glsl: add tessellation shader defines and built-in variables.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Fabian Bieler
2014-03-20 22:41:40 +01:00
committed by Marek Olšák
parent 497eb29583
commit 1036b024d4
5 changed files with 96 additions and 2 deletions
+71 -1
View File
@@ -343,6 +343,8 @@ public:
void generate_constants();
void generate_uniforms();
void generate_vs_special_vars();
void generate_tcs_special_vars();
void generate_tes_special_vars();
void generate_gs_special_vars();
void generate_fs_special_vars();
void generate_cs_special_vars();
@@ -871,6 +873,39 @@ builtin_variable_generator::generate_vs_special_vars()
}
/**
* Generate variables which only exist in tessellation control shaders.
*/
void
builtin_variable_generator::generate_tcs_special_vars()
{
add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
add_output(VARYING_SLOT_TESS_LEVEL_OUTER,
array(float_t, 4), "gl_TessLevelOuter");
add_output(VARYING_SLOT_TESS_LEVEL_INNER,
array(float_t, 2), "gl_TessLevelInner");
}
/**
* Generate variables which only exist in tessellation evaluation shaders.
*/
void
builtin_variable_generator::generate_tes_special_vars()
{
add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
add_system_value(SYSTEM_VALUE_TESS_COORD, vec3_t, "gl_TessCoord");
add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER, array(float_t, 4),
"gl_TessLevelOuter");
add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2),
"gl_TessLevelInner");
}
/**
* Generate variables which only exist in geometry shaders.
*/
@@ -994,6 +1029,8 @@ builtin_variable_generator::add_varying(int slot, const glsl_type *type,
const char *name_as_gs_input)
{
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);
/* FALLTHROUGH */
@@ -1046,13 +1083,40 @@ builtin_variable_generator::generate_varyings()
}
}
/* Section 7.1 (Built-In Language Variables) of the GLSL 4.00 spec
* says:
*
* "In the tessellation control language, built-in variables are
* intrinsically declared as:
*
* in gl_PerVertex {
* vec4 gl_Position;
* float gl_PointSize;
* float gl_ClipDistance[];
* } gl_in[gl_MaxPatchVertices];"
*/
if (state->stage == MESA_SHADER_TESS_CTRL ||
state->stage == MESA_SHADER_TESS_EVAL) {
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);
}
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);
}
if (state->stage == MESA_SHADER_VERTEX || state->stage == MESA_SHADER_GEOMETRY) {
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);
}
if (state->stage == MESA_SHADER_VERTEX ||
state->stage == MESA_SHADER_TESS_EVAL ||
state->stage == MESA_SHADER_GEOMETRY) {
const glsl_type *per_vertex_out_type =
this->per_vertex_out.construct_interface_instance();
const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
@@ -1087,6 +1151,12 @@ _mesa_glsl_initialize_variables(exec_list *instructions,
case MESA_SHADER_VERTEX:
gen.generate_vs_special_vars();
break;
case MESA_SHADER_TESS_CTRL:
gen.generate_tcs_special_vars();
break;
case MESA_SHADER_TESS_EVAL:
gen.generate_tes_special_vars();
break;
case MESA_SHADER_GEOMETRY:
gen.generate_gs_special_vars();
break;