2 * Copyright © 2010 Intel Corporation
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:
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
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.
25 #include "glsl_parser_extras.h"
26 #include "glsl_symbol_table.h"
27 #include "main/core.h"
28 #include "main/uniforms.h"
29 #include "program/prog_parameter.h"
30 #include "program/prog_statevars.h"
31 #include "program/prog_instruction.h"
33 static void generate_ARB_draw_buffers_variables(exec_list
*,
34 struct _mesa_glsl_parse_state
*,
35 bool, _mesa_glsl_parser_targets
);
38 generate_ARB_draw_instanced_variables(exec_list
*,
39 struct _mesa_glsl_parse_state
*,
40 bool, _mesa_glsl_parser_targets
);
42 struct builtin_variable
{
43 enum ir_variable_mode mode
;
49 static const builtin_variable builtin_core_vs_variables
[] = {
50 { ir_var_out
, VERT_RESULT_HPOS
, "vec4", "gl_Position" },
51 { ir_var_out
, VERT_RESULT_PSIZ
, "float", "gl_PointSize" },
54 static const builtin_variable builtin_core_fs_variables
[] = {
55 { ir_var_in
, FRAG_ATTRIB_WPOS
, "vec4", "gl_FragCoord" },
56 { ir_var_in
, FRAG_ATTRIB_FACE
, "bool", "gl_FrontFacing" },
57 { ir_var_out
, FRAG_RESULT_COLOR
, "vec4", "gl_FragColor" },
60 static const builtin_variable builtin_100ES_fs_variables
[] = {
61 { ir_var_in
, FRAG_ATTRIB_PNTC
, "vec2", "gl_PointCoord" },
64 static const builtin_variable builtin_300ES_vs_variables
[] = {
65 { ir_var_system_value
, SYSTEM_VALUE_VERTEX_ID
, "int", "gl_VertexID" },
68 static const builtin_variable builtin_300ES_fs_variables
[] = {
69 { ir_var_in
, FRAG_ATTRIB_WPOS
, "vec4", "gl_FragCoord" },
70 { ir_var_in
, FRAG_ATTRIB_FACE
, "bool", "gl_FrontFacing" },
71 { ir_var_out
, FRAG_RESULT_DEPTH
, "float", "gl_FragDepth" },
72 { ir_var_in
, FRAG_ATTRIB_PNTC
, "vec2", "gl_PointCoord" },
75 static const builtin_variable builtin_110_fs_variables
[] = {
76 { ir_var_out
, FRAG_RESULT_DEPTH
, "float", "gl_FragDepth" },
79 static const builtin_variable builtin_110_deprecated_fs_variables
[] = {
80 { ir_var_in
, FRAG_ATTRIB_COL0
, "vec4", "gl_Color" },
81 { ir_var_in
, FRAG_ATTRIB_COL1
, "vec4", "gl_SecondaryColor" },
82 { ir_var_in
, FRAG_ATTRIB_FOGC
, "float", "gl_FogFragCoord" },
85 static const builtin_variable builtin_110_deprecated_vs_variables
[] = {
86 { ir_var_in
, VERT_ATTRIB_POS
, "vec4", "gl_Vertex" },
87 { ir_var_in
, VERT_ATTRIB_NORMAL
, "vec3", "gl_Normal" },
88 { ir_var_in
, VERT_ATTRIB_COLOR0
, "vec4", "gl_Color" },
89 { ir_var_in
, VERT_ATTRIB_COLOR1
, "vec4", "gl_SecondaryColor" },
90 { ir_var_in
, VERT_ATTRIB_TEX0
, "vec4", "gl_MultiTexCoord0" },
91 { ir_var_in
, VERT_ATTRIB_TEX1
, "vec4", "gl_MultiTexCoord1" },
92 { ir_var_in
, VERT_ATTRIB_TEX2
, "vec4", "gl_MultiTexCoord2" },
93 { ir_var_in
, VERT_ATTRIB_TEX3
, "vec4", "gl_MultiTexCoord3" },
94 { ir_var_in
, VERT_ATTRIB_TEX4
, "vec4", "gl_MultiTexCoord4" },
95 { ir_var_in
, VERT_ATTRIB_TEX5
, "vec4", "gl_MultiTexCoord5" },
96 { ir_var_in
, VERT_ATTRIB_TEX6
, "vec4", "gl_MultiTexCoord6" },
97 { ir_var_in
, VERT_ATTRIB_TEX7
, "vec4", "gl_MultiTexCoord7" },
98 { ir_var_in
, VERT_ATTRIB_FOG
, "float", "gl_FogCoord" },
99 { ir_var_out
, VERT_RESULT_CLIP_VERTEX
, "vec4", "gl_ClipVertex" },
100 { ir_var_out
, VERT_RESULT_COL0
, "vec4", "gl_FrontColor" },
101 { ir_var_out
, VERT_RESULT_BFC0
, "vec4", "gl_BackColor" },
102 { ir_var_out
, VERT_RESULT_COL1
, "vec4", "gl_FrontSecondaryColor" },
103 { ir_var_out
, VERT_RESULT_BFC1
, "vec4", "gl_BackSecondaryColor" },
104 { ir_var_out
, VERT_RESULT_FOGC
, "float", "gl_FogFragCoord" },
107 static const builtin_variable builtin_120_fs_variables
[] = {
108 { ir_var_in
, FRAG_ATTRIB_PNTC
, "vec2", "gl_PointCoord" },
111 static const builtin_variable builtin_130_vs_variables
[] = {
112 { ir_var_system_value
, SYSTEM_VALUE_VERTEX_ID
, "int", "gl_VertexID" },
115 static const builtin_variable builtin_110_deprecated_uniforms
[] = {
116 { ir_var_uniform
, -1, "mat4", "gl_ModelViewMatrix" },
117 { ir_var_uniform
, -1, "mat4", "gl_ProjectionMatrix" },
118 { ir_var_uniform
, -1, "mat4", "gl_ModelViewProjectionMatrix" },
119 { ir_var_uniform
, -1, "mat3", "gl_NormalMatrix" },
120 { ir_var_uniform
, -1, "mat4", "gl_ModelViewMatrixInverse" },
121 { ir_var_uniform
, -1, "mat4", "gl_ProjectionMatrixInverse" },
122 { ir_var_uniform
, -1, "mat4", "gl_ModelViewProjectionMatrixInverse" },
123 { ir_var_uniform
, -1, "mat4", "gl_ModelViewMatrixTranspose" },
124 { ir_var_uniform
, -1, "mat4", "gl_ProjectionMatrixTranspose" },
125 { ir_var_uniform
, -1, "mat4", "gl_ModelViewProjectionMatrixTranspose" },
126 { ir_var_uniform
, -1, "mat4", "gl_ModelViewMatrixInverseTranspose" },
127 { ir_var_uniform
, -1, "mat4", "gl_ProjectionMatrixInverseTranspose" },
128 { ir_var_uniform
, -1, "mat4", "gl_ModelViewProjectionMatrixInverseTranspose" },
129 { ir_var_uniform
, -1, "float", "gl_NormalScale" },
130 { ir_var_uniform
, -1, "gl_LightModelParameters", "gl_LightModel"},
132 /* Mesa-internal ATI_envmap_bumpmap state. */
133 { ir_var_uniform
, -1, "vec2", "gl_BumpRotMatrix0MESA"},
134 { ir_var_uniform
, -1, "vec2", "gl_BumpRotMatrix1MESA"},
135 { ir_var_uniform
, -1, "vec4", "gl_FogParamsOptimizedMESA"},
138 static struct gl_builtin_uniform_element gl_DepthRange_elements
[] = {
139 {"near", {STATE_DEPTH_RANGE
, 0, 0}, SWIZZLE_XXXX
},
140 {"far", {STATE_DEPTH_RANGE
, 0, 0}, SWIZZLE_YYYY
},
141 {"diff", {STATE_DEPTH_RANGE
, 0, 0}, SWIZZLE_ZZZZ
},
144 static struct gl_builtin_uniform_element gl_ClipPlane_elements
[] = {
145 {NULL
, {STATE_CLIPPLANE
, 0, 0}, SWIZZLE_XYZW
}
148 static struct gl_builtin_uniform_element gl_Point_elements
[] = {
149 {"size", {STATE_POINT_SIZE
}, SWIZZLE_XXXX
},
150 {"sizeMin", {STATE_POINT_SIZE
}, SWIZZLE_YYYY
},
151 {"sizeMax", {STATE_POINT_SIZE
}, SWIZZLE_ZZZZ
},
152 {"fadeThresholdSize", {STATE_POINT_SIZE
}, SWIZZLE_WWWW
},
153 {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION
}, SWIZZLE_XXXX
},
154 {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION
}, SWIZZLE_YYYY
},
155 {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION
}, SWIZZLE_ZZZZ
},
158 static struct gl_builtin_uniform_element gl_FrontMaterial_elements
[] = {
159 {"emission", {STATE_MATERIAL
, 0, STATE_EMISSION
}, SWIZZLE_XYZW
},
160 {"ambient", {STATE_MATERIAL
, 0, STATE_AMBIENT
}, SWIZZLE_XYZW
},
161 {"diffuse", {STATE_MATERIAL
, 0, STATE_DIFFUSE
}, SWIZZLE_XYZW
},
162 {"specular", {STATE_MATERIAL
, 0, STATE_SPECULAR
}, SWIZZLE_XYZW
},
163 {"shininess", {STATE_MATERIAL
, 0, STATE_SHININESS
}, SWIZZLE_XXXX
},
166 static struct gl_builtin_uniform_element gl_BackMaterial_elements
[] = {
167 {"emission", {STATE_MATERIAL
, 1, STATE_EMISSION
}, SWIZZLE_XYZW
},
168 {"ambient", {STATE_MATERIAL
, 1, STATE_AMBIENT
}, SWIZZLE_XYZW
},
169 {"diffuse", {STATE_MATERIAL
, 1, STATE_DIFFUSE
}, SWIZZLE_XYZW
},
170 {"specular", {STATE_MATERIAL
, 1, STATE_SPECULAR
}, SWIZZLE_XYZW
},
171 {"shininess", {STATE_MATERIAL
, 1, STATE_SHININESS
}, SWIZZLE_XXXX
},
174 static struct gl_builtin_uniform_element gl_LightSource_elements
[] = {
175 {"ambient", {STATE_LIGHT
, 0, STATE_AMBIENT
}, SWIZZLE_XYZW
},
176 {"diffuse", {STATE_LIGHT
, 0, STATE_DIFFUSE
}, SWIZZLE_XYZW
},
177 {"specular", {STATE_LIGHT
, 0, STATE_SPECULAR
}, SWIZZLE_XYZW
},
178 {"position", {STATE_LIGHT
, 0, STATE_POSITION
}, SWIZZLE_XYZW
},
179 {"halfVector", {STATE_LIGHT
, 0, STATE_HALF_VECTOR
}, SWIZZLE_XYZW
},
180 {"spotDirection", {STATE_LIGHT
, 0, STATE_SPOT_DIRECTION
},
181 MAKE_SWIZZLE4(SWIZZLE_X
,
185 {"spotCosCutoff", {STATE_LIGHT
, 0, STATE_SPOT_DIRECTION
}, SWIZZLE_WWWW
},
186 {"spotCutoff", {STATE_LIGHT
, 0, STATE_SPOT_CUTOFF
}, SWIZZLE_XXXX
},
187 {"spotExponent", {STATE_LIGHT
, 0, STATE_ATTENUATION
}, SWIZZLE_WWWW
},
188 {"constantAttenuation", {STATE_LIGHT
, 0, STATE_ATTENUATION
}, SWIZZLE_XXXX
},
189 {"linearAttenuation", {STATE_LIGHT
, 0, STATE_ATTENUATION
}, SWIZZLE_YYYY
},
190 {"quadraticAttenuation", {STATE_LIGHT
, 0, STATE_ATTENUATION
}, SWIZZLE_ZZZZ
},
193 static struct gl_builtin_uniform_element gl_LightModel_elements
[] = {
194 {"ambient", {STATE_LIGHTMODEL_AMBIENT
, 0}, SWIZZLE_XYZW
},
197 static struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements
[] = {
198 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR
, 0}, SWIZZLE_XYZW
},
201 static struct gl_builtin_uniform_element gl_BackLightModelProduct_elements
[] = {
202 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR
, 1}, SWIZZLE_XYZW
},
205 static struct gl_builtin_uniform_element gl_FrontLightProduct_elements
[] = {
206 {"ambient", {STATE_LIGHTPROD
, 0, 0, STATE_AMBIENT
}, SWIZZLE_XYZW
},
207 {"diffuse", {STATE_LIGHTPROD
, 0, 0, STATE_DIFFUSE
}, SWIZZLE_XYZW
},
208 {"specular", {STATE_LIGHTPROD
, 0, 0, STATE_SPECULAR
}, SWIZZLE_XYZW
},
211 static struct gl_builtin_uniform_element gl_BackLightProduct_elements
[] = {
212 {"ambient", {STATE_LIGHTPROD
, 0, 1, STATE_AMBIENT
}, SWIZZLE_XYZW
},
213 {"diffuse", {STATE_LIGHTPROD
, 0, 1, STATE_DIFFUSE
}, SWIZZLE_XYZW
},
214 {"specular", {STATE_LIGHTPROD
, 0, 1, STATE_SPECULAR
}, SWIZZLE_XYZW
},
217 static struct gl_builtin_uniform_element gl_TextureEnvColor_elements
[] = {
218 {NULL
, {STATE_TEXENV_COLOR
, 0}, SWIZZLE_XYZW
},
221 static struct gl_builtin_uniform_element gl_EyePlaneS_elements
[] = {
222 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_EYE_S
}, SWIZZLE_XYZW
},
225 static struct gl_builtin_uniform_element gl_EyePlaneT_elements
[] = {
226 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_EYE_T
}, SWIZZLE_XYZW
},
229 static struct gl_builtin_uniform_element gl_EyePlaneR_elements
[] = {
230 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_EYE_R
}, SWIZZLE_XYZW
},
233 static struct gl_builtin_uniform_element gl_EyePlaneQ_elements
[] = {
234 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_EYE_Q
}, SWIZZLE_XYZW
},
237 static struct gl_builtin_uniform_element gl_ObjectPlaneS_elements
[] = {
238 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_OBJECT_S
}, SWIZZLE_XYZW
},
241 static struct gl_builtin_uniform_element gl_ObjectPlaneT_elements
[] = {
242 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_OBJECT_T
}, SWIZZLE_XYZW
},
245 static struct gl_builtin_uniform_element gl_ObjectPlaneR_elements
[] = {
246 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_OBJECT_R
}, SWIZZLE_XYZW
},
249 static struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements
[] = {
250 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_OBJECT_Q
}, SWIZZLE_XYZW
},
253 static struct gl_builtin_uniform_element gl_Fog_elements
[] = {
254 {"color", {STATE_FOG_COLOR
}, SWIZZLE_XYZW
},
255 {"density", {STATE_FOG_PARAMS
}, SWIZZLE_XXXX
},
256 {"start", {STATE_FOG_PARAMS
}, SWIZZLE_YYYY
},
257 {"end", {STATE_FOG_PARAMS
}, SWIZZLE_ZZZZ
},
258 {"scale", {STATE_FOG_PARAMS
}, SWIZZLE_WWWW
},
261 static struct gl_builtin_uniform_element gl_NormalScale_elements
[] = {
262 {NULL
, {STATE_NORMAL_SCALE
}, SWIZZLE_XXXX
},
265 static struct gl_builtin_uniform_element gl_BumpRotMatrix0MESA_elements
[] = {
266 {NULL
, {STATE_INTERNAL
, STATE_ROT_MATRIX_0
}, SWIZZLE_XYZW
},
269 static struct gl_builtin_uniform_element gl_BumpRotMatrix1MESA_elements
[] = {
270 {NULL
, {STATE_INTERNAL
, STATE_ROT_MATRIX_1
}, SWIZZLE_XYZW
},
273 static struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements
[] = {
274 {NULL
, {STATE_INTERNAL
, STATE_FOG_PARAMS_OPTIMIZED
}, SWIZZLE_XYZW
},
277 static struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements
[] = {
278 {NULL
, {STATE_INTERNAL
, STATE_CURRENT_ATTRIB
, 0}, SWIZZLE_XYZW
},
281 static struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements
[] = {
282 {NULL
, {STATE_INTERNAL
, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED
, 0}, SWIZZLE_XYZW
},
285 #define MATRIX(name, statevar, modifier) \
286 static struct gl_builtin_uniform_element name ## _elements[] = { \
287 { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW }, \
288 { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW }, \
289 { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW }, \
290 { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW }, \
293 MATRIX(gl_ModelViewMatrix
,
294 STATE_MODELVIEW_MATRIX
, STATE_MATRIX_TRANSPOSE
);
295 MATRIX(gl_ModelViewMatrixInverse
,
296 STATE_MODELVIEW_MATRIX
, STATE_MATRIX_INVTRANS
);
297 MATRIX(gl_ModelViewMatrixTranspose
,
298 STATE_MODELVIEW_MATRIX
, 0);
299 MATRIX(gl_ModelViewMatrixInverseTranspose
,
300 STATE_MODELVIEW_MATRIX
, STATE_MATRIX_INVERSE
);
302 MATRIX(gl_ProjectionMatrix
,
303 STATE_PROJECTION_MATRIX
, STATE_MATRIX_TRANSPOSE
);
304 MATRIX(gl_ProjectionMatrixInverse
,
305 STATE_PROJECTION_MATRIX
, STATE_MATRIX_INVTRANS
);
306 MATRIX(gl_ProjectionMatrixTranspose
,
307 STATE_PROJECTION_MATRIX
, 0);
308 MATRIX(gl_ProjectionMatrixInverseTranspose
,
309 STATE_PROJECTION_MATRIX
, STATE_MATRIX_INVERSE
);
311 MATRIX(gl_ModelViewProjectionMatrix
,
312 STATE_MVP_MATRIX
, STATE_MATRIX_TRANSPOSE
);
313 MATRIX(gl_ModelViewProjectionMatrixInverse
,
314 STATE_MVP_MATRIX
, STATE_MATRIX_INVTRANS
);
315 MATRIX(gl_ModelViewProjectionMatrixTranspose
,
316 STATE_MVP_MATRIX
, 0);
317 MATRIX(gl_ModelViewProjectionMatrixInverseTranspose
,
318 STATE_MVP_MATRIX
, STATE_MATRIX_INVERSE
);
320 MATRIX(gl_TextureMatrix
,
321 STATE_TEXTURE_MATRIX
, STATE_MATRIX_TRANSPOSE
);
322 MATRIX(gl_TextureMatrixInverse
,
323 STATE_TEXTURE_MATRIX
, STATE_MATRIX_INVTRANS
);
324 MATRIX(gl_TextureMatrixTranspose
,
325 STATE_TEXTURE_MATRIX
, 0);
326 MATRIX(gl_TextureMatrixInverseTranspose
,
327 STATE_TEXTURE_MATRIX
, STATE_MATRIX_INVERSE
);
329 static struct gl_builtin_uniform_element gl_NormalMatrix_elements
[] = {
330 { NULL
, { STATE_MODELVIEW_MATRIX
, 0, 0, 0, STATE_MATRIX_INVERSE
},
331 MAKE_SWIZZLE4(SWIZZLE_X
, SWIZZLE_Y
, SWIZZLE_Z
, SWIZZLE_Z
) },
332 { NULL
, { STATE_MODELVIEW_MATRIX
, 0, 1, 1, STATE_MATRIX_INVERSE
},
333 MAKE_SWIZZLE4(SWIZZLE_X
, SWIZZLE_Y
, SWIZZLE_Z
, SWIZZLE_Z
) },
334 { NULL
, { STATE_MODELVIEW_MATRIX
, 0, 2, 2, STATE_MATRIX_INVERSE
},
335 MAKE_SWIZZLE4(SWIZZLE_X
, SWIZZLE_Y
, SWIZZLE_Z
, SWIZZLE_Z
) },
340 #define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)}
342 static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc
[] = {
343 STATEVAR(gl_DepthRange
),
344 STATEVAR(gl_ClipPlane
),
346 STATEVAR(gl_FrontMaterial
),
347 STATEVAR(gl_BackMaterial
),
348 STATEVAR(gl_LightSource
),
349 STATEVAR(gl_LightModel
),
350 STATEVAR(gl_FrontLightModelProduct
),
351 STATEVAR(gl_BackLightModelProduct
),
352 STATEVAR(gl_FrontLightProduct
),
353 STATEVAR(gl_BackLightProduct
),
354 STATEVAR(gl_TextureEnvColor
),
355 STATEVAR(gl_EyePlaneS
),
356 STATEVAR(gl_EyePlaneT
),
357 STATEVAR(gl_EyePlaneR
),
358 STATEVAR(gl_EyePlaneQ
),
359 STATEVAR(gl_ObjectPlaneS
),
360 STATEVAR(gl_ObjectPlaneT
),
361 STATEVAR(gl_ObjectPlaneR
),
362 STATEVAR(gl_ObjectPlaneQ
),
365 STATEVAR(gl_ModelViewMatrix
),
366 STATEVAR(gl_ModelViewMatrixInverse
),
367 STATEVAR(gl_ModelViewMatrixTranspose
),
368 STATEVAR(gl_ModelViewMatrixInverseTranspose
),
370 STATEVAR(gl_ProjectionMatrix
),
371 STATEVAR(gl_ProjectionMatrixInverse
),
372 STATEVAR(gl_ProjectionMatrixTranspose
),
373 STATEVAR(gl_ProjectionMatrixInverseTranspose
),
375 STATEVAR(gl_ModelViewProjectionMatrix
),
376 STATEVAR(gl_ModelViewProjectionMatrixInverse
),
377 STATEVAR(gl_ModelViewProjectionMatrixTranspose
),
378 STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose
),
380 STATEVAR(gl_TextureMatrix
),
381 STATEVAR(gl_TextureMatrixInverse
),
382 STATEVAR(gl_TextureMatrixTranspose
),
383 STATEVAR(gl_TextureMatrixInverseTranspose
),
385 STATEVAR(gl_NormalMatrix
),
386 STATEVAR(gl_NormalScale
),
388 STATEVAR(gl_BumpRotMatrix0MESA
),
389 STATEVAR(gl_BumpRotMatrix1MESA
),
390 STATEVAR(gl_FogParamsOptimizedMESA
),
391 STATEVAR(gl_CurrentAttribVertMESA
),
392 STATEVAR(gl_CurrentAttribFragMESA
),
398 add_variable(exec_list
*instructions
, glsl_symbol_table
*symtab
,
399 const char *name
, const glsl_type
*type
,
400 enum ir_variable_mode mode
, int slot
)
402 ir_variable
*var
= new(symtab
) ir_variable(type
, name
, mode
);
407 case ir_var_const_in
:
409 case ir_var_system_value
:
410 var
->read_only
= true;
420 var
->location
= slot
;
421 var
->explicit_location
= (slot
>= 0);
422 var
->explicit_index
= 0;
424 /* Once the variable is created an initialized, add it to the symbol table
425 * and add the declaration to the IR stream.
427 instructions
->push_tail(var
);
429 symtab
->add_variable(var
);
434 add_uniform(exec_list
*instructions
, glsl_symbol_table
*symtab
,
435 const char *name
, const glsl_type
*type
)
437 ir_variable
*const uni
=
438 add_variable(instructions
, symtab
, name
, type
, ir_var_uniform
, -1);
441 for (i
= 0; _mesa_builtin_uniform_desc
[i
].name
!= NULL
; i
++) {
442 if (strcmp(_mesa_builtin_uniform_desc
[i
].name
, name
) == 0) {
447 assert(_mesa_builtin_uniform_desc
[i
].name
!= NULL
);
448 const struct gl_builtin_uniform_desc
* const statevar
=
449 &_mesa_builtin_uniform_desc
[i
];
451 const unsigned array_count
= type
->is_array() ? type
->length
: 1;
452 uni
->num_state_slots
= array_count
* statevar
->num_elements
;
454 ir_state_slot
*slots
=
455 ralloc_array(uni
, ir_state_slot
, uni
->num_state_slots
);
457 uni
->state_slots
= slots
;
459 for (unsigned a
= 0; a
< array_count
; a
++) {
460 for (unsigned j
= 0; j
< statevar
->num_elements
; j
++) {
461 struct gl_builtin_uniform_element
*element
= &statevar
->elements
[j
];
463 memcpy(slots
->tokens
, element
->tokens
, sizeof(element
->tokens
));
464 if (type
->is_array()) {
465 if (strcmp(name
, "gl_CurrentAttribVertMESA") == 0 ||
466 strcmp(name
, "gl_CurrentAttribFragMESA") == 0) {
467 slots
->tokens
[2] = a
;
469 slots
->tokens
[1] = a
;
473 slots
->swizzle
= element
->swizzle
;
482 add_builtin_variable(exec_list
*instructions
, glsl_symbol_table
*symtab
,
483 const builtin_variable
*proto
)
485 /* Create a new variable declaration from the description supplied by
488 const glsl_type
*const type
= symtab
->get_type(proto
->type
);
490 assert(type
!= NULL
);
492 if (proto
->mode
== ir_var_uniform
) {
493 add_uniform(instructions
, symtab
, proto
->name
, type
);
495 add_variable(instructions
, symtab
, proto
->name
, type
, proto
->mode
,
501 add_builtin_constant(exec_list
*instructions
, glsl_symbol_table
*symtab
,
502 const char *name
, int value
)
504 ir_variable
*const var
= add_variable(instructions
, symtab
,
505 name
, glsl_type::int_type
,
507 var
->constant_value
= new(var
) ir_constant(value
);
508 var
->constant_initializer
= new(var
) ir_constant(value
);
509 var
->has_initializer
= true;
514 * Uniforms that are common to all GLSL ES implementations.
516 * Several constants in GLSL ES have different names than normal desktop GLSL.
517 * Therefore, this function should only be called on the ES path.
520 generate_common_ES_uniforms(exec_list
*instructions
,
521 struct _mesa_glsl_parse_state
*state
)
523 glsl_symbol_table
*const symtab
= state
->symbols
;
525 add_builtin_constant(instructions
, symtab
, "gl_MaxVertexAttribs",
526 state
->Const
.MaxVertexAttribs
);
527 add_builtin_constant(instructions
, symtab
, "gl_MaxVertexUniformVectors",
528 state
->Const
.MaxVertexUniformComponents
);
529 add_builtin_constant(instructions
, symtab
, "gl_MaxVertexTextureImageUnits",
530 state
->Const
.MaxVertexTextureImageUnits
);
531 add_builtin_constant(instructions
, symtab
, "gl_MaxCombinedTextureImageUnits",
532 state
->Const
.MaxCombinedTextureImageUnits
);
533 add_builtin_constant(instructions
, symtab
, "gl_MaxTextureImageUnits",
534 state
->Const
.MaxTextureImageUnits
);
535 add_builtin_constant(instructions
, symtab
, "gl_MaxFragmentUniformVectors",
536 state
->Const
.MaxFragmentUniformComponents
);
538 add_uniform(instructions
, symtab
, "gl_DepthRange",
539 state
->symbols
->get_type("gl_DepthRangeParameters"));
543 generate_100ES_uniforms(exec_list
*instructions
,
544 struct _mesa_glsl_parse_state
*state
)
546 generate_common_ES_uniforms(instructions
, state
);
548 glsl_symbol_table
*const symtab
= state
->symbols
;
550 add_builtin_constant(instructions
, symtab
, "gl_MaxVaryingVectors",
551 state
->Const
.MaxVaryingFloats
/ 4);
555 generate_300ES_uniforms(exec_list
*instructions
,
556 struct _mesa_glsl_parse_state
*state
)
558 generate_common_ES_uniforms(instructions
, state
);
560 glsl_symbol_table
*const symtab
= state
->symbols
;
562 add_builtin_constant(instructions
, symtab
, "gl_MaxVertexOutputVectors",
563 state
->Const
.MaxVaryingFloats
/ 4);
564 add_builtin_constant(instructions
, symtab
, "gl_MaxFragmentInputVectors",
565 state
->Const
.MaxVaryingFloats
/ 4);
566 add_builtin_constant(instructions
, symtab
, "gl_MinProgramTexelOffset",
567 state
->Const
.MinProgramTexelOffset
);
568 add_builtin_constant(instructions
, symtab
, "gl_MaxProgramTexelOffset",
569 state
->Const
.MaxProgramTexelOffset
);
573 generate_110_uniforms(exec_list
*instructions
,
574 struct _mesa_glsl_parse_state
*state
,
577 glsl_symbol_table
*const symtab
= state
->symbols
;
579 if (add_deprecated
) {
581 ; i
< Elements(builtin_110_deprecated_uniforms
)
583 add_builtin_variable(instructions
, symtab
,
584 & builtin_110_deprecated_uniforms
[i
]);
588 if (add_deprecated
) {
589 add_builtin_constant(instructions
, symtab
, "gl_MaxLights",
590 state
->Const
.MaxLights
);
591 add_builtin_constant(instructions
, symtab
, "gl_MaxClipPlanes",
592 state
->Const
.MaxClipPlanes
);
593 add_builtin_constant(instructions
, symtab
, "gl_MaxTextureUnits",
594 state
->Const
.MaxTextureUnits
);
595 add_builtin_constant(instructions
, symtab
, "gl_MaxTextureCoords",
596 state
->Const
.MaxTextureCoords
);
598 add_builtin_constant(instructions
, symtab
, "gl_MaxVertexAttribs",
599 state
->Const
.MaxVertexAttribs
);
600 add_builtin_constant(instructions
, symtab
, "gl_MaxVertexUniformComponents",
601 state
->Const
.MaxVertexUniformComponents
);
602 add_builtin_constant(instructions
, symtab
, "gl_MaxVaryingFloats",
603 state
->Const
.MaxVaryingFloats
);
604 add_builtin_constant(instructions
, symtab
, "gl_MaxVertexTextureImageUnits",
605 state
->Const
.MaxVertexTextureImageUnits
);
606 add_builtin_constant(instructions
, symtab
, "gl_MaxCombinedTextureImageUnits",
607 state
->Const
.MaxCombinedTextureImageUnits
);
608 add_builtin_constant(instructions
, symtab
, "gl_MaxTextureImageUnits",
609 state
->Const
.MaxTextureImageUnits
);
610 add_builtin_constant(instructions
, symtab
, "gl_MaxFragmentUniformComponents",
611 state
->Const
.MaxFragmentUniformComponents
);
613 if (add_deprecated
) {
614 const glsl_type
*const mat4_array_type
=
615 glsl_type::get_array_instance(glsl_type::mat4_type
,
616 state
->Const
.MaxTextureCoords
);
618 add_uniform(instructions
, symtab
, "gl_TextureMatrix", mat4_array_type
);
619 add_uniform(instructions
, symtab
, "gl_TextureMatrixInverse", mat4_array_type
);
620 add_uniform(instructions
, symtab
, "gl_TextureMatrixTranspose", mat4_array_type
);
621 add_uniform(instructions
, symtab
, "gl_TextureMatrixInverseTranspose", mat4_array_type
);
624 add_uniform(instructions
, symtab
, "gl_DepthRange",
625 symtab
->get_type("gl_DepthRangeParameters"));
627 if (add_deprecated
) {
628 add_uniform(instructions
, symtab
, "gl_ClipPlane",
629 glsl_type::get_array_instance(glsl_type::vec4_type
,
630 state
->Const
.MaxClipPlanes
));
631 add_uniform(instructions
, symtab
, "gl_Point",
632 symtab
->get_type("gl_PointParameters"));
634 const glsl_type
*const material_parameters_type
=
635 symtab
->get_type("gl_MaterialParameters");
636 add_uniform(instructions
, symtab
, "gl_FrontMaterial", material_parameters_type
);
637 add_uniform(instructions
, symtab
, "gl_BackMaterial", material_parameters_type
);
639 const glsl_type
*const light_source_array_type
=
640 glsl_type::get_array_instance(symtab
->get_type("gl_LightSourceParameters"), state
->Const
.MaxLights
);
642 add_uniform(instructions
, symtab
, "gl_LightSource", light_source_array_type
);
644 const glsl_type
*const light_model_products_type
=
645 symtab
->get_type("gl_LightModelProducts");
646 add_uniform(instructions
, symtab
, "gl_FrontLightModelProduct",
647 light_model_products_type
);
648 add_uniform(instructions
, symtab
, "gl_BackLightModelProduct",
649 light_model_products_type
);
651 const glsl_type
*const light_products_type
=
652 glsl_type::get_array_instance(symtab
->get_type("gl_LightProducts"),
653 state
->Const
.MaxLights
);
654 add_uniform(instructions
, symtab
, "gl_FrontLightProduct", light_products_type
);
655 add_uniform(instructions
, symtab
, "gl_BackLightProduct", light_products_type
);
657 add_uniform(instructions
, symtab
, "gl_TextureEnvColor",
658 glsl_type::get_array_instance(glsl_type::vec4_type
,
659 state
->Const
.MaxTextureUnits
));
661 const glsl_type
*const texcoords_vec4
=
662 glsl_type::get_array_instance(glsl_type::vec4_type
,
663 state
->Const
.MaxTextureCoords
);
664 add_uniform(instructions
, symtab
, "gl_EyePlaneS", texcoords_vec4
);
665 add_uniform(instructions
, symtab
, "gl_EyePlaneT", texcoords_vec4
);
666 add_uniform(instructions
, symtab
, "gl_EyePlaneR", texcoords_vec4
);
667 add_uniform(instructions
, symtab
, "gl_EyePlaneQ", texcoords_vec4
);
668 add_uniform(instructions
, symtab
, "gl_ObjectPlaneS", texcoords_vec4
);
669 add_uniform(instructions
, symtab
, "gl_ObjectPlaneT", texcoords_vec4
);
670 add_uniform(instructions
, symtab
, "gl_ObjectPlaneR", texcoords_vec4
);
671 add_uniform(instructions
, symtab
, "gl_ObjectPlaneQ", texcoords_vec4
);
673 add_uniform(instructions
, symtab
, "gl_Fog",
674 symtab
->get_type("gl_FogParameters"));
677 /* Mesa-internal current attrib state */
678 const glsl_type
*const vert_attribs
=
679 glsl_type::get_array_instance(glsl_type::vec4_type
, VERT_ATTRIB_MAX
);
680 add_uniform(instructions
, symtab
, "gl_CurrentAttribVertMESA", vert_attribs
);
681 const glsl_type
*const frag_attribs
=
682 glsl_type::get_array_instance(glsl_type::vec4_type
, FRAG_ATTRIB_MAX
);
683 add_uniform(instructions
, symtab
, "gl_CurrentAttribFragMESA", frag_attribs
);
686 /* This function should only be called for ES, not desktop GL. */
688 generate_100ES_vs_variables(exec_list
*instructions
,
689 struct _mesa_glsl_parse_state
*state
)
691 for (unsigned i
= 0; i
< Elements(builtin_core_vs_variables
); i
++) {
692 add_builtin_variable(instructions
, state
->symbols
,
693 & builtin_core_vs_variables
[i
]);
696 generate_100ES_uniforms(instructions
, state
);
698 generate_ARB_draw_buffers_variables(instructions
, state
, false,
703 generate_300ES_vs_variables(exec_list
*instructions
,
704 struct _mesa_glsl_parse_state
*state
)
706 for (unsigned i
= 0; i
< Elements(builtin_core_vs_variables
); i
++) {
707 add_builtin_variable(instructions
, state
->symbols
,
708 & builtin_core_vs_variables
[i
]);
711 for (unsigned i
= 0; i
< Elements(builtin_300ES_vs_variables
); i
++) {
712 add_builtin_variable(instructions
, state
->symbols
,
713 & builtin_300ES_vs_variables
[i
]);
716 generate_300ES_uniforms(instructions
, state
);
718 generate_ARB_draw_buffers_variables(instructions
, state
, false,
724 generate_110_vs_variables(exec_list
*instructions
,
725 struct _mesa_glsl_parse_state
*state
,
728 for (unsigned i
= 0; i
< Elements(builtin_core_vs_variables
); i
++) {
729 add_builtin_variable(instructions
, state
->symbols
,
730 & builtin_core_vs_variables
[i
]);
733 if (add_deprecated
) {
735 ; i
< Elements(builtin_110_deprecated_vs_variables
)
737 add_builtin_variable(instructions
, state
->symbols
,
738 & builtin_110_deprecated_vs_variables
[i
]);
741 generate_110_uniforms(instructions
, state
, add_deprecated
);
743 /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
745 * "As with all arrays, indices used to subscript gl_TexCoord must
746 * either be an integral constant expressions, or this array must be
747 * re-declared by the shader with a size. The size can be at most
748 * gl_MaxTextureCoords. Using indexes close to 0 may aid the
749 * implementation in preserving varying resources."
751 const glsl_type
*const vec4_array_type
=
752 glsl_type::get_array_instance(glsl_type::vec4_type
, 0);
754 add_variable(instructions
, state
->symbols
,
755 "gl_TexCoord", vec4_array_type
, ir_var_out
, VERT_RESULT_TEX0
);
757 generate_ARB_draw_buffers_variables(instructions
, state
, false,
763 generate_120_vs_variables(exec_list
*instructions
,
764 struct _mesa_glsl_parse_state
*state
,
767 /* GLSL version 1.20 did not add any built-in variables in the vertex
770 generate_110_vs_variables(instructions
, state
, add_deprecated
);
775 generate_130_uniforms(exec_list
*instructions
,
776 struct _mesa_glsl_parse_state
*state
)
778 glsl_symbol_table
*const symtab
= state
->symbols
;
780 add_builtin_constant(instructions
, symtab
, "gl_MaxClipDistances",
781 state
->Const
.MaxClipPlanes
);
782 add_builtin_constant(instructions
, symtab
, "gl_MaxVaryingComponents",
783 state
->Const
.MaxVaryingFloats
);
788 generate_130_vs_variables(exec_list
*instructions
,
789 struct _mesa_glsl_parse_state
*state
,
792 generate_120_vs_variables(instructions
, state
, add_deprecated
);
794 for (unsigned i
= 0; i
< Elements(builtin_130_vs_variables
); i
++) {
795 add_builtin_variable(instructions
, state
->symbols
,
796 & builtin_130_vs_variables
[i
]);
799 generate_130_uniforms(instructions
, state
);
801 /* From the GLSL 1.30 spec, section 7.1 (Vertex Shader Special
804 * The gl_ClipDistance array is predeclared as unsized and must
805 * be sized by the shader either redeclaring it with a size or
806 * indexing it only with integral constant expressions.
808 * We represent this in Mesa by initially declaring the array as
811 const glsl_type
*const clip_distance_array_type
=
812 glsl_type::get_array_instance(glsl_type::float_type
, 0);
814 add_variable(instructions
, state
->symbols
,
815 "gl_ClipDistance", clip_distance_array_type
, ir_var_out
,
816 VERT_RESULT_CLIP_DIST0
);
822 initialize_vs_variables(exec_list
*instructions
,
823 struct _mesa_glsl_parse_state
*state
)
825 if (state
->es_shader
) {
826 switch (state
->language_version
) {
828 generate_100ES_vs_variables(instructions
, state
);
831 generate_300ES_vs_variables(instructions
, state
);
834 assert(!"Unexpected language version");
838 switch (state
->language_version
) {
840 generate_110_vs_variables(instructions
, state
, true);
843 generate_120_vs_variables(instructions
, state
, true);
846 generate_130_vs_variables(instructions
, state
, true);
849 generate_130_vs_variables(instructions
, state
, false);
852 assert(!"Unexpected language version");
857 generate_ARB_draw_instanced_variables(instructions
, state
, false,
862 /* This function should only be called for ES, not desktop GL. */
864 generate_100ES_fs_variables(exec_list
*instructions
,
865 struct _mesa_glsl_parse_state
*state
)
867 for (unsigned i
= 0; i
< Elements(builtin_core_fs_variables
); i
++) {
868 add_builtin_variable(instructions
, state
->symbols
,
869 & builtin_core_fs_variables
[i
]);
872 for (unsigned i
= 0; i
< Elements(builtin_100ES_fs_variables
); i
++) {
873 add_builtin_variable(instructions
, state
->symbols
,
874 & builtin_100ES_fs_variables
[i
]);
877 generate_100ES_uniforms(instructions
, state
);
879 generate_ARB_draw_buffers_variables(instructions
, state
, false,
884 generate_300ES_fs_variables(exec_list
*instructions
,
885 struct _mesa_glsl_parse_state
*state
)
887 /* Note: we don't add builtin_core_fs_variables, because it contains
888 * gl_FragColor, which is not in GLSL 3.00 ES.
891 for (unsigned i
= 0; i
< Elements(builtin_300ES_fs_variables
); i
++) {
892 add_builtin_variable(instructions
, state
->symbols
,
893 & builtin_300ES_fs_variables
[i
]);
896 generate_300ES_uniforms(instructions
, state
);
898 generate_ARB_draw_buffers_variables(instructions
, state
, false,
903 generate_110_fs_variables(exec_list
*instructions
,
904 struct _mesa_glsl_parse_state
*state
,
907 for (unsigned i
= 0; i
< Elements(builtin_core_fs_variables
); i
++) {
908 add_builtin_variable(instructions
, state
->symbols
,
909 & builtin_core_fs_variables
[i
]);
912 for (unsigned i
= 0; i
< Elements(builtin_110_fs_variables
); i
++) {
913 add_builtin_variable(instructions
, state
->symbols
,
914 & builtin_110_fs_variables
[i
]);
917 if (add_deprecated
) {
919 ; i
< Elements(builtin_110_deprecated_fs_variables
)
921 add_builtin_variable(instructions
, state
->symbols
,
922 & builtin_110_deprecated_fs_variables
[i
]);
926 generate_110_uniforms(instructions
, state
, add_deprecated
);
928 /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
930 * "As with all arrays, indices used to subscript gl_TexCoord must
931 * either be an integral constant expressions, or this array must be
932 * re-declared by the shader with a size. The size can be at most
933 * gl_MaxTextureCoords. Using indexes close to 0 may aid the
934 * implementation in preserving varying resources."
936 const glsl_type
*const vec4_array_type
=
937 glsl_type::get_array_instance(glsl_type::vec4_type
, 0);
939 add_variable(instructions
, state
->symbols
,
940 "gl_TexCoord", vec4_array_type
, ir_var_in
, FRAG_ATTRIB_TEX0
);
942 generate_ARB_draw_buffers_variables(instructions
, state
, false,
948 generate_ARB_draw_buffers_variables(exec_list
*instructions
,
949 struct _mesa_glsl_parse_state
*state
,
950 bool warn
, _mesa_glsl_parser_targets target
)
952 /* gl_MaxDrawBuffers is available in all shader stages.
954 ir_variable
*const mdb
=
955 add_builtin_constant(instructions
, state
->symbols
, "gl_MaxDrawBuffers",
956 state
->Const
.MaxDrawBuffers
);
959 mdb
->warn_extension
= "GL_ARB_draw_buffers";
961 /* gl_FragData is only available in the fragment shader.
962 * It is not present in GLSL 3.00 ES.
964 if (target
== fragment_shader
&& !state
->is_version(0, 300)) {
965 const glsl_type
*const vec4_array_type
=
966 glsl_type::get_array_instance(glsl_type::vec4_type
,
967 state
->Const
.MaxDrawBuffers
);
969 ir_variable
*const fd
=
970 add_variable(instructions
, state
->symbols
,
971 "gl_FragData", vec4_array_type
,
972 ir_var_out
, FRAG_RESULT_DATA0
);
975 fd
->warn_extension
= "GL_ARB_draw_buffers";
981 generate_ARB_draw_instanced_variables(exec_list
*instructions
,
982 struct _mesa_glsl_parse_state
*state
,
984 _mesa_glsl_parser_targets target
)
986 /* gl_InstanceIDARB is only available in the vertex shader.
988 if (target
!= vertex_shader
)
991 if (state
->ARB_draw_instanced_enable
) {
993 add_variable(instructions
, state
->symbols
,
994 "gl_InstanceIDARB", glsl_type::int_type
,
995 ir_var_system_value
, SYSTEM_VALUE_INSTANCE_ID
);
998 inst
->warn_extension
= "GL_ARB_draw_instanced";
1001 bool available_in_core
= state
->is_version(140, 300);
1002 if (state
->ARB_draw_instanced_enable
|| available_in_core
) {
1003 /* Originally ARB_draw_instanced only specified that ARB decorated name.
1004 * Since no vendor actually implemented that behavior and some apps use
1005 * the undecorated name, the extension now specifies that both names are
1009 add_variable(instructions
, state
->symbols
,
1010 "gl_InstanceID", glsl_type::int_type
,
1011 ir_var_system_value
, SYSTEM_VALUE_INSTANCE_ID
);
1013 if (!available_in_core
&& warn
)
1014 inst
->warn_extension
= "GL_ARB_draw_instanced";
1020 generate_ARB_shader_stencil_export_variables(exec_list
*instructions
,
1021 struct _mesa_glsl_parse_state
*state
,
1024 /* gl_FragStencilRefARB is only available in the fragment shader.
1026 ir_variable
*const fd
=
1027 add_variable(instructions
, state
->symbols
,
1028 "gl_FragStencilRefARB", glsl_type::int_type
,
1029 ir_var_out
, FRAG_RESULT_STENCIL
);
1032 fd
->warn_extension
= "GL_ARB_shader_stencil_export";
1036 generate_AMD_shader_stencil_export_variables(exec_list
*instructions
,
1037 struct _mesa_glsl_parse_state
*state
,
1040 /* gl_FragStencilRefAMD is only available in the fragment shader.
1042 ir_variable
*const fd
=
1043 add_variable(instructions
, state
->symbols
,
1044 "gl_FragStencilRefAMD", glsl_type::int_type
,
1045 ir_var_out
, FRAG_RESULT_STENCIL
);
1048 fd
->warn_extension
= "GL_AMD_shader_stencil_export";
1052 generate_120_fs_variables(exec_list
*instructions
,
1053 struct _mesa_glsl_parse_state
*state
,
1054 bool add_deprecated
)
1056 generate_110_fs_variables(instructions
, state
, add_deprecated
);
1059 ; i
< Elements(builtin_120_fs_variables
)
1061 add_builtin_variable(instructions
, state
->symbols
,
1062 & builtin_120_fs_variables
[i
]);
1067 generate_fs_clipdistance(exec_list
*instructions
,
1068 struct _mesa_glsl_parse_state
*state
)
1070 /* From the GLSL 1.30 spec, section 7.2 (Fragment Shader Special
1073 * The built-in input variable gl_ClipDistance array contains linearly
1074 * interpolated values for the vertex values written by the vertex shader
1075 * to the gl_ClipDistance vertex output variable. This array must be
1076 * sized in the fragment shader either implicitly or explicitly to be the
1077 * same size as it was sized in the vertex shader.
1079 * In other words, the array must be pre-declared as implicitly sized. We
1080 * represent this in Mesa by initially declaring the array as size 0.
1082 const glsl_type
*const clip_distance_array_type
=
1083 glsl_type::get_array_instance(glsl_type::float_type
, 0);
1085 add_variable(instructions
, state
->symbols
,
1086 "gl_ClipDistance", clip_distance_array_type
, ir_var_in
,
1087 FRAG_ATTRIB_CLIP_DIST0
);
1091 generate_130_fs_variables(exec_list
*instructions
,
1092 struct _mesa_glsl_parse_state
*state
)
1094 generate_120_fs_variables(instructions
, state
, true);
1096 generate_130_uniforms(instructions
, state
);
1097 generate_fs_clipdistance(instructions
, state
);
1102 generate_140_fs_variables(exec_list
*instructions
,
1103 struct _mesa_glsl_parse_state
*state
)
1105 generate_120_fs_variables(instructions
, state
, false);
1107 generate_130_uniforms(instructions
, state
);
1108 generate_fs_clipdistance(instructions
, state
);
1112 initialize_fs_variables(exec_list
*instructions
,
1113 struct _mesa_glsl_parse_state
*state
)
1115 if (state
->es_shader
) {
1116 switch (state
->language_version
) {
1118 generate_100ES_fs_variables(instructions
, state
);
1121 generate_300ES_fs_variables(instructions
, state
);
1124 assert(!"Unexpected language version");
1128 switch (state
->language_version
) {
1130 generate_110_fs_variables(instructions
, state
, true);
1133 generate_120_fs_variables(instructions
, state
, true);
1136 generate_130_fs_variables(instructions
, state
);
1139 generate_140_fs_variables(instructions
, state
);
1142 assert(!"Unexpected language version");
1147 if (state
->ARB_shader_stencil_export_enable
)
1148 generate_ARB_shader_stencil_export_variables(instructions
, state
,
1149 state
->ARB_shader_stencil_export_warn
);
1151 if (state
->AMD_shader_stencil_export_enable
)
1152 generate_AMD_shader_stencil_export_variables(instructions
, state
,
1153 state
->AMD_shader_stencil_export_warn
);
1157 _mesa_glsl_initialize_variables(exec_list
*instructions
,
1158 struct _mesa_glsl_parse_state
*state
)
1160 switch (state
->target
) {
1162 initialize_vs_variables(instructions
, state
);
1164 case geometry_shader
:
1166 case fragment_shader
:
1167 initialize_fs_variables(instructions
, state
);