, {STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, i}, SWIZZLE_XYZW}, \
190    };
191 
192 ATTRIB(0)
193 ATTRIB(1)
194 ATTRIB(2)
195 ATTRIB(3)
196 ATTRIB(4)
197 ATTRIB(5)
198 ATTRIB(6)
199 ATTRIB(7)
200 ATTRIB(8)
201 ATTRIB(9)
202 ATTRIB(10)
203 ATTRIB(11)
204 ATTRIB(12)
205 ATTRIB(13)
206 ATTRIB(14)
207 ATTRIB(15)
208 ATTRIB(16)
209 ATTRIB(17)
210 ATTRIB(18)
211 ATTRIB(19)
212 ATTRIB(20)
213 ATTRIB(21)
214 ATTRIB(22)
215 ATTRIB(23)
216 ATTRIB(24)
217 ATTRIB(25)
218 ATTRIB(26)
219 ATTRIB(27)
220 ATTRIB(28)
221 ATTRIB(29)
222 ATTRIB(30)
223 ATTRIB(31)
224 
225 #define MATRIX(name, statevar)				\
226    static const struct gl_builtin_uniform_element name ## _elements[] = { \
227       { NULL, { statevar, 0, 0, 0}, SWIZZLE_XYZW },		\
228       { NULL, { statevar, 0, 1, 1}, SWIZZLE_XYZW },		\
229       { NULL, { statevar, 0, 2, 2}, SWIZZLE_XYZW },		\
230       { NULL, { statevar, 0, 3, 3}, SWIZZLE_XYZW },		\
231    }
232 
233 MATRIX(gl_ModelViewMatrix, STATE_MODELVIEW_MATRIX_TRANSPOSE);
234 MATRIX(gl_ModelViewMatrixInverse, STATE_MODELVIEW_MATRIX_INVTRANS);
235 MATRIX(gl_ModelViewMatrixTranspose, STATE_MODELVIEW_MATRIX);
236 MATRIX(gl_ModelViewMatrixInverseTranspose, STATE_MODELVIEW_MATRIX_INVERSE);
237 
238 MATRIX(gl_ProjectionMatrix, STATE_PROJECTION_MATRIX_TRANSPOSE);
239 MATRIX(gl_ProjectionMatrixInverse, STATE_PROJECTION_MATRIX_INVTRANS);
240 MATRIX(gl_ProjectionMatrixTranspose, STATE_PROJECTION_MATRIX);
241 MATRIX(gl_ProjectionMatrixInverseTranspose, STATE_PROJECTION_MATRIX_INVERSE);
242 
243 MATRIX(gl_ModelViewProjectionMatrix, STATE_MVP_MATRIX_TRANSPOSE);
244 MATRIX(gl_ModelViewProjectionMatrixInverse, STATE_MVP_MATRIX_INVTRANS);
245 MATRIX(gl_ModelViewProjectionMatrixTranspose, STATE_MVP_MATRIX);
246 MATRIX(gl_ModelViewProjectionMatrixInverseTranspose, STATE_MVP_MATRIX_INVERSE);
247 
248 MATRIX(gl_TextureMatrix, STATE_TEXTURE_MATRIX_TRANSPOSE);
249 MATRIX(gl_TextureMatrixInverse, STATE_TEXTURE_MATRIX_INVTRANS);
250 MATRIX(gl_TextureMatrixTranspose, STATE_TEXTURE_MATRIX);
251 MATRIX(gl_TextureMatrixInverseTranspose, STATE_TEXTURE_MATRIX_INVERSE);
252 
253 static const struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
254    { NULL, { STATE_MODELVIEW_MATRIX_INVERSE, 0, 0, 0},
255      MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
256    { NULL, { STATE_MODELVIEW_MATRIX_INVERSE, 0, 1, 1},
257      MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
258    { NULL, { STATE_MODELVIEW_MATRIX_INVERSE, 0, 2, 2},
259      MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
260 };
261 
262 #undef MATRIX
263 
264 #define STATEVAR(name) {#name, name ## _elements, ARRAY_SIZE(name ## _elements)}
265 
266 static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
267    STATEVAR(gl_NumSamples),
268    STATEVAR(gl_DepthRange),
269    STATEVAR(gl_ClipPlane),
270    STATEVAR(gl_Point),
271    STATEVAR(gl_FrontMaterial),
272    STATEVAR(gl_BackMaterial),
273    STATEVAR(gl_LightSource),
274    STATEVAR(gl_LightModel),
275    STATEVAR(gl_FrontLightModelProduct),
276    STATEVAR(gl_BackLightModelProduct),
277    STATEVAR(gl_FrontLightProduct),
278    STATEVAR(gl_BackLightProduct),
279    STATEVAR(gl_TextureEnvColor),
280    STATEVAR(gl_EyePlaneS),
281    STATEVAR(gl_EyePlaneT),
282    STATEVAR(gl_EyePlaneR),
283    STATEVAR(gl_EyePlaneQ),
284    STATEVAR(gl_ObjectPlaneS),
285    STATEVAR(gl_ObjectPlaneT),
286    STATEVAR(gl_ObjectPlaneR),
287    STATEVAR(gl_ObjectPlaneQ),
288    STATEVAR(gl_Fog),
289 
290    STATEVAR(gl_ModelViewMatrix),
291    STATEVAR(gl_ModelViewMatrixInverse),
292    STATEVAR(gl_ModelViewMatrixTranspose),
293    STATEVAR(gl_ModelViewMatrixInverseTranspose),
294 
295    STATEVAR(gl_ProjectionMatrix),
296    STATEVAR(gl_ProjectionMatrixInverse),
297    STATEVAR(gl_ProjectionMatrixTranspose),
298    STATEVAR(gl_ProjectionMatrixInverseTranspose),
299 
300    STATEVAR(gl_ModelViewProjectionMatrix),
301    STATEVAR(gl_ModelViewProjectionMatrixInverse),
302    STATEVAR(gl_ModelViewProjectionMatrixTranspose),
303    STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
304 
305    STATEVAR(gl_TextureMatrix),
306    STATEVAR(gl_TextureMatrixInverse),
307    STATEVAR(gl_TextureMatrixTranspose),
308    STATEVAR(gl_TextureMatrixInverseTranspose),
309 
310    STATEVAR(gl_NormalMatrix),
311    STATEVAR(gl_NormalScale),
312 
313    STATEVAR(gl_FogParamsOptimizedMESA),
314 
315    STATEVAR(gl_CurrentAttribFrag0MESA),
316    STATEVAR(gl_CurrentAttribFrag1MESA),
317    STATEVAR(gl_CurrentAttribFrag2MESA),
318    STATEVAR(gl_CurrentAttribFrag3MESA),
319    STATEVAR(gl_CurrentAttribFrag4MESA),
320    STATEVAR(gl_CurrentAttribFrag5MESA),
321    STATEVAR(gl_CurrentAttribFrag6MESA),
322    STATEVAR(gl_CurrentAttribFrag7MESA),
323    STATEVAR(gl_CurrentAttribFrag8MESA),
324    STATEVAR(gl_CurrentAttribFrag9MESA),
325    STATEVAR(gl_CurrentAttribFrag10MESA),
326    STATEVAR(gl_CurrentAttribFrag11MESA),
327    STATEVAR(gl_CurrentAttribFrag12MESA),
328    STATEVAR(gl_CurrentAttribFrag13MESA),
329    STATEVAR(gl_CurrentAttribFrag14MESA),
330    STATEVAR(gl_CurrentAttribFrag15MESA),
331    STATEVAR(gl_CurrentAttribFrag16MESA),
332    STATEVAR(gl_CurrentAttribFrag17MESA),
333    STATEVAR(gl_CurrentAttribFrag18MESA),
334    STATEVAR(gl_CurrentAttribFrag19MESA),
335    STATEVAR(gl_CurrentAttribFrag20MESA),
336    STATEVAR(gl_CurrentAttribFrag21MESA),
337    STATEVAR(gl_CurrentAttribFrag22MESA),
338    STATEVAR(gl_CurrentAttribFrag23MESA),
339    STATEVAR(gl_CurrentAttribFrag24MESA),
340    STATEVAR(gl_CurrentAttribFrag25MESA),
341    STATEVAR(gl_CurrentAttribFrag26MESA),
342    STATEVAR(gl_CurrentAttribFrag27MESA),
343    STATEVAR(gl_CurrentAttribFrag28MESA),
344    STATEVAR(gl_CurrentAttribFrag29MESA),
345    STATEVAR(gl_CurrentAttribFrag30MESA),
346    STATEVAR(gl_CurrentAttribFrag31MESA),
347 
348    {NULL, NULL, 0}
349 };
350 
351 
352 namespace {
353 
354 /**
355  * Data structure that accumulates fields for the gl_PerVertex interface
356  * block.
357  */
358 class per_vertex_accumulator
359 {
360 public:
361    per_vertex_accumulator();
362    void add_field(int slot, const glsl_type *type, int precision,
363                   const char *name, enum glsl_interp_mode interp);
364    const glsl_type *construct_interface_instance() const;
365 
366 private:
367    glsl_struct_field fields[14];
368    unsigned num_fields;
369 };
370 
371 
per_vertex_accumulator()372 per_vertex_accumulator::per_vertex_accumulator()
373    : fields(),
374      num_fields(0)
375 {
376 }
377 
378 
379 void
add_field(int slot,const glsl_type * type,int precision,const char * name,enum glsl_interp_mode interp)380 per_vertex_accumulator::add_field(int slot, const glsl_type *type,
381                                   int precision, const char *name,
382                                   enum glsl_interp_mode interp)
383 {
384    assert(this->num_fields < ARRAY_SIZE(this->fields));
385    this->fields[this->num_fields].type = type;
386    this->fields[this->num_fields].name = name;
387    this->fields[this->num_fields].matrix_layout = GLSL_MATRIX_LAYOUT_INHERITED;
388    this->fields[this->num_fields].location = slot;
389    this->fields[this->num_fields].offset = -1;
390    this->fields[this->num_fields].interpolation = interp;
391    this->fields[this->num_fields].centroid = 0;
392    this->fields[this->num_fields].sample = 0;
393    this->fields[this->num_fields].patch = 0;
394    this->fields[this->num_fields].precision = precision;
395    this->fields[this->num_fields].memory_read_only = 0;
396    this->fields[this->num_fields].memory_write_only = 0;
397    this->fields[this->num_fields].memory_coherent = 0;
398    this->fields[this->num_fields].memory_volatile = 0;
399    this->fields[this->num_fields].memory_restrict = 0;
400    this->fields[this->num_fields].image_format = PIPE_FORMAT_NONE;
401    this->fields[this->num_fields].explicit_xfb_buffer = 0;
402    this->fields[this->num_fields].xfb_buffer = -1;
403    this->fields[this->num_fields].xfb_stride = -1;
404    this->num_fields++;
405 }
406 
407 
408 const glsl_type *
construct_interface_instance() const409 per_vertex_accumulator::construct_interface_instance() const
410 {
411    return glsl_type::get_interface_instance(this->fields, this->num_fields,
412                                             GLSL_INTERFACE_PACKING_STD140,
413                                             false,
414                                             "gl_PerVertex");
415 }
416 
417 
418 class builtin_variable_generator
419 {
420 public:
421    builtin_variable_generator(exec_list *instructions,
422                               struct _mesa_glsl_parse_state *state);
423    void generate_constants();
424    void generate_uniforms();
425    void generate_special_vars();
426    void generate_vs_special_vars();
427    void generate_tcs_special_vars();
428    void generate_tes_special_vars();
429    void generate_gs_special_vars();
430    void generate_fs_special_vars();
431    void generate_cs_special_vars();
432    void generate_varyings();
433 
434 private:
array(const glsl_type * base,unsigned elements)435    const glsl_type *array(const glsl_type *base, unsigned elements)
436    {
437       return glsl_type::get_array_instance(base, elements);
438    }
439 
type(const char * name)440    const glsl_type *type(const char *name)
441    {
442       return symtab->get_type(name);
443    }
444 
add_input(int slot,const glsl_type * type,int precision,const char * name,enum glsl_interp_mode interp=INTERP_MODE_NONE)445    ir_variable *add_input(int slot, const glsl_type *type, int precision,
446                           const char *name,
447                           enum glsl_interp_mode interp = INTERP_MODE_NONE)
448    {
449       return add_variable(name, type, precision, ir_var_shader_in, slot, interp);
450    }
451 
add_input(int slot,const glsl_type * type,const char * name,enum glsl_interp_mode interp=INTERP_MODE_NONE)452    ir_variable *add_input(int slot, const glsl_type *type, const char *name,
453                           enum glsl_interp_mode interp = INTERP_MODE_NONE)
454    {
455       return add_input(slot, type, GLSL_PRECISION_NONE, name, interp);
456    }
457 
add_output(int slot,const glsl_type * type,int precision,const char * name)458    ir_variable *add_output(int slot, const glsl_type *type, int precision,
459                            const char *name)
460    {
461       return add_variable(name, type, precision, ir_var_shader_out, slot);
462    }
463 
add_output(int slot,const glsl_type * type,const char * name)464    ir_variable *add_output(int slot, const glsl_type *type, const char *name)
465    {
466       return add_output(slot, type, GLSL_PRECISION_NONE, name);
467    }
468 
add_index_output(int slot,int index,const glsl_type * type,int precision,const char * name)469    ir_variable *add_index_output(int slot, int index, const glsl_type *type,
470                                  int precision, const char *name)
471    {
472       return add_index_variable(name, type, precision, ir_var_shader_out, slot,
473                                 index);
474    }
475 
add_system_value(int slot,const glsl_type * type,int precision,const char * name)476    ir_variable *add_system_value(int slot, const glsl_type *type, int precision,
477                                  const char *name)
478    {
479       return add_variable(name, type, precision, ir_var_system_value, slot);
480    }
add_system_value(int slot,const glsl_type * type,const char * name)481    ir_variable *add_system_value(int slot, const glsl_type *type,
482                                  const char *name)
483    {
484       return add_system_value(slot, type, GLSL_PRECISION_NONE, name);
485    }
486 
487    ir_variable *add_variable(const char *name, const glsl_type *type,
488                              int precision, enum ir_variable_mode mode,
489                              int slot, enum glsl_interp_mode interp = INTERP_MODE_NONE);
490    ir_variable *add_index_variable(const char *name, const glsl_type *type,
491                                    int precision, enum ir_variable_mode mode,
492                                    int slot, int index);
493    ir_variable *add_uniform(const glsl_type *type, int precision,
494                             const char *name);
add_uniform(const glsl_type * type,const char * name)495    ir_variable *add_uniform(const glsl_type *type, const char *name)
496    {
497       return add_uniform(type, GLSL_PRECISION_NONE, name);
498    }
499    ir_variable *add_const(const char *name, int precision, int value);
add_const(const char * name,int value)500    ir_variable *add_const(const char *name, int value)
501    {
502       return add_const(name, GLSL_PRECISION_MEDIUM, value);
503    }
504    ir_variable *add_const_ivec3(const char *name, int x, int y, int z);
505    void add_varying(int slot, const glsl_type *type, int precision,
506                     const char *name,
507                     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)508    void add_varying(int slot, const glsl_type *type, const char *name,
509                     enum glsl_interp_mode interp = INTERP_MODE_NONE)
510    {
511       add_varying(slot, type, GLSL_PRECISION_NONE, name, interp);
512    }
513 
514    exec_list * const instructions;
515    struct _mesa_glsl_parse_state * const state;
516    glsl_symbol_table * const symtab;
517 
518    /**
519     * True if compatibility-profile-only variables should be included.  (In
520     * desktop GL, these are always included when the GLSL version is 1.30 and
521     * or below).
522     */
523    const bool compatibility;
524 
525    const glsl_type * const bool_t;
526    const glsl_type * const int_t;
527    const glsl_type * const uint_t;
528    const glsl_type * const uint64_t;
529    const glsl_type * const float_t;
530    const glsl_type * const vec2_t;
531    const glsl_type * const vec3_t;
532    const glsl_type * const vec4_t;
533    const glsl_type * const uvec3_t;
534    const glsl_type * const mat3_t;
535    const glsl_type * const mat4_t;
536 
537    per_vertex_accumulator per_vertex_in;
538    per_vertex_accumulator per_vertex_out;
539 };
540 
541 
builtin_variable_generator(exec_list * instructions,struct _mesa_glsl_parse_state * state)542 builtin_variable_generator::builtin_variable_generator(
543    exec_list *instructions, struct _mesa_glsl_parse_state *state)
544    : instructions(instructions), state(state), symtab(state->symbols),
545      compatibility(state->compat_shader || state->ARB_compatibility_enable),
546      bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
547      uint_t(glsl_type::uint_type),
548      uint64_t(glsl_type::uint64_t_type),
549      float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
550      vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
551      uvec3_t(glsl_type::uvec3_type),
552      mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
553 {
554 }
555 
556 ir_variable *
add_index_variable(const char * name,const glsl_type * type,int precision,enum ir_variable_mode mode,int slot,int index)557 builtin_variable_generator::add_index_variable(const char *name,
558                                                const glsl_type *type,
559                                                int precision,
560                                                enum ir_variable_mode mode,
561                                                int slot, int index)
562 {
563    ir_variable *var = new(symtab) ir_variable(type, name, mode);
564    var->data.how_declared = ir_var_declared_implicitly;
565 
566    switch (var->data.mode) {
567    case ir_var_auto:
568    case ir_var_shader_in:
569    case ir_var_uniform:
570    case ir_var_system_value:
571       var->data.read_only = true;
572       break;
573    case ir_var_shader_out:
574    case ir_var_shader_storage:
575       break;
576    default:
577       /* The only variables that are added using this function should be
578        * uniforms, shader storage, shader inputs, and shader outputs, constants
579        * (which use ir_var_auto), and system values.
580        */
581       assert(0);
582       break;
583    }
584 
585    var->data.location = slot;
586    var->data.explicit_location = (slot >= 0);
587    var->data.explicit_index = 1;
588    var->data.index = index;
589 
590    if (state->es_shader)
591       var->data.precision = precision;
592 
593    /* Once the variable is created an initialized, add it to the symbol table
594     * and add the declaration to the IR stream.
595     */
596    instructions->push_tail(var);
597 
598    symtab->add_variable(var);
599    return var;
600 }
601 
602 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)603 builtin_variable_generator::add_variable(const char *name,
604                                          const glsl_type *type,
605                                          int precision,
606                                          enum ir_variable_mode mode, int slot,
607                                          enum glsl_interp_mode interp)
608 {
609    ir_variable *var = new(symtab) ir_variable(type, name, mode);
610    var->data.how_declared = ir_var_declared_implicitly;
611 
612    switch (var->data.mode) {
613    case ir_var_auto:
614    case ir_var_shader_in:
615    case ir_var_uniform:
616    case ir_var_system_value:
617       var->data.read_only = true;
618       break;
619    case ir_var_shader_out:
620    case ir_var_shader_storage:
621       break;
622    default:
623       /* The only variables that are added using this function should be
624        * uniforms, shader storage, shader inputs, and shader outputs, constants
625        * (which use ir_var_auto), and system values.
626        */
627       assert(0);
628       break;
629    }
630 
631    var->data.location = slot;
632    var->data.explicit_location = (slot >= 0);
633    var->data.explicit_index = 0;
634    var->data.interpolation = interp;
635 
636    if (state->es_shader)
637       var->data.precision = precision;
638 
639    /* Once the variable is created an initialized, add it to the symbol table
640     * and add the declaration to the IR stream.
641     */
642    instructions->push_tail(var);
643 
644    symtab->add_variable(var);
645    return var;
646 }
647 
648 extern "C" const struct gl_builtin_uniform_desc *
_mesa_glsl_get_builtin_uniform_desc(const char * name)649 _mesa_glsl_get_builtin_uniform_desc(const char *name)
650 {
651    for (unsigned i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
652       if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
653          return &_mesa_builtin_uniform_desc[i];
654       }
655    }
656    return NULL;
657 }
658 
659 ir_variable *
add_uniform(const glsl_type * type,int precision,const char * name)660 builtin_variable_generator::add_uniform(const glsl_type *type,
661                                         int precision,
662                                         const char *name)
663 {
664    ir_variable *const uni =
665       add_variable(name, type, precision, ir_var_uniform, -1);
666 
667    const struct gl_builtin_uniform_desc* const statevar =
668       _mesa_glsl_get_builtin_uniform_desc(name);
669    assert(statevar != NULL);
670 
671    const unsigned array_count = type->is_array() ? type->length : 1;
672 
673    ir_state_slot *slots =
674       uni->allocate_state_slots(array_count * statevar->num_elements);
675 
676    for (unsigned a = 0; a < array_count; a++) {
677       for (unsigned j = 0; j < statevar->num_elements; j++) {
678 	 const struct gl_builtin_uniform_element *element =
679 	    &statevar->elements[j];
680 
681 	 memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
682 	 if (type->is_array())
683             slots->tokens[1] = a;
684 
685 	 slots->swizzle = element->swizzle;
686 	 slots++;
687       }
688    }
689 
690    return uni;
691 }
692 
693 
694 ir_variable *
add_const(const char * name,int precision,int value)695 builtin_variable_generator::add_const(const char *name, int precision,
696                                       int value)
697 {
698    ir_variable *const var = add_variable(name, glsl_type::int_type,
699                                          precision, ir_var_auto, -1);
700    var->constant_value = new(var) ir_constant(value);
701    var->constant_initializer = new(var) ir_constant(value);
702    var->data.has_initializer = true;
703    return var;
704 }
705 
706 
707 ir_variable *
add_const_ivec3(const char * name,int x,int y,int z)708 builtin_variable_generator::add_const_ivec3(const char *name, int x, int y,
709                                             int z)
710 {
711    ir_variable *const var = add_variable(name, glsl_type::ivec3_type,
712                                          GLSL_PRECISION_HIGH,
713                                          ir_var_auto, -1);
714    ir_constant_data data;
715    memset(&data, 0, sizeof(data));
716    data.i[0] = x;
717    data.i[1] = y;
718    data.i[2] = z;
719    var->constant_value = new(var) ir_constant(glsl_type::ivec3_type, &data);
720    var->constant_initializer =
721       new(var) ir_constant(glsl_type::ivec3_type, &data);
722    var->data.has_initializer = true;
723    return var;
724 }
725 
726 
727 void
generate_constants()728 builtin_variable_generator::generate_constants()
729 {
730    add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
731    add_const("gl_MaxVertexTextureImageUnits",
732              state->Const.MaxVertexTextureImageUnits);
733    add_const("gl_MaxCombinedTextureImageUnits",
734              state->Const.MaxCombinedTextureImageUnits);
735    add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
736    add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
737 
738    /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
739     * GL counts them in units of "components" or "floats" and also in units
740     * of vectors since GL 4.1
741     */
742    if (!state->es_shader) {
743       add_const("gl_MaxFragmentUniformComponents",
744                 state->Const.MaxFragmentUniformComponents);
745       add_const("gl_MaxVertexUniformComponents",
746                 state->Const.MaxVertexUniformComponents);
747    }
748 
749    if (state->is_version(410, 100)) {
750       add_const("gl_MaxVertexUniformVectors",
751                 state->Const.MaxVertexUniformComponents / 4);
752       add_const("gl_MaxFragmentUniformVectors",
753                 state->Const.MaxFragmentUniformComponents / 4);
754 
755       /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
756        * vertex and fragment shader constants.
757        */
758       if (state->is_version(0, 300)) {
759          add_const("gl_MaxVertexOutputVectors",
760                    state->ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4);
761          add_const("gl_MaxFragmentInputVectors",
762                    state->ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4);
763       } else {
764          add_const("gl_MaxVaryingVectors",
765                    state->ctx->Const.MaxVarying);
766       }
767 
768       /* EXT_blend_func_extended brings a built in constant
769        * for determining number of dual source draw buffers
770        */
771       if (state->EXT_blend_func_extended_enable) {
772          add_const("gl_MaxDualSourceDrawBuffersEXT",
773                    state->Const.MaxDualSourceDrawBuffers);
774       }
775    }
776 
777    /* gl_MaxVaryingFloats was deprecated in GLSL 1.30+, and was moved to
778     * compat profile in GLSL 4.20. GLSL ES never supported this constant.
779     */
780    if (compatibility || !state->is_version(420, 100))  {
781       add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4);
782    }
783 
784    /* Texel offsets were introduced in ARB_shading_language_420pack (which
785     * requires desktop GLSL version 130), and adopted into desktop GLSL
786     * version 4.20 and GLSL ES version 3.00.
787     */
788    if ((state->is_version(130, 0) &&
789         state->ARB_shading_language_420pack_enable) ||
790       state->is_version(420, 300)) {
791       add_const("gl_MinProgramTexelOffset",
792                 state->Const.MinProgramTexelOffset);
793       add_const("gl_MaxProgramTexelOffset",
794                 state->Const.MaxProgramTexelOffset);
795    }
796 
797    if (state->has_clip_distance()) {
798       add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
799    }
800    if (state->is_version(130, 0)) {
801       add_const("gl_MaxVaryingComponents", state->ctx->Const.MaxVarying * 4);
802    }
803    if (state->has_cull_distance()) {
804       add_const("gl_MaxCullDistances", state->Const.MaxClipPlanes);
805       add_const("gl_MaxCombinedClipAndCullDistances",
806                 state->Const.MaxClipPlanes);
807    }
808 
809    if (state->has_geometry_shader()) {
810       add_const("gl_MaxVertexOutputComponents",
811                 state->Const.MaxVertexOutputComponents);
812       add_const("gl_MaxGeometryInputComponents",
813                 state->Const.MaxGeometryInputComponents);
814       add_const("gl_MaxGeometryOutputComponents",
815                 state->Const.MaxGeometryOutputComponents);
816       add_const("gl_MaxFragmentInputComponents",
817                 state->Const.MaxFragmentInputComponents);
818       add_const("gl_MaxGeometryTextureImageUnits",
819                 state->Const.MaxGeometryTextureImageUnits);
820       add_const("gl_MaxGeometryOutputVertices",
821                 state->Const.MaxGeometryOutputVertices);
822       add_const("gl_MaxGeometryTotalOutputComponents",
823                 state->Const.MaxGeometryTotalOutputComponents);
824       add_const("gl_MaxGeometryUniformComponents",
825                 state->Const.MaxGeometryUniformComponents);
826 
827       /* Note: the GLSL 1.50-4.40 specs require
828        * gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
829        * But they do not define what it means (and there does not appear to be
830        * any corresponding constant in the GL specs).  However,
831        * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
832        * be the maximum number of components available for use as geometry
833        * outputs.  So we assume this is a synonym for
834        * gl_MaxGeometryOutputComponents.
835        */
836       add_const("gl_MaxGeometryVaryingComponents",
837                 state->Const.MaxGeometryOutputComponents);
838    }
839 
840    if (compatibility) {
841       /* Note: gl_MaxLights stopped being listed as an explicit constant in
842        * GLSL 1.30, however it continues to be referred to (as a minimum size
843        * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
844        * this seems like it was probably an oversight.
845        */
846       add_const("gl_MaxLights", state->Const.MaxLights);
847 
848       add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
849 
850       /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
851        * 1.50, however this seems like it was probably an oversight.
852        */
853       add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
854 
855       /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
856        * re-introduced in GLSL 1.50, so this seems like it was probably an
857        * oversight.
858        */
859       add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
860    }
861 
862    if (state->has_atomic_counters()) {
863       add_const("gl_MaxVertexAtomicCounters",
864                 state->Const.MaxVertexAtomicCounters);
865       add_const("gl_MaxFragmentAtomicCounters",
866                 state->Const.MaxFragmentAtomicCounters);
867       add_const("gl_MaxCombinedAtomicCounters",
868                 state->Const.MaxCombinedAtomicCounters);
869       add_const("gl_MaxAtomicCounterBindings",
870                 state->Const.MaxAtomicBufferBindings);
871 
872       if (state->has_geometry_shader()) {
873          add_const("gl_MaxGeometryAtomicCounters",
874                    state->Const.MaxGeometryAtomicCounters);
875       }
876       if (state->is_version(110, 320)) {
877          add_const("gl_MaxTessControlAtomicCounters",
878                    state->Const.MaxTessControlAtomicCounters);
879          add_const("gl_MaxTessEvaluationAtomicCounters",
880                    state->Const.MaxTessEvaluationAtomicCounters);
881       }
882    }
883 
884    if (state->is_version(420, 310)) {
885       add_const("gl_MaxVertexAtomicCounterBuffers",
886                 state->Const.MaxVertexAtomicCounterBuffers);
887       add_const("gl_MaxFragmentAtomicCounterBuffers",
888                 state->Const.MaxFragmentAtomicCounterBuffers);
889       add_const("gl_MaxCombinedAtomicCounterBuffers",
890                 state->Const.MaxCombinedAtomicCounterBuffers);
891       add_const("gl_MaxAtomicCounterBufferSize",
892                 state->Const.MaxAtomicCounterBufferSize);
893 
894       if (state->has_geometry_shader()) {
895          add_const("gl_MaxGeometryAtomicCounterBuffers",
896                    state->Const.MaxGeometryAtomicCounterBuffers);
897       }
898       if (state->is_version(110, 320)) {
899          add_const("gl_MaxTessControlAtomicCounterBuffers",
900                    state->Const.MaxTessControlAtomicCounterBuffers);
901          add_const("gl_MaxTessEvaluationAtomicCounterBuffers",
902                    state->Const.MaxTessEvaluationAtomicCounterBuffers);
903       }
904    }
905 
906    if (state->is_version(430, 310) || state->ARB_compute_shader_enable) {
907       add_const("gl_MaxComputeAtomicCounterBuffers",
908                 state->Const.MaxComputeAtomicCounterBuffers);
909       add_const("gl_MaxComputeAtomicCounters",
910                 state->Const.MaxComputeAtomicCounters);
911       add_const("gl_MaxComputeImageUniforms",
912                 state->Const.MaxComputeImageUniforms);
913       add_const("gl_MaxComputeTextureImageUnits",
914                 state->Const.MaxComputeTextureImageUnits);
915       add_const("gl_MaxComputeUniformComponents",
916                 state->Const.MaxComputeUniformComponents);
917 
918       add_const_ivec3("gl_MaxComputeWorkGroupCount",
919                       state->Const.MaxComputeWorkGroupCount[0],
920                       state->Const.MaxComputeWorkGroupCount[1],
921                       state->Const.MaxComputeWorkGroupCount[2]);
922       add_const_ivec3("gl_MaxComputeWorkGroupSize",
923                       state->Const.MaxComputeWorkGroupSize[0],
924                       state->Const.MaxComputeWorkGroupSize[1],
925                       state->Const.MaxComputeWorkGroupSize[2]);
926 
927       /* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables):
928        *
929        *     The built-in constant gl_WorkGroupSize is a compute-shader
930        *     constant containing the local work-group size of the shader.  The
931        *     size of the work group in the X, Y, and Z dimensions is stored in
932        *     the x, y, and z components.  The constants values in
933        *     gl_WorkGroupSize will match those specified in the required
934        *     local_size_x, local_size_y, and local_size_z layout qualifiers
935        *     for the current shader.  This is a constant so that it can be
936        *     used to size arrays of memory that can be shared within the local
937        *     work group.  It is a compile-time error to use gl_WorkGroupSize
938        *     in a shader that does not declare a fixed local group size, or
939        *     before that shader has declared a fixed local group size, using
940        *     local_size_x, local_size_y, and local_size_z.
941        *
942        * To prevent the shader from trying to refer to gl_WorkGroupSize before
943        * the layout declaration, we don't define it here.  Intead we define it
944        * in ast_cs_input_layout::hir().
945        */
946    }
947 
948    if (state->has_enhanced_layouts()) {
949       add_const("gl_MaxTransformFeedbackBuffers",
950                 state->Const.MaxTransformFeedbackBuffers);
951       add_const("gl_MaxTransformFeedbackInterleavedComponents",
952                 state->Const.MaxTransformFeedbackInterleavedComponents);
953    }
954 
955    if (state->has_shader_image_load_store()) {
956       add_const("gl_MaxImageUnits",
957                 state->Const.MaxImageUnits);
958       add_const("gl_MaxVertexImageUniforms",
959                 state->Const.MaxVertexImageUniforms);
960       add_const("gl_MaxFragmentImageUniforms",
961                 state->Const.MaxFragmentImageUniforms);
962       add_const("gl_MaxCombinedImageUniforms",
963                 state->Const.MaxCombinedImageUniforms);
964 
965       if (state->has_geometry_shader()) {
966          add_const("gl_MaxGeometryImageUniforms",
967                    state->Const.MaxGeometryImageUniforms);
968       }
969 
970       if (!state->es_shader) {
971          add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs",
972                    state->Const.MaxCombinedShaderOutputResources);
973          add_const("gl_MaxImageSamples",
974                    state->Const.MaxImageSamples);
975       }
976 
977       if (state->has_tessellation_shader()) {
978          add_const("gl_MaxTessControlImageUniforms",
979                    state->Const.MaxTessControlImageUniforms);
980          add_const("gl_MaxTessEvaluationImageUniforms",
981                    state->Const.MaxTessEvaluationImageUniforms);
982       }
983    }
984 
985    if (state->is_version(440, 310) ||
986        state->ARB_ES3_1_compatibility_enable) {
987       add_const("gl_MaxCombinedShaderOutputResources",
988                 state->Const.MaxCombinedShaderOutputResources);
989    }
990 
991    if (state->is_version(410, 0) ||
992        state->ARB_viewport_array_enable ||
993        state->OES_viewport_array_enable) {
994       add_const("gl_MaxViewports", GLSL_PRECISION_HIGH,
995                 state->Const.MaxViewports);
996    }
997 
998    if (state->has_tessellation_shader()) {
999       add_const("gl_MaxPatchVertices", state->Const.MaxPatchVertices);
1000       add_const("gl_MaxTessGenLevel", state->Const.MaxTessGenLevel);
1001       add_const("gl_MaxTessControlInputComponents", state->Const.MaxTessControlInputComponents);
1002       add_const("gl_MaxTessControlOutputComponents", state->Const.MaxTessControlOutputComponents);
1003       add_const("gl_MaxTessControlTextureImageUnits", state->Const.MaxTessControlTextureImageUnits);
1004       add_const("gl_MaxTessEvaluationInputComponents", state->Const.MaxTessEvaluationInputComponents);
1005       add_const("gl_MaxTessEvaluationOutputComponents", state->Const.MaxTessEvaluationOutputComponents);
1006       add_const("gl_MaxTessEvaluationTextureImageUnits", state->Const.MaxTessEvaluationTextureImageUnits);
1007       add_const("gl_MaxTessPatchComponents", state->Const.MaxTessPatchComponents);
1008       add_const("gl_MaxTessControlTotalOutputComponents", state->Const.MaxTessControlTotalOutputComponents);
1009       add_const("gl_MaxTessControlUniformComponents", state->Const.MaxTessControlUniformComponents);
1010       add_const("gl_MaxTessEvaluationUniformComponents", state->Const.MaxTessEvaluationUniformComponents);
1011    }
1012 
1013    if (state->is_version(450, 320) ||
1014        state->OES_sample_variables_enable ||
1015        state->ARB_ES3_1_compatibility_enable)
1016       add_const("gl_MaxSamples", state->Const.MaxSamples);
1017 }
1018 
1019 
1020 /**
1021  * Generate uniform variables (which exist in all types of shaders).
1022  */
1023 void
generate_uniforms()1024 builtin_variable_generator::generate_uniforms()
1025 {
1026    if (state->is_version(400, 320) ||
1027        state->ARB_sample_shading_enable ||
1028        state->OES_sample_variables_enable)
1029       add_uniform(int_t, GLSL_PRECISION_LOW, "gl_NumSamples");
1030    add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
1031 
1032    for (unsigned i = 0; i < VARYING_SLOT_VAR0; i++) {
1033       char name[128];
1034 
1035       snprintf(name, sizeof(name), "gl_CurrentAttribFrag%uMESA", i);
1036       add_uniform(vec4_t, name);
1037    }
1038 
1039    if (compatibility) {
1040       add_uniform(mat4_t, "gl_ModelViewMatrix");
1041       add_uniform(mat4_t, "gl_ProjectionMatrix");
1042       add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
1043       add_uniform(mat3_t, "gl_NormalMatrix");
1044       add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
1045       add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
1046       add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
1047       add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
1048       add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
1049       add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
1050       add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
1051       add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
1052       add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
1053       add_uniform(float_t, "gl_NormalScale");
1054       add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
1055       add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
1056 
1057       const glsl_type *const mat4_array_type =
1058 	 array(mat4_t, state->Const.MaxTextureCoords);
1059       add_uniform(mat4_array_type, "gl_TextureMatrix");
1060       add_uniform(mat4_array_type, "gl_TextureMatrixInverse");
1061       add_uniform(mat4_array_type, "gl_TextureMatrixTranspose");
1062       add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
1063 
1064       add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
1065       add_uniform(type("gl_PointParameters"), "gl_Point");
1066 
1067       const glsl_type *const material_parameters_type =
1068 	 type("gl_MaterialParameters");
1069       add_uniform(material_parameters_type, "gl_FrontMaterial");
1070       add_uniform(material_parameters_type, "gl_BackMaterial");
1071 
1072       add_uniform(array(type("gl_LightSourceParameters"),
1073                         state->Const.MaxLights),
1074                   "gl_LightSource");
1075 
1076       const glsl_type *const light_model_products_type =
1077          type("gl_LightModelProducts");
1078       add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
1079       add_uniform(light_model_products_type, "gl_BackLightModelProduct");
1080 
1081       const glsl_type *const light_products_type =
1082          array(type("gl_LightProducts"), state->Const.MaxLights);
1083       add_uniform(light_products_type, "gl_FrontLightProduct");
1084       add_uniform(light_products_type, "gl_BackLightProduct");
1085 
1086       add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
1087                   "gl_TextureEnvColor");
1088 
1089       const glsl_type *const texcoords_vec4 =
1090 	 array(vec4_t, state->Const.MaxTextureCoords);
1091       add_uniform(texcoords_vec4, "gl_EyePlaneS");
1092       add_uniform(texcoords_vec4, "gl_EyePlaneT");
1093       add_uniform(texcoords_vec4, "gl_EyePlaneR");
1094       add_uniform(texcoords_vec4, "gl_EyePlaneQ");
1095       add_uniform(texcoords_vec4, "gl_ObjectPlaneS");
1096       add_uniform(texcoords_vec4, "gl_ObjectPlaneT");
1097       add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
1098       add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
1099 
1100       add_uniform(type("gl_FogParameters"), "gl_Fog");
1101    }
1102 }
1103 
1104 
1105 /**
1106  * Generate special variables which exist in all shaders.
1107  */
1108 void
generate_special_vars()1109 builtin_variable_generator::generate_special_vars()
1110 {
1111    if (state->ARB_shader_ballot_enable) {
1112       add_system_value(SYSTEM_VALUE_SUBGROUP_SIZE, uint_t, "gl_SubGroupSizeARB");
1113       add_system_value(SYSTEM_VALUE_SUBGROUP_INVOCATION, uint_t, "gl_SubGroupInvocationARB");
1114       add_system_value(SYSTEM_VALUE_SUBGROUP_EQ_MASK, uint64_t, "gl_SubGroupEqMaskARB");
1115       add_system_value(SYSTEM_VALUE_SUBGROUP_GE_MASK, uint64_t, "gl_SubGroupGeMaskARB");
1116       add_system_value(SYSTEM_VALUE_SUBGROUP_GT_MASK, uint64_t, "gl_SubGroupGtMaskARB");
1117       add_system_value(SYSTEM_VALUE_SUBGROUP_LE_MASK, uint64_t, "gl_SubGroupLeMaskARB");
1118       add_system_value(SYSTEM_VALUE_SUBGROUP_LT_MASK, uint64_t, "gl_SubGroupLtMaskARB");
1119    }
1120 }
1121 
1122 
1123 /**
1124  * Generate variables which only exist in vertex shaders.
1125  */
1126 void
generate_vs_special_vars()1127 builtin_variable_generator::generate_vs_special_vars()
1128 {
1129    if (state->is_version(130, 300) || state->EXT_gpu_shader4_enable) {
1130       add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, GLSL_PRECISION_HIGH,
1131                        "gl_VertexID");
1132    }
1133    if (state->is_version(460, 0)) {
1134       add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertex");
1135       add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstance");
1136       add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawID");
1137    }
1138    if (state->EXT_draw_instanced_enable && state->is_version(0, 100))
1139       add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, GLSL_PRECISION_HIGH,
1140                        "gl_InstanceIDEXT");
1141 
1142    if (state->ARB_draw_instanced_enable)
1143       add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
1144 
1145    if (state->ARB_draw_instanced_enable || state->is_version(140, 300) ||
1146        state->EXT_gpu_shader4_enable) {
1147       add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, GLSL_PRECISION_HIGH,
1148                        "gl_InstanceID");
1149    }
1150    if (state->ARB_shader_draw_parameters_enable) {
1151       add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertexARB");
1152       add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstanceARB");
1153       add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawIDARB");
1154    }
1155    if (compatibility) {
1156       add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
1157       add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
1158       add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
1159       add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
1160       add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
1161       add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
1162       add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
1163       add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
1164       add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
1165       add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
1166       add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
1167       add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
1168       add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
1169    }
1170 }
1171 
1172 
1173 /**
1174  * Generate variables which only exist in tessellation control shaders.
1175  */
1176 void
generate_tcs_special_vars()1177 builtin_variable_generator::generate_tcs_special_vars()
1178 {
1179    add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
1180                     "gl_PrimitiveID");
1181    add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, GLSL_PRECISION_HIGH,
1182                     "gl_InvocationID");
1183    add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, GLSL_PRECISION_HIGH,
1184                     "gl_PatchVerticesIn");
1185 
1186    add_output(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
1187               GLSL_PRECISION_HIGH, "gl_TessLevelOuter")->data.patch = 1;
1188    add_output(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
1189               GLSL_PRECISION_HIGH, "gl_TessLevelInner")->data.patch = 1;
1190    /* XXX What to do if multiple are flipped on? */
1191    int bbox_slot = state->ctx->Const.NoPrimitiveBoundingBoxOutput ? -1 :
1192       VARYING_SLOT_BOUNDING_BOX0;
1193    if (state->EXT_primitive_bounding_box_enable)
1194       add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBoxEXT")
1195          ->data.patch = 1;
1196    if (state->OES_primitive_bounding_box_enable) {
1197       add_output(bbox_slot, array(vec4_t, 2), GLSL_PRECISION_HIGH,
1198                  "gl_BoundingBoxOES")->data.patch = 1;
1199    }
1200    if (state->is_version(0, 320) || state->ARB_ES3_2_compatibility_enable) {
1201       add_output(bbox_slot, array(vec4_t, 2), GLSL_PRECISION_HIGH,
1202                  "gl_BoundingBox")->data.patch = 1;
1203    }
1204 
1205    /* NOTE: These are completely pointless. Writing these will never go
1206     * anywhere. But the specs demands it. So we add them with a slot of -1,
1207     * which makes the data go nowhere.
1208     */
1209    if (state->NV_viewport_array2_enable) {
1210       add_output(-1, int_t, "gl_Layer");
1211       add_output(-1, int_t, "gl_ViewportIndex");
1212       add_output(-1, array(int_t, 1), "gl_ViewportMask");
1213    }
1214 
1215 }
1216 
1217 
1218 /**
1219  * Generate variables which only exist in tessellation evaluation shaders.
1220  */
1221 void
generate_tes_special_vars()1222 builtin_variable_generator::generate_tes_special_vars()
1223 {
1224    ir_variable *var;
1225 
1226    add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
1227                     "gl_PrimitiveID");
1228    add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, GLSL_PRECISION_HIGH,
1229                     "gl_PatchVerticesIn");
1230    add_system_value(SYSTEM_VALUE_TESS_COORD, vec3_t, GLSL_PRECISION_HIGH,
1231                     "gl_TessCoord");
1232    if (this->state->ctx->Const.GLSLTessLevelsAsInputs) {
1233       add_input(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
1234                 GLSL_PRECISION_HIGH, "gl_TessLevelOuter")->data.patch = 1;
1235       add_input(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
1236                 GLSL_PRECISION_HIGH, "gl_TessLevelInner")->data.patch = 1;
1237    } else {
1238       add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER, array(float_t, 4),
1239                        GLSL_PRECISION_HIGH, "gl_TessLevelOuter");
1240       add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2),
1241                        GLSL_PRECISION_HIGH, "gl_TessLevelInner");
1242    }
1243    if (state->ARB_shader_viewport_layer_array_enable ||
1244        state->NV_viewport_array2_enable) {
1245       var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
1246       var->data.interpolation = INTERP_MODE_FLAT;
1247       var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
1248       var->data.interpolation = INTERP_MODE_FLAT;
1249    }
1250    if (state->NV_viewport_array2_enable) {
1251       var = add_output(VARYING_SLOT_VIEWPORT_MASK, array(int_t, 1),
1252                        "gl_ViewportMask");
1253       var->data.interpolation = INTERP_MODE_FLAT;
1254    }
1255 }
1256 
1257 
1258 /**
1259  * Generate variables which only exist in geometry shaders.
1260  */
1261 void
generate_gs_special_vars()1262 builtin_variable_generator::generate_gs_special_vars()
1263 {
1264    ir_variable *var;
1265 
1266    var = add_output(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH, "gl_Layer");
1267    var->data.interpolation = INTERP_MODE_FLAT;
1268    if (state->is_version(410, 0) || state->ARB_viewport_array_enable ||
1269        state->OES_viewport_array_enable) {
1270       var = add_output(VARYING_SLOT_VIEWPORT, int_t, GLSL_PRECISION_HIGH,
1271                        "gl_ViewportIndex");
1272       var->data.interpolation = INTERP_MODE_FLAT;
1273    }
1274    if (state->NV_viewport_array2_enable) {
1275       var = add_output(VARYING_SLOT_VIEWPORT_MASK, array(int_t, 1),
1276                        "gl_ViewportMask");
1277       var->data.interpolation = INTERP_MODE_FLAT;
1278    }
1279    if (state->is_version(400, 320) || state->ARB_gpu_shader5_enable ||
1280        state->OES_geometry_shader_enable || state->EXT_geometry_shader_enable) {
1281       add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, GLSL_PRECISION_HIGH,
1282                        "gl_InvocationID");
1283    }
1284 
1285    /* Although gl_PrimitiveID appears in tessellation control and tessellation
1286     * evaluation shaders, it has a different function there than it has in
1287     * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
1288     * as special geometry shader variables.
1289     *
1290     * Note that although the general convention of suffixing geometry shader
1291     * input varyings with "In" was not adopted into GLSL 1.50, it is used in
1292     * the specific case of gl_PrimitiveIDIn.  So we don't need to treat
1293     * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
1294     */
1295    var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
1296                    "gl_PrimitiveIDIn");
1297    var->data.interpolation = INTERP_MODE_FLAT;
1298    var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
1299                     "gl_PrimitiveID");
1300    var->data.interpolation = INTERP_MODE_FLAT;
1301 }
1302 
1303 
1304 /**
1305  * Generate variables which only exist in fragment shaders.
1306  */
1307 void
generate_fs_special_vars()1308 builtin_variable_generator::generate_fs_special_vars()
1309 {
1310    ir_variable *var;
1311 
1312    int frag_coord_precision = (state->is_version(0, 300) ?
1313                                GLSL_PRECISION_HIGH :
1314                                GLSL_PRECISION_MEDIUM);
1315 
1316    if (this->state->ctx->Const.GLSLFragCoordIsSysVal) {
1317       add_system_value(SYSTEM_VALUE_FRAG_COORD, vec4_t, frag_coord_precision,
1318                        "gl_FragCoord");
1319    } else {
1320       add_input(VARYING_SLOT_POS, vec4_t, frag_coord_precision, "gl_FragCoord");
1321    }
1322 
1323    if (this->state->ctx->Const.GLSLFrontFacingIsSysVal) {
1324       var = add_system_value(SYSTEM_VALUE_FRONT_FACE, bool_t, "gl_FrontFacing");
1325       var->data.interpolation = INTERP_MODE_FLAT;
1326    } else {
1327       var = add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
1328       var->data.interpolation = INTERP_MODE_FLAT;
1329    }
1330 
1331    if (state->is_version(120, 100)) {
1332       if (this->state->ctx->Const.GLSLPointCoordIsSysVal)
1333          add_system_value(SYSTEM_VALUE_POINT_COORD, vec2_t,
1334                           GLSL_PRECISION_MEDIUM, "gl_PointCoord");
1335       else
1336          add_input(VARYING_SLOT_PNTC, vec2_t, GLSL_PRECISION_MEDIUM,
1337                    "gl_PointCoord");
1338    }
1339 
1340    if (state->has_geometry_shader() || state->EXT_gpu_shader4_enable) {
1341       var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
1342                       "gl_PrimitiveID");
1343       var->data.interpolation = INTERP_MODE_FLAT;
1344    }
1345 
1346    /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
1347     * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
1348     * They were removed from GLSL ES 3.00.
1349     */
1350    if (compatibility || !state->is_version(420, 300)) {
1351       add_output(FRAG_RESULT_COLOR, vec4_t, GLSL_PRECISION_MEDIUM,
1352                  "gl_FragColor");
1353       add_output(FRAG_RESULT_DATA0,
1354                  array(vec4_t, state->Const.MaxDrawBuffers),
1355                  GLSL_PRECISION_MEDIUM,
1356                  "gl_FragData");
1357    }
1358 
1359    if (state->has_framebuffer_fetch() && !state->is_version(130, 300)) {
1360       ir_variable *const var =
1361          add_output(FRAG_RESULT_DATA0,
1362                     array(vec4_t, state->Const.MaxDrawBuffers),
1363                     "gl_LastFragData");
1364       var->data.precision = GLSL_PRECISION_MEDIUM;
1365       var->data.read_only = 1;
1366       var->data.fb_fetch_output = 1;
1367       var->data.memory_coherent = 1;
1368    }
1369 
1370    if (state->es_shader && state->language_version == 100 && state->EXT_blend_func_extended_enable) {
1371       add_index_output(FRAG_RESULT_COLOR, 1, vec4_t,
1372                        GLSL_PRECISION_MEDIUM, "gl_SecondaryFragColorEXT");
1373       add_index_output(FRAG_RESULT_DATA0, 1,
1374                        array(vec4_t, state->Const.MaxDualSourceDrawBuffers),
1375                        GLSL_PRECISION_MEDIUM, "gl_SecondaryFragDataEXT");
1376    }
1377 
1378    /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
1379     * ES 1.00.
1380     */
1381    if (state->is_version(110, 300)) {
1382       add_output(FRAG_RESULT_DEPTH, float_t, GLSL_PRECISION_HIGH,
1383                  "gl_FragDepth");
1384    }
1385 
1386    if (state->EXT_frag_depth_enable)
1387       add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepthEXT");
1388 
1389    if (state->ARB_shader_stencil_export_enable) {
1390       ir_variable *const var =
1391          add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
1392       if (state->ARB_shader_stencil_export_warn)
1393          var->enable_extension_warning("GL_ARB_shader_stencil_export");
1394    }
1395 
1396    if (state->AMD_shader_stencil_export_enable) {
1397       ir_variable *const var =
1398          add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
1399       if (state->AMD_shader_stencil_export_warn)
1400          var->enable_extension_warning("GL_AMD_shader_stencil_export");
1401    }
1402 
1403    if (state->is_version(400, 320) ||
1404        state->ARB_sample_shading_enable ||
1405        state->OES_sample_variables_enable) {
1406       add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, GLSL_PRECISION_LOW,
1407                        "gl_SampleID");
1408       add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, GLSL_PRECISION_MEDIUM,
1409                        "gl_SamplePosition");
1410       /* From the ARB_sample_shading specification:
1411        *    "The number of elements in the array is ceil(<s>/32), where
1412        *    <s> is the maximum number of color samples supported by the
1413        *    implementation."
1414        * Since no drivers expose more than 32x MSAA, we can simply set
1415        * the array size to 1 rather than computing it.
1416        */
1417       add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1),
1418                  GLSL_PRECISION_HIGH, "gl_SampleMask");
1419    }
1420 
1421    if (state->is_version(400, 320) ||
1422        state->ARB_gpu_shader5_enable ||
1423        state->OES_sample_variables_enable) {
1424       add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1),
1425                        GLSL_PRECISION_HIGH, "gl_SampleMaskIn");
1426    }
1427 
1428    if (state->is_version(430, 320) ||
1429        state->ARB_fragment_layer_viewport_enable ||
1430        state->OES_geometry_shader_enable ||
1431        state->EXT_geometry_shader_enable) {
1432       add_varying(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH,
1433                   "gl_Layer", INTERP_MODE_FLAT);
1434    }
1435 
1436    if (state->is_version(430, 0) ||
1437        state->ARB_fragment_layer_viewport_enable ||
1438        state->OES_viewport_array_enable) {
1439       add_varying(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex", INTERP_MODE_FLAT);
1440    }
1441 
1442    if (state->is_version(450, 310) || state->ARB_ES3_1_compatibility_enable)
1443       add_system_value(SYSTEM_VALUE_HELPER_INVOCATION, bool_t, "gl_HelperInvocation");
1444 }
1445 
1446 
1447 /**
1448  * Generate variables which only exist in compute shaders.
1449  */
1450 void
generate_cs_special_vars()1451 builtin_variable_generator::generate_cs_special_vars()
1452 {
1453    add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_ID, uvec3_t,
1454                     "gl_LocalInvocationID");
1455    add_system_value(SYSTEM_VALUE_WORKGROUP_ID, uvec3_t, "gl_WorkGroupID");
1456    add_system_value(SYSTEM_VALUE_NUM_WORKGROUPS, uvec3_t, "gl_NumWorkGroups");
1457 
1458    if (state->ARB_compute_variable_group_size_enable) {
1459       add_system_value(SYSTEM_VALUE_WORKGROUP_SIZE,
1460                        uvec3_t, "gl_LocalGroupSizeARB");
1461    }
1462 
1463    add_system_value(SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
1464                     uvec3_t, "gl_GlobalInvocationID");
1465    add_system_value(SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
1466                     uint_t, "gl_LocalInvocationIndex");
1467 }
1468 
1469 
1470 /**
1471  * Add a single "varying" variable.  The variable's type and direction (input
1472  * or output) are adjusted as appropriate for the type of shader being
1473  * compiled.
1474  */
1475 void
add_varying(int slot,const glsl_type * type,int precision,const char * name,enum glsl_interp_mode interp)1476 builtin_variable_generator::add_varying(int slot, const glsl_type *type,
1477                                         int precision, const char *name,
1478                                         enum glsl_interp_mode interp)
1479 {
1480    switch (state->stage) {
1481    case MESA_SHADER_TESS_CTRL:
1482    case MESA_SHADER_TESS_EVAL:
1483    case MESA_SHADER_GEOMETRY:
1484       this->per_vertex_in.add_field(slot, type, precision, name, interp);
1485       FALLTHROUGH;
1486    case MESA_SHADER_VERTEX:
1487       this->per_vertex_out.add_field(slot, type, precision, name, interp);
1488       break;
1489    case MESA_SHADER_FRAGMENT:
1490       add_input(slot, type, precision, name, interp);
1491       break;
1492    case MESA_SHADER_COMPUTE:
1493       /* Compute shaders don't have varyings. */
1494       break;
1495    default:
1496       break;
1497    }
1498 }
1499 
1500 
1501 /**
1502  * Generate variables that are used to communicate data from one shader stage
1503  * to the next ("varyings").
1504  */
1505 void
generate_varyings()1506 builtin_variable_generator::generate_varyings()
1507 {
1508    struct gl_shader_compiler_options *options =
1509       &state->ctx->Const.ShaderCompilerOptions[state->stage];
1510 
1511    /* gl_Position and gl_PointSize are not visible from fragment shaders. */
1512    if (state->stage != MESA_SHADER_FRAGMENT) {
1513       add_varying(VARYING_SLOT_POS, vec4_t, GLSL_PRECISION_HIGH, "gl_Position");
1514       if (!state->es_shader ||
1515           state->stage == MESA_SHADER_VERTEX ||
1516           (state->stage == MESA_SHADER_GEOMETRY &&
1517            (state->OES_geometry_point_size_enable ||
1518             state->EXT_geometry_point_size_enable)) ||
1519           ((state->stage == MESA_SHADER_TESS_CTRL ||
1520             state->stage == MESA_SHADER_TESS_EVAL) &&
1521            (state->OES_tessellation_point_size_enable ||
1522             state->EXT_tessellation_point_size_enable))) {
1523          add_varying(VARYING_SLOT_PSIZ,
1524                      float_t,
1525                      state->is_version(0, 300) ?
1526                      GLSL_PRECISION_HIGH :
1527                      GLSL_PRECISION_MEDIUM,
1528                      "gl_PointSize");
1529       }
1530       if (state->stage == MESA_SHADER_VERTEX) {
1531          if (state->AMD_vertex_shader_viewport_index_enable ||
1532              state->ARB_shader_viewport_layer_array_enable ||
1533              state->NV_viewport_array2_enable) {
1534             add_varying(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex", INTERP_MODE_FLAT);
1535          }
1536 
1537          if (state->AMD_vertex_shader_layer_enable ||
1538              state->ARB_shader_viewport_layer_array_enable ||
1539              state->NV_viewport_array2_enable) {
1540             add_varying(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH,
1541                         "gl_Layer", INTERP_MODE_FLAT);
1542          }
1543 
1544          /* From the NV_viewport_array2 specification:
1545           *
1546           *    "The variable gl_ViewportMask[] is available as an output variable
1547           *    in the VTG languages. The array has ceil(v/32) elements where v is
1548           *    the maximum number of viewports supported by the implementation."
1549           *
1550           * Since no drivers expose more than 16 viewports, we can simply set the
1551           * array size to 1 rather than computing it and dealing with varying
1552           * slot complication.
1553           */
1554          if (state->NV_viewport_array2_enable)
1555             add_varying(VARYING_SLOT_VIEWPORT_MASK, array(int_t, 1),
1556                         "gl_ViewportMask", INTERP_MODE_FLAT);
1557         }
1558    }
1559 
1560    if (state->has_clip_distance()) {
1561        add_varying(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
1562                    GLSL_PRECISION_HIGH, "gl_ClipDistance");
1563    }
1564    if (state->has_cull_distance()) {
1565       add_varying(VARYING_SLOT_CULL_DIST0, array(float_t, 0),
1566                   GLSL_PRECISION_HIGH, "gl_CullDistance");
1567    }
1568 
1569    if (compatibility) {
1570       add_varying(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
1571       add_varying(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
1572       if (state->stage == MESA_SHADER_FRAGMENT) {
1573          add_varying(VARYING_SLOT_COL0, vec4_t, "gl_Color");
1574          add_varying(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
1575       } else {
1576          add_varying(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
1577          add_varying(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
1578          add_varying(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
1579          add_varying(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
1580          add_varying(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
1581       }
1582    }
1583 
1584    /* Section 7.1 (Built-In Language Variables) of the GLSL 4.00 spec
1585     * says:
1586     *
1587     *    "In the tessellation control language, built-in variables are
1588     *    intrinsically declared as:
1589     *
1590     *        in gl_PerVertex {
1591     *            vec4 gl_Position;
1592     *            float gl_PointSize;
1593     *            float gl_ClipDistance[];
1594     *        } gl_in[gl_MaxPatchVertices];"
1595     */
1596    if (state->stage == MESA_SHADER_TESS_CTRL ||
1597        state->stage == MESA_SHADER_TESS_EVAL) {
1598       const glsl_type *per_vertex_in_type =
1599          this->per_vertex_in.construct_interface_instance();
1600       add_variable("gl_in", array(per_vertex_in_type, state->Const.MaxPatchVertices),
1601                    GLSL_PRECISION_NONE, ir_var_shader_in, -1);
1602    }
1603    if (state->stage == MESA_SHADER_GEOMETRY) {
1604       const glsl_type *per_vertex_in_type =
1605          this->per_vertex_in.construct_interface_instance();
1606       add_variable("gl_in", array(per_vertex_in_type, 0),
1607                    GLSL_PRECISION_NONE, ir_var_shader_in, -1);
1608    }
1609    if (state->stage == MESA_SHADER_TESS_CTRL) {
1610       const glsl_type *per_vertex_out_type =
1611          this->per_vertex_out.construct_interface_instance();
1612       add_variable("gl_out", array(per_vertex_out_type, 0),
1613                    GLSL_PRECISION_NONE, ir_var_shader_out, -1);
1614    }
1615    if (state->stage == MESA_SHADER_VERTEX ||
1616        state->stage == MESA_SHADER_TESS_EVAL ||
1617        state->stage == MESA_SHADER_GEOMETRY) {
1618       const glsl_type *per_vertex_out_type =
1619          this->per_vertex_out.construct_interface_instance();
1620       const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
1621       for (unsigned i = 0; i < per_vertex_out_type->length; i++) {
1622          ir_variable *var =
1623             add_variable(fields[i].name, fields[i].type, fields[i].precision,
1624                          ir_var_shader_out, fields[i].location);
1625          var->data.interpolation = fields[i].interpolation;
1626          var->data.centroid = fields[i].centroid;
1627          var->data.sample = fields[i].sample;
1628          var->data.patch = fields[i].patch;
1629          var->init_interface_type(per_vertex_out_type);
1630 
1631          var->data.invariant = fields[i].location == VARYING_SLOT_POS &&
1632                                options->PositionAlwaysInvariant;
1633 
1634          var->data.precise = fields[i].location == VARYING_SLOT_POS &&
1635                                options->PositionAlwaysPrecise;
1636       }
1637    }
1638 }
1639 
1640 
1641 }; /* Anonymous namespace */
1642 
1643 
1644 void
_mesa_glsl_initialize_variables(exec_list * instructions,struct _mesa_glsl_parse_state * state)1645 _mesa_glsl_initialize_variables(exec_list *instructions,
1646 				struct _mesa_glsl_parse_state *state)
1647 {
1648    builtin_variable_generator gen(instructions, state);
1649 
1650    gen.generate_constants();
1651    gen.generate_uniforms();
1652    gen.generate_special_vars();
1653 
1654    gen.generate_varyings();
1655 
1656    switch (state->stage) {
1657    case MESA_SHADER_VERTEX:
1658       gen.generate_vs_special_vars();
1659       break;
1660    case MESA_SHADER_TESS_CTRL:
1661       gen.generate_tcs_special_vars();
1662       break;
1663    case MESA_SHADER_TESS_EVAL:
1664       gen.generate_tes_special_vars();
1665       break;
1666    case MESA_SHADER_GEOMETRY:
1667       gen.generate_gs_special_vars();
1668       break;
1669    case MESA_SHADER_FRAGMENT:
1670       gen.generate_fs_special_vars();
1671       break;
1672    case MESA_SHADER_COMPUTE:
1673       gen.generate_cs_special_vars();
1674       break;
1675    default:
1676       break;
1677    }
1678 }
1679