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glsl/builtin_variables: Add a precision to the builtins
All of the builtin variables mentioned in the GLSL ES spec and the
extensions include a precision declaration which is different
depending on what the variable is used for. This patch makes it set
the corresponding precision when creating the variable. This will make
a difference once we start using the precision information for
optimisation. Previously all of the builtin variables ended up with a
precision of NONE.
v2: Made gl_PointSize and gl_FragCoord highp since GLSL ES 3.00. Fixed
gl_MaxViewPorts to always be highp. (Eric Anholt)
Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
parent
ce93bf1876
commit
ca6ee488e9
1 changed files with 170 additions and 80 deletions
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@ -314,7 +314,8 @@ class per_vertex_accumulator
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{
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public:
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per_vertex_accumulator();
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void add_field(int slot, const glsl_type *type, const char *name);
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void add_field(int slot, const glsl_type *type, int precision,
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const char *name);
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const glsl_type *construct_interface_instance() const;
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private:
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@ -332,7 +333,7 @@ per_vertex_accumulator::per_vertex_accumulator()
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void
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per_vertex_accumulator::add_field(int slot, const glsl_type *type,
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const char *name)
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int precision, const char *name)
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{
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assert(this->num_fields < ARRAY_SIZE(this->fields));
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this->fields[this->num_fields].type = type;
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@ -344,7 +345,7 @@ per_vertex_accumulator::add_field(int slot, const glsl_type *type,
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this->fields[this->num_fields].centroid = 0;
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this->fields[this->num_fields].sample = 0;
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this->fields[this->num_fields].patch = 0;
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this->fields[this->num_fields].precision = GLSL_PRECISION_NONE;
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this->fields[this->num_fields].precision = precision;
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this->fields[this->num_fields].memory_read_only = 0;
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this->fields[this->num_fields].memory_write_only = 0;
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this->fields[this->num_fields].memory_coherent = 0;
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@ -395,35 +396,70 @@ private:
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return symtab->get_type(name);
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}
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ir_variable *add_input(int slot, const glsl_type *type, int precision,
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const char *name)
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{
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return add_variable(name, type, precision, ir_var_shader_in, slot);
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}
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ir_variable *add_input(int slot, const glsl_type *type, const char *name)
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{
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return add_variable(name, type, ir_var_shader_in, slot);
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return add_input(slot, type, GLSL_PRECISION_NONE, name);
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}
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ir_variable *add_output(int slot, const glsl_type *type, int precision,
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const char *name)
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{
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return add_variable(name, type, precision, ir_var_shader_out, slot);
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}
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ir_variable *add_output(int slot, const glsl_type *type, const char *name)
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{
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return add_variable(name, type, ir_var_shader_out, slot);
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return add_output(slot, type, GLSL_PRECISION_NONE, name);
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}
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ir_variable *add_index_output(int slot, int index, const glsl_type *type, const char *name)
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ir_variable *add_index_output(int slot, int index, const glsl_type *type,
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int precision, const char *name)
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{
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return add_index_variable(name, type, ir_var_shader_out, slot, index);
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return add_index_variable(name, type, precision, ir_var_shader_out, slot,
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index);
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}
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ir_variable *add_system_value(int slot, const glsl_type *type, int precision,
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const char *name)
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{
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return add_variable(name, type, precision, ir_var_system_value, slot);
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}
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ir_variable *add_system_value(int slot, const glsl_type *type,
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const char *name)
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{
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return add_variable(name, type, ir_var_system_value, slot);
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return add_system_value(slot, type, GLSL_PRECISION_NONE, name);
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}
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ir_variable *add_variable(const char *name, const glsl_type *type,
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enum ir_variable_mode mode, int slot);
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int precision, enum ir_variable_mode mode,
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int slot);
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ir_variable *add_index_variable(const char *name, const glsl_type *type,
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enum ir_variable_mode mode, int slot, int index);
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ir_variable *add_uniform(const glsl_type *type, const char *name);
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ir_variable *add_const(const char *name, int value);
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int precision, enum ir_variable_mode mode,
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int slot, int index);
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ir_variable *add_uniform(const glsl_type *type, int precision,
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const char *name);
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ir_variable *add_uniform(const glsl_type *type, const char *name)
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{
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return add_uniform(type, GLSL_PRECISION_NONE, name);
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}
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ir_variable *add_const(const char *name, int precision, int value);
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ir_variable *add_const(const char *name, int value)
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{
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return add_const(name, GLSL_PRECISION_MEDIUM, value);
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}
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ir_variable *add_const_ivec3(const char *name, int x, int y, int z);
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void add_varying(int slot, const glsl_type *type, const char *name);
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void add_varying(int slot, const glsl_type *type, int precision,
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const char *name);
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void add_varying(int slot, const glsl_type *type, const char *name)
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{
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add_varying(slot, type, GLSL_PRECISION_NONE, name);
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}
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exec_list * const instructions;
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struct _mesa_glsl_parse_state * const state;
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@ -469,8 +505,10 @@ builtin_variable_generator::builtin_variable_generator(
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ir_variable *
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builtin_variable_generator::add_index_variable(const char *name,
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const glsl_type *type,
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enum ir_variable_mode mode, int slot, int index)
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const glsl_type *type,
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int precision,
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enum ir_variable_mode mode,
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int slot, int index)
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{
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ir_variable *var = new(symtab) ir_variable(type, name, mode);
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var->data.how_declared = ir_var_declared_implicitly;
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@ -499,6 +537,9 @@ builtin_variable_generator::add_index_variable(const char *name,
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var->data.explicit_index = 1;
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var->data.index = index;
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if (state->es_shader)
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var->data.precision = precision;
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/* Once the variable is created an initialized, add it to the symbol table
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* and add the declaration to the IR stream.
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*/
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@ -511,6 +552,7 @@ builtin_variable_generator::add_index_variable(const char *name,
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ir_variable *
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builtin_variable_generator::add_variable(const char *name,
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const glsl_type *type,
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int precision,
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enum ir_variable_mode mode, int slot)
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{
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ir_variable *var = new(symtab) ir_variable(type, name, mode);
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@ -539,6 +581,9 @@ builtin_variable_generator::add_variable(const char *name,
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var->data.explicit_location = (slot >= 0);
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var->data.explicit_index = 0;
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if (state->es_shader)
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var->data.precision = precision;
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/* Once the variable is created an initialized, add it to the symbol table
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* and add the declaration to the IR stream.
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*/
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@ -561,9 +606,11 @@ _mesa_glsl_get_builtin_uniform_desc(const char *name)
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ir_variable *
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builtin_variable_generator::add_uniform(const glsl_type *type,
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int precision,
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const char *name)
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{
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ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1);
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ir_variable *const uni =
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add_variable(name, type, precision, ir_var_uniform, -1);
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const struct gl_builtin_uniform_desc* const statevar =
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_mesa_glsl_get_builtin_uniform_desc(name);
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@ -599,10 +646,11 @@ builtin_variable_generator::add_uniform(const glsl_type *type,
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ir_variable *
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builtin_variable_generator::add_const(const char *name, int value)
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builtin_variable_generator::add_const(const char *name, int precision,
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int value)
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{
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ir_variable *const var = add_variable(name, glsl_type::int_type,
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ir_var_auto, -1);
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precision, ir_var_auto, -1);
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var->constant_value = new(var) ir_constant(value);
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var->constant_initializer = new(var) ir_constant(value);
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var->data.has_initializer = true;
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@ -615,6 +663,7 @@ builtin_variable_generator::add_const_ivec3(const char *name, int x, int y,
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int z)
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{
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ir_variable *const var = add_variable(name, glsl_type::ivec3_type,
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GLSL_PRECISION_HIGH,
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ir_var_auto, -1);
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ir_constant_data data;
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memset(&data, 0, sizeof(data));
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@ -893,8 +942,10 @@ builtin_variable_generator::generate_constants()
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if (state->is_version(410, 0) ||
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state->ARB_viewport_array_enable ||
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state->OES_viewport_array_enable)
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add_const("gl_MaxViewports", state->Const.MaxViewports);
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state->OES_viewport_array_enable) {
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add_const("gl_MaxViewports", GLSL_PRECISION_HIGH,
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state->Const.MaxViewports);
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}
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if (state->has_tessellation_shader()) {
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add_const("gl_MaxPatchVertices", state->Const.MaxPatchVertices);
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@ -927,7 +978,7 @@ builtin_variable_generator::generate_uniforms()
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if (state->is_version(400, 320) ||
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state->ARB_sample_shading_enable ||
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state->OES_sample_variables_enable)
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add_uniform(int_t, "gl_NumSamples");
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add_uniform(int_t, GLSL_PRECISION_LOW, "gl_NumSamples");
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add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
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add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
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add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
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@ -1024,8 +1075,10 @@ builtin_variable_generator::generate_vs_special_vars()
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{
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ir_variable *var;
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if (state->is_version(130, 300) || state->EXT_gpu_shader4_enable)
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add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
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if (state->is_version(130, 300) || state->EXT_gpu_shader4_enable) {
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add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, GLSL_PRECISION_HIGH,
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"gl_VertexID");
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}
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if (state->is_version(460, 0)) {
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add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertex");
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add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstance");
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@ -1034,8 +1087,10 @@ builtin_variable_generator::generate_vs_special_vars()
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if (state->ARB_draw_instanced_enable)
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add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
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if (state->ARB_draw_instanced_enable || state->is_version(140, 300) ||
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state->EXT_gpu_shader4_enable)
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add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
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state->EXT_gpu_shader4_enable) {
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add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, GLSL_PRECISION_HIGH,
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"gl_InstanceID");
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}
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if (state->ARB_shader_draw_parameters_enable) {
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add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertexARB");
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add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstanceARB");
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@ -1075,26 +1130,31 @@ builtin_variable_generator::generate_vs_special_vars()
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void
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builtin_variable_generator::generate_tcs_special_vars()
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{
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add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
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add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
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add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
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add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
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"gl_PrimitiveID");
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add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, GLSL_PRECISION_HIGH,
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"gl_InvocationID");
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add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, GLSL_PRECISION_HIGH,
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"gl_PatchVerticesIn");
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add_output(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
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"gl_TessLevelOuter")->data.patch = 1;
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GLSL_PRECISION_HIGH, "gl_TessLevelOuter")->data.patch = 1;
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add_output(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
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"gl_TessLevelInner")->data.patch = 1;
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GLSL_PRECISION_HIGH, "gl_TessLevelInner")->data.patch = 1;
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/* XXX What to do if multiple are flipped on? */
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int bbox_slot = state->ctx->Const.NoPrimitiveBoundingBoxOutput ? -1 :
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VARYING_SLOT_BOUNDING_BOX0;
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if (state->EXT_primitive_bounding_box_enable)
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add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBoxEXT")
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->data.patch = 1;
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if (state->OES_primitive_bounding_box_enable)
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add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBoxOES")
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->data.patch = 1;
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if (state->is_version(0, 320) || state->ARB_ES3_2_compatibility_enable)
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add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBox")
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->data.patch = 1;
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if (state->OES_primitive_bounding_box_enable) {
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add_output(bbox_slot, array(vec4_t, 2), GLSL_PRECISION_HIGH,
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"gl_BoundingBoxOES")->data.patch = 1;
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}
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if (state->is_version(0, 320) || state->ARB_ES3_2_compatibility_enable) {
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add_output(bbox_slot, array(vec4_t, 2), GLSL_PRECISION_HIGH,
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"gl_BoundingBox")->data.patch = 1;
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}
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}
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@ -1106,19 +1166,22 @@ builtin_variable_generator::generate_tes_special_vars()
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{
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ir_variable *var;
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add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
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add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
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add_system_value(SYSTEM_VALUE_TESS_COORD, vec3_t, "gl_TessCoord");
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add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
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"gl_PrimitiveID");
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add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, GLSL_PRECISION_HIGH,
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"gl_PatchVerticesIn");
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add_system_value(SYSTEM_VALUE_TESS_COORD, vec3_t, GLSL_PRECISION_HIGH,
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"gl_TessCoord");
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if (this->state->ctx->Const.GLSLTessLevelsAsInputs) {
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add_input(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
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"gl_TessLevelOuter")->data.patch = 1;
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GLSL_PRECISION_HIGH, "gl_TessLevelOuter")->data.patch = 1;
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add_input(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
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"gl_TessLevelInner")->data.patch = 1;
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GLSL_PRECISION_HIGH, "gl_TessLevelInner")->data.patch = 1;
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} else {
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add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER, array(float_t, 4),
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"gl_TessLevelOuter");
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GLSL_PRECISION_HIGH, "gl_TessLevelOuter");
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add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2),
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"gl_TessLevelInner");
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GLSL_PRECISION_HIGH, "gl_TessLevelInner");
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}
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if (state->ARB_shader_viewport_layer_array_enable) {
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var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
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@ -1137,16 +1200,18 @@ builtin_variable_generator::generate_gs_special_vars()
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{
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ir_variable *var;
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var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
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var = add_output(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH, "gl_Layer");
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var->data.interpolation = INTERP_MODE_FLAT;
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if (state->is_version(410, 0) || state->ARB_viewport_array_enable ||
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state->OES_viewport_array_enable) {
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var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
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var = add_output(VARYING_SLOT_VIEWPORT, int_t, GLSL_PRECISION_HIGH,
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"gl_ViewportIndex");
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var->data.interpolation = INTERP_MODE_FLAT;
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}
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if (state->is_version(400, 320) || state->ARB_gpu_shader5_enable ||
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state->OES_geometry_shader_enable || state->EXT_geometry_shader_enable) {
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add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
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add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, GLSL_PRECISION_HIGH,
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"gl_InvocationID");
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}
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/* Although gl_PrimitiveID appears in tessellation control and tessellation
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@ -1159,9 +1224,11 @@ builtin_variable_generator::generate_gs_special_vars()
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* the specific case of gl_PrimitiveIDIn. So we don't need to treat
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* gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
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*/
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var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
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var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
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"gl_PrimitiveIDIn");
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var->data.interpolation = INTERP_MODE_FLAT;
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var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
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var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
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"gl_PrimitiveID");
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var->data.interpolation = INTERP_MODE_FLAT;
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}
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@ -1174,21 +1241,30 @@ builtin_variable_generator::generate_fs_special_vars()
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{
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ir_variable *var;
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|
||||
if (this->state->ctx->Const.GLSLFragCoordIsSysVal)
|
||||
add_system_value(SYSTEM_VALUE_FRAG_COORD, vec4_t, "gl_FragCoord");
|
||||
else
|
||||
add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
|
||||
int frag_coord_precision = (state->is_version(0, 300) ?
|
||||
GLSL_PRECISION_HIGH :
|
||||
GLSL_PRECISION_MEDIUM);
|
||||
|
||||
if (this->state->ctx->Const.GLSLFragCoordIsSysVal) {
|
||||
add_system_value(SYSTEM_VALUE_FRAG_COORD, vec4_t, frag_coord_precision,
|
||||
"gl_FragCoord");
|
||||
} else {
|
||||
add_input(VARYING_SLOT_POS, vec4_t, frag_coord_precision, "gl_FragCoord");
|
||||
}
|
||||
|
||||
if (this->state->ctx->Const.GLSLFrontFacingIsSysVal)
|
||||
add_system_value(SYSTEM_VALUE_FRONT_FACE, bool_t, "gl_FrontFacing");
|
||||
else
|
||||
add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
|
||||
|
||||
if (state->is_version(120, 100))
|
||||
add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
|
||||
if (state->is_version(120, 100)) {
|
||||
add_input(VARYING_SLOT_PNTC, vec2_t, GLSL_PRECISION_MEDIUM,
|
||||
"gl_PointCoord");
|
||||
}
|
||||
|
||||
if (state->has_geometry_shader() || state->EXT_gpu_shader4_enable) {
|
||||
var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
|
||||
var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
|
||||
"gl_PrimitiveID");
|
||||
var->data.interpolation = INTERP_MODE_FLAT;
|
||||
}
|
||||
|
||||
|
|
@ -1197,9 +1273,12 @@ builtin_variable_generator::generate_fs_special_vars()
|
|||
* They were removed from GLSL ES 3.00.
|
||||
*/
|
||||
if (compatibility || !state->is_version(420, 300)) {
|
||||
add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor");
|
||||
add_output(FRAG_RESULT_COLOR, vec4_t, GLSL_PRECISION_MEDIUM,
|
||||
"gl_FragColor");
|
||||
add_output(FRAG_RESULT_DATA0,
|
||||
array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
|
||||
array(vec4_t, state->Const.MaxDrawBuffers),
|
||||
GLSL_PRECISION_MEDIUM,
|
||||
"gl_FragData");
|
||||
}
|
||||
|
||||
if (state->has_framebuffer_fetch() && !state->is_version(130, 300)) {
|
||||
|
|
@ -1215,17 +1294,19 @@ builtin_variable_generator::generate_fs_special_vars()
|
|||
|
||||
if (state->es_shader && state->language_version == 100 && state->EXT_blend_func_extended_enable) {
|
||||
add_index_output(FRAG_RESULT_COLOR, 1, vec4_t,
|
||||
"gl_SecondaryFragColorEXT");
|
||||
GLSL_PRECISION_MEDIUM, "gl_SecondaryFragColorEXT");
|
||||
add_index_output(FRAG_RESULT_DATA0, 1,
|
||||
array(vec4_t, state->Const.MaxDualSourceDrawBuffers),
|
||||
"gl_SecondaryFragDataEXT");
|
||||
GLSL_PRECISION_MEDIUM, "gl_SecondaryFragDataEXT");
|
||||
}
|
||||
|
||||
/* 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");
|
||||
if (state->is_version(110, 300)) {
|
||||
add_output(FRAG_RESULT_DEPTH, float_t, GLSL_PRECISION_HIGH,
|
||||
"gl_FragDepth");
|
||||
}
|
||||
|
||||
if (state->EXT_frag_depth_enable)
|
||||
add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepthEXT");
|
||||
|
|
@ -1247,8 +1328,10 @@ builtin_variable_generator::generate_fs_special_vars()
|
|||
if (state->is_version(400, 320) ||
|
||||
state->ARB_sample_shading_enable ||
|
||||
state->OES_sample_variables_enable) {
|
||||
add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, "gl_SampleID");
|
||||
add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, "gl_SamplePosition");
|
||||
add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, GLSL_PRECISION_LOW,
|
||||
"gl_SampleID");
|
||||
add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, GLSL_PRECISION_MEDIUM,
|
||||
"gl_SamplePosition");
|
||||
/* 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
|
||||
|
|
@ -1256,20 +1339,23 @@ builtin_variable_generator::generate_fs_special_vars()
|
|||
* 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");
|
||||
add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1),
|
||||
GLSL_PRECISION_HIGH, "gl_SampleMask");
|
||||
}
|
||||
|
||||
if (state->is_version(400, 320) ||
|
||||
state->ARB_gpu_shader5_enable ||
|
||||
state->OES_sample_variables_enable) {
|
||||
add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1), "gl_SampleMaskIn");
|
||||
add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1),
|
||||
GLSL_PRECISION_HIGH, "gl_SampleMaskIn");
|
||||
}
|
||||
|
||||
if (state->is_version(430, 320) ||
|
||||
state->ARB_fragment_layer_viewport_enable ||
|
||||
state->OES_geometry_shader_enable ||
|
||||
state->EXT_geometry_shader_enable) {
|
||||
var = add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer");
|
||||
var = add_input(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH,
|
||||
"gl_Layer");
|
||||
var->data.interpolation = INTERP_MODE_FLAT;
|
||||
}
|
||||
|
||||
|
|
@ -1315,19 +1401,19 @@ builtin_variable_generator::generate_cs_special_vars()
|
|||
*/
|
||||
void
|
||||
builtin_variable_generator::add_varying(int slot, const glsl_type *type,
|
||||
const char *name)
|
||||
int precision, const char *name)
|
||||
{
|
||||
switch (state->stage) {
|
||||
case MESA_SHADER_TESS_CTRL:
|
||||
case MESA_SHADER_TESS_EVAL:
|
||||
case MESA_SHADER_GEOMETRY:
|
||||
this->per_vertex_in.add_field(slot, type, name);
|
||||
this->per_vertex_in.add_field(slot, type, precision, name);
|
||||
/* FALLTHROUGH */
|
||||
case MESA_SHADER_VERTEX:
|
||||
this->per_vertex_out.add_field(slot, type, name);
|
||||
this->per_vertex_out.add_field(slot, type, precision, name);
|
||||
break;
|
||||
case MESA_SHADER_FRAGMENT:
|
||||
add_input(slot, type, name);
|
||||
add_input(slot, type, precision, name);
|
||||
break;
|
||||
case MESA_SHADER_COMPUTE:
|
||||
/* Compute shaders don't have varyings. */
|
||||
|
|
@ -1347,7 +1433,7 @@ builtin_variable_generator::generate_varyings()
|
|||
{
|
||||
/* 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");
|
||||
add_varying(VARYING_SLOT_POS, vec4_t, GLSL_PRECISION_HIGH, "gl_Position");
|
||||
if (!state->es_shader ||
|
||||
state->stage == MESA_SHADER_VERTEX ||
|
||||
(state->stage == MESA_SHADER_GEOMETRY &&
|
||||
|
|
@ -1357,17 +1443,22 @@ builtin_variable_generator::generate_varyings()
|
|||
state->stage == MESA_SHADER_TESS_EVAL) &&
|
||||
(state->OES_tessellation_point_size_enable ||
|
||||
state->EXT_tessellation_point_size_enable))) {
|
||||
add_varying(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
|
||||
add_varying(VARYING_SLOT_PSIZ,
|
||||
float_t,
|
||||
state->is_version(0, 300) ?
|
||||
GLSL_PRECISION_HIGH :
|
||||
GLSL_PRECISION_MEDIUM,
|
||||
"gl_PointSize");
|
||||
}
|
||||
}
|
||||
|
||||
if (state->has_clip_distance()) {
|
||||
add_varying(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
|
||||
"gl_ClipDistance");
|
||||
GLSL_PRECISION_HIGH, "gl_ClipDistance");
|
||||
}
|
||||
if (state->has_cull_distance()) {
|
||||
add_varying(VARYING_SLOT_CULL_DIST0, array(float_t, 0),
|
||||
"gl_CullDistance");
|
||||
GLSL_PRECISION_HIGH, "gl_CullDistance");
|
||||
}
|
||||
|
||||
if (compatibility) {
|
||||
|
|
@ -1402,19 +1493,19 @@ builtin_variable_generator::generate_varyings()
|
|||
const glsl_type *per_vertex_in_type =
|
||||
this->per_vertex_in.construct_interface_instance();
|
||||
add_variable("gl_in", array(per_vertex_in_type, state->Const.MaxPatchVertices),
|
||||
ir_var_shader_in, -1);
|
||||
GLSL_PRECISION_NONE, ir_var_shader_in, -1);
|
||||
}
|
||||
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_NONE, ir_var_shader_in, -1);
|
||||
}
|
||||
if (state->stage == MESA_SHADER_TESS_CTRL) {
|
||||
const glsl_type *per_vertex_out_type =
|
||||
this->per_vertex_out.construct_interface_instance();
|
||||
add_variable("gl_out", array(per_vertex_out_type, 0),
|
||||
ir_var_shader_out, -1);
|
||||
GLSL_PRECISION_NONE, ir_var_shader_out, -1);
|
||||
}
|
||||
if (state->stage == MESA_SHADER_VERTEX ||
|
||||
state->stage == MESA_SHADER_TESS_EVAL ||
|
||||
|
|
@ -1424,13 +1515,12 @@ builtin_variable_generator::generate_varyings()
|
|||
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);
|
||||
add_variable(fields[i].name, fields[i].type, fields[i].precision,
|
||||
ir_var_shader_out, fields[i].location);
|
||||
var->data.interpolation = fields[i].interpolation;
|
||||
var->data.centroid = fields[i].centroid;
|
||||
var->data.sample = fields[i].sample;
|
||||
var->data.patch = fields[i].patch;
|
||||
var->data.precision = fields[i].precision;
|
||||
var->init_interface_type(per_vertex_out_type);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue