glsl: add tessellation shader parsing support (v2)
authorFabian Bieler <fabianbieler@fastmail.fm>
Thu, 20 Mar 2014 21:44:43 +0000 (22:44 +0100)
committerMarek Olšák <marek.olsak@amd.com>
Wed, 22 Jul 2015 22:59:26 +0000 (00:59 +0200)
v2: Fixed things that Ken suggested.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
src/glsl/ast.h
src/glsl/ast_to_hir.cpp
src/glsl/ast_type.cpp
src/glsl/glsl_parser.yy
src/glsl/glsl_parser_extras.cpp
src/glsl/glsl_parser_extras.h

index 4921229..e185ed1 100644 (file)
@@ -515,6 +515,17 @@ struct ast_type_qualifier {
          unsigned stream:1; /**< Has stream value assigned  */
          unsigned explicit_stream:1; /**< stream value assigned explicitly by shader code */
          /** \} */
+
+        /** \name Layout qualifiers for GL_ARB_tessellation_shader */
+        /** \{ */
+        /* tess eval input layout */
+        /* gs prim_type reused for primitive mode */
+        unsigned vertex_spacing:1;
+        unsigned ordering:1;
+        unsigned point_mode:1;
+        /* tess control output layout */
+        unsigned vertices:1;
+        /** \} */
       }
       /** \brief Set of flags, accessed by name. */
       q;
@@ -550,7 +561,10 @@ struct ast_type_qualifier {
    /** Stream in GLSL 1.50 geometry shaders. */
    unsigned stream;
 
-   /** Input or output primitive type in GLSL 1.50 geometry shaders */
+   /**
+    * Input or output primitive type in GLSL 1.50 geometry shaders
+    * and tessellation shaders.
+    */
    GLenum prim_type;
 
    /**
@@ -577,6 +591,18 @@ struct ast_type_qualifier {
     */
    int local_size[3];
 
+   /** Tessellation evaluation shader: vertex spacing (equal, fractional even/odd) */
+   GLenum vertex_spacing;
+
+   /** Tessellation evaluation shader: vertex ordering (CW or CCW) */
+   GLenum ordering;
+
+   /** Tessellation evaluation shader: point mode */
+   bool point_mode;
+
+   /** Tessellation control shader: number of output vertices */
+   int vertices;
+
    /**
     * Image format specified with an ARB_shader_image_load_store
     * layout qualifier.
@@ -632,6 +658,11 @@ struct ast_type_qualifier {
                        _mesa_glsl_parse_state *state,
                        ast_type_qualifier q);
 
+   bool merge_out_qualifier(YYLTYPE *loc,
+                           _mesa_glsl_parse_state *state,
+                           ast_type_qualifier q,
+                           ast_node* &node);
+
    bool merge_in_qualifier(YYLTYPE *loc,
                            _mesa_glsl_parse_state *state,
                            ast_type_qualifier q,
@@ -1032,6 +1063,27 @@ public:
 
 
 /**
+ * AST node representing a declaration of the output layout for tessellation
+ * control shaders.
+ */
+class ast_tcs_output_layout : public ast_node
+{
+public:
+   ast_tcs_output_layout(const struct YYLTYPE &locp, int vertices)
+      : vertices(vertices)
+   {
+      set_location(locp);
+   }
+
+   virtual ir_rvalue *hir(exec_list *instructions,
+                          struct _mesa_glsl_parse_state *state);
+
+private:
+   const int vertices;
+};
+
+
+/**
  * AST node representing a declaration of the input layout for geometry
  * shaders.
  */
index b5c4ed9..391bee0 100644 (file)
@@ -79,6 +79,7 @@ _mesa_ast_to_hir(exec_list *instructions, struct _mesa_glsl_parse_state *state)
    state->toplevel_ir = instructions;
 
    state->gs_input_prim_type_specified = false;
+   state->tcs_output_vertices_specified = false;
    state->cs_input_local_size_specified = false;
 
    /* Section 4.2 of the GLSL 1.20 specification states:
@@ -2231,6 +2232,8 @@ validate_explicit_location(const struct ast_type_qualifier *qual,
     *                     input            output
     *                     -----            ------
     * vertex              explicit_loc     sso
+    * tess control        sso              sso
+    * tess eval           sso              sso
     * geometry            sso              sso
     * fragment            sso              explicit_loc
     */
@@ -2253,6 +2256,8 @@ validate_explicit_location(const struct ast_type_qualifier *qual,
       fail = true;
       break;
 
+   case MESA_SHADER_TESS_CTRL:
+   case MESA_SHADER_TESS_EVAL:
    case MESA_SHADER_GEOMETRY:
       if (var->data.mode == ir_var_shader_in || var->data.mode == ir_var_shader_out) {
          if (!state->check_separate_shader_objects_allowed(loc, var))
@@ -2312,6 +2317,8 @@ validate_explicit_location(const struct ast_type_qualifier *qual,
                : (qual->location + VARYING_SLOT_VAR0);
             break;
 
+         case MESA_SHADER_TESS_CTRL:
+         case MESA_SHADER_TESS_EVAL:
          case MESA_SHADER_GEOMETRY:
             var->data.location = qual->location + VARYING_SLOT_VAR0;
             break;
@@ -2592,7 +2599,9 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual,
       case MESA_SHADER_VERTEX:
          if (var->data.mode == ir_var_shader_out)
             var->data.invariant = true;
-             break;
+         break;
+      case MESA_SHADER_TESS_CTRL:
+      case MESA_SHADER_TESS_EVAL:
       case MESA_SHADER_GEOMETRY:
          if ((var->data.mode == ir_var_shader_in)
              || (var->data.mode == ir_var_shader_out))
@@ -3132,30 +3141,13 @@ process_initializer(ir_variable *var, ast_declaration *decl,
    return result;
 }
 
-
-/**
- * Do additional processing necessary for geometry shader input declarations
- * (this covers both interface blocks arrays and bare input variables).
- */
 static void
-handle_geometry_shader_input_decl(struct _mesa_glsl_parse_state *state,
-                                  YYLTYPE loc, ir_variable *var)
+validate_layout_qualifier_vertex_count(struct _mesa_glsl_parse_state *state,
+                                       YYLTYPE loc, ir_variable *var,
+                                       unsigned num_vertices,
+                                       unsigned *size,
+                                       const char *var_category)
 {
-   unsigned num_vertices = 0;
-   if (state->gs_input_prim_type_specified) {
-      num_vertices = vertices_per_prim(state->in_qualifier->prim_type);
-   }
-
-   /* Geometry shader input variables must be arrays.  Caller should have
-    * reported an error for this.
-    */
-   if (!var->type->is_array()) {
-      assert(state->error);
-
-      /* To avoid cascading failures, short circuit the checks below. */
-      return;
-   }
-
    if (var->type->is_unsized_array()) {
       /* Section 4.3.8.1 (Input Layout Qualifiers) of the GLSL 1.50 spec says:
        *
@@ -3165,6 +3157,8 @@ handle_geometry_shader_input_decl(struct _mesa_glsl_parse_state *state,
        *
        * Followed by a table mapping each allowed input layout qualifier to
        * the corresponding input length.
+       *
+       * Similarly for tessellation control shader outputs.
        */
       if (num_vertices != 0)
          var->type = glsl_type::get_array_instance(var->type->fields.array,
@@ -3191,22 +3185,63 @@ handle_geometry_shader_input_decl(struct _mesa_glsl_parse_state *state,
        */
       if (num_vertices != 0 && var->type->length != num_vertices) {
          _mesa_glsl_error(&loc, state,
-                          "geometry shader input size contradicts previously"
-                          " declared layout (size is %u, but layout requires a"
-                          " size of %u)", var->type->length, num_vertices);
-      } else if (state->gs_input_size != 0 &&
-                 var->type->length != state->gs_input_size) {
+                          "%s size contradicts previously declared layout "
+                          "(size is %u, but layout requires a size of %u)",
+                          var_category, var->type->length, num_vertices);
+      } else if (*size != 0 && var->type->length != *size) {
          _mesa_glsl_error(&loc, state,
-                          "geometry shader input sizes are "
-                          "inconsistent (size is %u, but a previous "
-                          "declaration has size %u)",
-                          var->type->length, state->gs_input_size);
+                          "%s sizes are inconsistent (size is %u, but a "
+                          "previous declaration has size %u)",
+                          var_category, var->type->length, *size);
       } else {
-         state->gs_input_size = var->type->length;
+         *size = var->type->length;
       }
    }
 }
 
+static void
+handle_tess_ctrl_shader_output_decl(struct _mesa_glsl_parse_state *state,
+                                    YYLTYPE loc, ir_variable *var)
+{
+   unsigned num_vertices = 0;
+
+   if (state->tcs_output_vertices_specified) {
+      num_vertices = state->out_qualifier->vertices;
+   }
+
+   validate_layout_qualifier_vertex_count(state, loc, var, num_vertices,
+                                          &state->tcs_output_size,
+                                          "geometry shader input");
+}
+
+/**
+ * Do additional processing necessary for geometry shader input declarations
+ * (this covers both interface blocks arrays and bare input variables).
+ */
+static void
+handle_geometry_shader_input_decl(struct _mesa_glsl_parse_state *state,
+                                  YYLTYPE loc, ir_variable *var)
+{
+   unsigned num_vertices = 0;
+
+   if (state->gs_input_prim_type_specified) {
+      num_vertices = vertices_per_prim(state->in_qualifier->prim_type);
+   }
+
+   /* Geometry shader input variables must be arrays.  Caller should have
+    * reported an error for this.
+    */
+   if (!var->type->is_array()) {
+      assert(state->error);
+
+      /* To avoid cascading failures, short circuit the checks below. */
+      return;
+   }
+
+   validate_layout_qualifier_vertex_count(state, loc, var, num_vertices,
+                                          &state->gs_input_size,
+                                          "geometry shader input");
+}
 
 void
 validate_identifier(const char *identifier, YYLTYPE loc,
@@ -3796,6 +3831,10 @@ ast_declarator_list::hir(exec_list *instructions,
                }
             }
          }
+
+         if (state->stage == MESA_SHADER_TESS_CTRL) {
+            handle_tess_ctrl_shader_output_decl(state, loc, var);
+         }
       }
 
       /* Integer fragment inputs must be qualified with 'flat'.  In GLSL ES,
@@ -6059,6 +6098,67 @@ ast_interface_block::hir(exec_list *instructions,
 
 
 ir_rvalue *
+ast_tcs_output_layout::hir(exec_list *instructions,
+                         struct _mesa_glsl_parse_state *state)
+{
+   YYLTYPE loc = this->get_location();
+
+   /* If any tessellation control output layout declaration preceded this
+    * one, make sure it was consistent with this one.
+    */
+   if (state->tcs_output_vertices_specified &&
+       state->out_qualifier->vertices != this->vertices) {
+      _mesa_glsl_error(&loc, state,
+                      "tessellation control shader output layout does not "
+                      "match previous declaration");
+      return NULL;
+   }
+
+   /* If any shader outputs occurred before this declaration and specified an
+    * array size, make sure the size they specified is consistent with the
+    * primitive type.
+    */
+   unsigned num_vertices = this->vertices;
+   if (state->tcs_output_size != 0 && state->tcs_output_size != num_vertices) {
+      _mesa_glsl_error(&loc, state,
+                      "this tessellation control shader output layout "
+                      "specifies %u vertices, but a previous output "
+                      "is declared with size %u",
+                      num_vertices, state->tcs_output_size);
+      return NULL;
+   }
+
+   state->tcs_output_vertices_specified = true;
+
+   /* If any shader outputs occurred before this declaration and did not
+    * specify an array size, their size is determined now.
+    */
+   foreach_in_list (ir_instruction, node, instructions) {
+      ir_variable *var = node->as_variable();
+      if (var == NULL || var->data.mode != ir_var_shader_out)
+        continue;
+
+      /* Note: Not all tessellation control shader output are arrays. */
+      if (!var->type->is_unsized_array())
+        continue;
+
+      if (var->data.max_array_access >= num_vertices) {
+        _mesa_glsl_error(&loc, state,
+                         "this tessellation control shader output layout "
+                         "specifies %u vertices, but an access to element "
+                         "%u of output `%s' already exists", num_vertices,
+                         var->data.max_array_access, var->name);
+      } else {
+        var->type = glsl_type::get_array_instance(var->type->fields.array,
+                                                  num_vertices);
+      }
+   }
+
+   return NULL;
+}
+
+
+ir_rvalue *
 ast_gs_input_layout::hir(exec_list *instructions,
                          struct _mesa_glsl_parse_state *state)
 {
index fa4806a..f5c08d8 100644 (file)
@@ -212,6 +212,44 @@ ast_type_qualifier::merge_qualifier(YYLTYPE *loc,
       }
    }
 
+   if (q.flags.q.vertices) {
+      if (this->flags.q.vertices && this->vertices != q.vertices) {
+        _mesa_glsl_error(loc, state,
+                         "tessellation control shader set conflicting "
+                         "vertices (%d and %d)",
+                         this->vertices, q.vertices);
+        return false;
+      }
+      this->vertices = q.vertices;
+   }
+
+   if (q.flags.q.vertex_spacing) {
+      if (this->flags.q.vertex_spacing && this->vertex_spacing != q.vertex_spacing) {
+        _mesa_glsl_error(loc, state,
+                         "conflicting vertex spacing used");
+        return false;
+      }
+      this->vertex_spacing = q.vertex_spacing;
+   }
+
+   if (q.flags.q.ordering) {
+      if (this->flags.q.ordering && this->ordering != q.ordering) {
+        _mesa_glsl_error(loc, state,
+                         "conflicting ordering used");
+        return false;
+      }
+      this->ordering = q.ordering;
+   }
+
+   if (q.flags.q.point_mode) {
+      if (this->flags.q.point_mode && this->point_mode != q.point_mode) {
+        _mesa_glsl_error(loc, state,
+                         "conflicting point mode used");
+        return false;
+      }
+      this->point_mode = q.point_mode;
+   }
+
    if ((q.flags.i & ubo_mat_mask.flags.i) != 0)
       this->flags.i &= ~ubo_mat_mask.flags.i;
    if ((q.flags.i & ubo_layout_mask.flags.i) != 0)
@@ -257,6 +295,22 @@ ast_type_qualifier::merge_qualifier(YYLTYPE *loc,
 }
 
 bool
+ast_type_qualifier::merge_out_qualifier(YYLTYPE *loc,
+                                        _mesa_glsl_parse_state *state,
+                                        ast_type_qualifier q,
+                                        ast_node* &node)
+{
+   void *mem_ctx = state;
+   const bool r = this->merge_qualifier(loc, state, q);
+
+   if (state->stage == MESA_SHADER_TESS_CTRL) {
+      node = new(mem_ctx) ast_tcs_output_layout(*loc, q.vertices);
+   }
+
+   return r;
+}
+
+bool
 ast_type_qualifier::merge_in_qualifier(YYLTYPE *loc,
                                        _mesa_glsl_parse_state *state,
                                        ast_type_qualifier q,
@@ -269,6 +323,27 @@ ast_type_qualifier::merge_in_qualifier(YYLTYPE *loc,
    valid_in_mask.flags.i = 0;
 
    switch (state->stage) {
+   case MESA_SHADER_TESS_EVAL:
+      if (q.flags.q.prim_type) {
+         /* Make sure this is a valid input primitive type. */
+         switch (q.prim_type) {
+         case GL_TRIANGLES:
+         case GL_QUADS:
+         case GL_ISOLINES:
+            break;
+         default:
+            _mesa_glsl_error(loc, state,
+                             "invalid tessellation evaluation "
+                             "shader input primitive type");
+            break;
+         }
+      }
+
+      valid_in_mask.flags.q.prim_type = 1;
+      valid_in_mask.flags.q.vertex_spacing = 1;
+      valid_in_mask.flags.q.ordering = 1;
+      valid_in_mask.flags.q.point_mode = 1;
+      break;
    case MESA_SHADER_GEOMETRY:
       if (q.flags.q.prim_type) {
          /* Make sure this is a valid input primitive type. */
@@ -324,7 +399,9 @@ ast_type_qualifier::merge_in_qualifier(YYLTYPE *loc,
       if (q.flags.q.prim_type &&
           this->prim_type != q.prim_type) {
          _mesa_glsl_error(loc, state,
-                          "conflicting input primitive types specified");
+                          "conflicting input primitive %s specified",
+                          state->stage == MESA_SHADER_GEOMETRY ?
+                          "type" : "mode");
       }
    } else if (q.flags.q.prim_type) {
       state->in_qualifier->flags.q.prim_type = 1;
@@ -346,6 +423,39 @@ ast_type_qualifier::merge_in_qualifier(YYLTYPE *loc,
       state->fs_early_fragment_tests = true;
    }
 
+   if (this->flags.q.vertex_spacing) {
+      if (q.flags.q.vertex_spacing &&
+          this->vertex_spacing != q.vertex_spacing) {
+         _mesa_glsl_error(loc, state,
+                          "conflicting vertex spacing specified");
+      }
+   } else if (q.flags.q.vertex_spacing) {
+      this->flags.q.vertex_spacing = 1;
+      this->vertex_spacing = q.vertex_spacing;
+   }
+
+   if (this->flags.q.ordering) {
+      if (q.flags.q.ordering &&
+          this->ordering != q.ordering) {
+         _mesa_glsl_error(loc, state,
+                          "conflicting ordering specified");
+      }
+   } else if (q.flags.q.ordering) {
+      this->flags.q.ordering = 1;
+      this->ordering = q.ordering;
+   }
+
+   if (this->flags.q.point_mode) {
+      if (q.flags.q.point_mode &&
+          this->point_mode != q.point_mode) {
+         _mesa_glsl_error(loc, state,
+                          "conflicting point mode specified");
+      }
+   } else if (q.flags.q.point_mode) {
+      this->flags.q.point_mode = 1;
+      this->point_mode = q.point_mode;
+   }
+
    if (create_gs_ast) {
       node = new(mem_ctx) ast_gs_input_layout(*loc, q.prim_type);
    } else if (create_cs_ast) {
index 37c4401..4949077 100644 (file)
@@ -1385,6 +1385,89 @@ layout_qualifier_id:
          }
       }
 
+      /* Layout qualifiers for tessellation evaluation shaders. */
+      if (!$$.flags.i) {
+         struct {
+            const char *s;
+            GLenum e;
+         } map[] = {
+                 /* triangles already parsed by gs-specific code */
+                 { "quads", GL_QUADS },
+                 { "isolines", GL_ISOLINES },
+         };
+         for (unsigned i = 0; i < ARRAY_SIZE(map); i++) {
+            if (match_layout_qualifier($1, map[i].s, state) == 0) {
+               $$.flags.q.prim_type = 1;
+               $$.prim_type = map[i].e;
+               break;
+            }
+         }
+
+         if ($$.flags.i &&
+             !state->ARB_tessellation_shader_enable &&
+             !state->is_version(400, 0)) {
+            _mesa_glsl_error(& @1, state,
+                             "primitive mode qualifier `%s' requires "
+                             "GLSL 4.00 or ARB_tessellation_shader", $1);
+         }
+      }
+      if (!$$.flags.i) {
+         struct {
+            const char *s;
+            GLenum e;
+         } map[] = {
+                 { "equal_spacing", GL_EQUAL },
+                 { "fractional_odd_spacing", GL_FRACTIONAL_ODD },
+                 { "fractional_even_spacing", GL_FRACTIONAL_EVEN },
+         };
+         for (unsigned i = 0; i < ARRAY_SIZE(map); i++) {
+            if (match_layout_qualifier($1, map[i].s, state) == 0) {
+               $$.flags.q.vertex_spacing = 1;
+               $$.vertex_spacing = map[i].e;
+               break;
+            }
+         }
+
+         if ($$.flags.i &&
+             !state->ARB_tessellation_shader_enable &&
+             !state->is_version(400, 0)) {
+            _mesa_glsl_error(& @1, state,
+                             "vertex spacing qualifier `%s' requires "
+                             "GLSL 4.00 or ARB_tessellation_shader", $1);
+         }
+      }
+      if (!$$.flags.i) {
+         if (match_layout_qualifier($1, "cw", state) == 0) {
+            $$.flags.q.ordering = 1;
+            $$.ordering = GL_CW;
+         } else if (match_layout_qualifier($1, "ccw", state) == 0) {
+            $$.flags.q.ordering = 1;
+            $$.ordering = GL_CCW;
+         }
+
+         if ($$.flags.i &&
+             !state->ARB_tessellation_shader_enable &&
+             !state->is_version(400, 0)) {
+            _mesa_glsl_error(& @1, state,
+                             "ordering qualifier `%s' requires "
+                             "GLSL 4.00 or ARB_tessellation_shader", $1);
+         }
+      }
+      if (!$$.flags.i) {
+         if (match_layout_qualifier($1, "point_mode", state) == 0) {
+            $$.flags.q.point_mode = 1;
+            $$.point_mode = true;
+         }
+
+         if ($$.flags.i &&
+             !state->ARB_tessellation_shader_enable &&
+             !state->is_version(400, 0)) {
+            _mesa_glsl_error(& @1, state,
+                             "qualifier `point_mode' requires "
+                             "GLSL 4.00 or ARB_tessellation_shader");
+         }
+      }
+
       if (!$$.flags.i) {
          _mesa_glsl_error(& @1, state, "unrecognized layout identifier "
                           "`%s'", $1);
@@ -1522,6 +1605,30 @@ layout_qualifier_id:
          }
       }
 
+      /* Layout qualifiers for tessellation control shaders. */
+      if (match_layout_qualifier("vertices", $1, state) == 0) {
+         $$.flags.q.vertices = 1;
+
+         if ($3 <= 0) {
+            _mesa_glsl_error(& @3, state,
+                             "invalid vertices (%d) specified", $3);
+            YYERROR;
+         } else if ($3 > (int)state->Const.MaxPatchVertices) {
+            _mesa_glsl_error(& @3, state,
+                             "vertices (%d) exceeds "
+                             "GL_MAX_PATCH_VERTICES", $3);
+            YYERROR;
+         } else {
+            $$.vertices = $3;
+            if (!state->ARB_tessellation_shader_enable &&
+                !state->is_version(400, 0)) {
+               _mesa_glsl_error(& @1, state,
+                                "vertices qualifier requires GLSL 4.00 or "
+                                "ARB_tessellation_shader");
+            }
+         }
+      }
+
       /* If the identifier didn't match any known layout identifiers,
        * emit an error.
        */
@@ -2743,11 +2850,8 @@ layout_defaults:
 
    | layout_qualifier OUT_TOK ';'
    {
-      if (state->stage != MESA_SHADER_GEOMETRY) {
-         _mesa_glsl_error(& @1, state,
-                          "out layout qualifiers only valid in "
-                          "geometry shaders");
-      } else {
+      $$ = NULL;
+      if (state->stage == MESA_SHADER_GEOMETRY) {
          if ($1.flags.q.prim_type) {
             /* Make sure this is a valid output primitive type. */
             switch ($1.prim_type) {
@@ -2766,6 +2870,12 @@ layout_defaults:
 
          /* Allow future assigments of global out's stream id value */
          state->out_qualifier->flags.q.explicit_stream = 0;
+      } else if (state->stage == MESA_SHADER_TESS_CTRL) {
+         if (!state->out_qualifier->merge_out_qualifier(& @1, state, $1, $$))
+            YYERROR;
+      } else {
+         _mesa_glsl_error(& @1, state,
+                          "out layout qualifiers only valid in "
+                          "tessellation control or geometry shaders");
       }
-      $$ = NULL;
    }
index 5412f0b..3bb5c4d 100644 (file)
@@ -145,6 +145,9 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
    /* ARB_viewport_array */
    this->Const.MaxViewports = ctx->Const.MaxViewports;
 
+   /* tessellation shader constants */
+   this->Const.MaxPatchVertices = ctx->Const.MaxPatchVertices;
+
    this->current_function = NULL;
    this->toplevel_ir = NULL;
    this->found_return = false;
@@ -224,6 +227,7 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
    this->fs_redeclares_gl_fragcoord_with_no_layout_qualifiers = false;
 
    this->gs_input_prim_type_specified = false;
+   this->tcs_output_vertices_specified = false;
    this->gs_input_size = 0;
    this->in_qualifier = new(this) ast_type_qualifier();
    this->out_qualifier = new(this) ast_type_qualifier();
@@ -389,6 +393,8 @@ _mesa_shader_stage_to_string(unsigned stage)
    case MESA_SHADER_FRAGMENT: return "fragment";
    case MESA_SHADER_GEOMETRY: return "geometry";
    case MESA_SHADER_COMPUTE:  return "compute";
+   case MESA_SHADER_TESS_CTRL: return "tess ctrl";
+   case MESA_SHADER_TESS_EVAL: return "tess eval";
    }
 
    unreachable("Unknown shader stage.");
@@ -406,6 +412,8 @@ _mesa_shader_stage_to_abbrev(unsigned stage)
    case MESA_SHADER_FRAGMENT: return "FS";
    case MESA_SHADER_GEOMETRY: return "GS";
    case MESA_SHADER_COMPUTE:  return "CS";
+   case MESA_SHADER_TESS_CTRL: return "TCS";
+   case MESA_SHADER_TESS_EVAL: return "TES";
    }
 
    unreachable("Unknown shader stage.");
@@ -574,6 +582,7 @@ static const _mesa_glsl_extension _mesa_glsl_supported_extensions[] = {
    EXT(ARB_shader_texture_lod,           true,  false,     ARB_shader_texture_lod),
    EXT(ARB_shading_language_420pack,     true,  false,     ARB_shading_language_420pack),
    EXT(ARB_shading_language_packing,     true,  false,     ARB_shading_language_packing),
+   EXT(ARB_tessellation_shader,          true,  false,     ARB_tessellation_shader),
    EXT(ARB_texture_cube_map_array,       true,  false,     ARB_texture_cube_map_array),
    EXT(ARB_texture_gather,               true,  false,     ARB_texture_gather),
    EXT(ARB_texture_multisample,          true,  false,     ARB_texture_multisample),
@@ -1420,8 +1429,12 @@ static void
 set_shader_inout_layout(struct gl_shader *shader,
                     struct _mesa_glsl_parse_state *state)
 {
-   if (shader->Stage != MESA_SHADER_GEOMETRY) {
-      /* Should have been prevented by the parser. */
+   /* Should have been prevented by the parser. */
+   if (shader->Stage == MESA_SHADER_TESS_CTRL) {
+      assert(!state->in_qualifier->flags.i);
+   } else if (shader->Stage == MESA_SHADER_TESS_EVAL) {
+      assert(!state->out_qualifier->flags.i);
+   } else if (shader->Stage != MESA_SHADER_GEOMETRY) {
       assert(!state->in_qualifier->flags.i);
       assert(!state->out_qualifier->flags.i);
    }
@@ -1441,6 +1454,28 @@ set_shader_inout_layout(struct gl_shader *shader,
    }
 
    switch (shader->Stage) {
+   case MESA_SHADER_TESS_CTRL:
+      shader->TessCtrl.VerticesOut = 0;
+      if (state->tcs_output_vertices_specified)
+         shader->TessCtrl.VerticesOut = state->out_qualifier->vertices;
+      break;
+   case MESA_SHADER_TESS_EVAL:
+      shader->TessEval.PrimitiveMode = PRIM_UNKNOWN;
+      if (state->in_qualifier->flags.q.prim_type)
+         shader->TessEval.PrimitiveMode = state->in_qualifier->prim_type;
+
+      shader->TessEval.Spacing = 0;
+      if (state->in_qualifier->flags.q.vertex_spacing)
+         shader->TessEval.Spacing = state->in_qualifier->vertex_spacing;
+
+      shader->TessEval.VertexOrder = 0;
+      if (state->in_qualifier->flags.q.ordering)
+         shader->TessEval.VertexOrder = state->in_qualifier->ordering;
+
+      shader->TessEval.PointMode = -1;
+      if (state->in_qualifier->flags.q.point_mode)
+         shader->TessEval.PointMode = state->in_qualifier->point_mode;
+      break;
    case MESA_SHADER_GEOMETRY:
       shader->Geom.VerticesOut = 0;
       if (state->out_qualifier->flags.q.max_vertices)
index 4996b84..de8f8c4 100644 (file)
@@ -277,15 +277,19 @@ struct _mesa_glsl_parse_state {
    bool fs_redeclares_gl_fragcoord_with_no_layout_qualifiers;
 
    /**
-    * True if a geometry shader input primitive type was specified using a
-    * layout directive.
+    * True if a geometry shader input primitive type or tessellation control
+    * output vertices were specified using a layout directive.
     *
-    * Note: this value is computed at ast_to_hir time rather than at parse
+    * Note: these values are computed at ast_to_hir time rather than at parse
     * time.
     */
    bool gs_input_prim_type_specified;
+   bool tcs_output_vertices_specified;
 
-   /** Input layout qualifiers from GLSL 1.50. (geometry shader controls)*/
+   /**
+    * Input layout qualifiers from GLSL 1.50 (geometry shader controls),
+    * and GLSL 4.00 (tessellation evaluation shader)
+    */
    struct ast_type_qualifier *in_qualifier;
 
    /**
@@ -303,7 +307,10 @@ struct _mesa_glsl_parse_state {
     */
    unsigned cs_input_local_size[3];
 
-   /** Output layout qualifiers from GLSL 1.50. (geometry shader controls)*/
+   /**
+    * Output layout qualifiers from GLSL 1.50 (geometry shader controls),
+    * and GLSL 4.00 (tessellation control shader).
+    */
    struct ast_type_qualifier *out_qualifier;
 
    /**
@@ -383,6 +390,9 @@ struct _mesa_glsl_parse_state {
 
       /* ARB_viewport_array */
       unsigned MaxViewports;
+
+      /* ARB_tessellation_shader */
+      unsigned MaxPatchVertices;
    } Const;
 
    /**
@@ -475,6 +485,8 @@ struct _mesa_glsl_parse_state {
    bool ARB_shading_language_420pack_warn;
    bool ARB_shading_language_packing_enable;
    bool ARB_shading_language_packing_warn;
+   bool ARB_tessellation_shader_enable;
+   bool ARB_tessellation_shader_warn;
    bool ARB_texture_cube_map_array_enable;
    bool ARB_texture_cube_map_array_warn;
    bool ARB_texture_gather_enable;
@@ -545,6 +557,15 @@ struct _mesa_glsl_parse_state {
 
    bool fs_early_fragment_tests;
 
+   /**
+    * For tessellation control shaders, size of the most recently seen output
+    * declaration that was a sized array, or 0 if no sized output array
+    * declarations have been seen.
+    *
+    * Unused for other shader types.
+    */
+   unsigned tcs_output_size;
+
    /** Atomic counter offsets by binding */
    unsigned atomic_counter_offsets[MAX_COMBINED_ATOMIC_BUFFERS];