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"
34 static struct gl_builtin_uniform_element gl_DepthRange_elements
[] = {
35 {"near", {STATE_DEPTH_RANGE
, 0, 0}, SWIZZLE_XXXX
},
36 {"far", {STATE_DEPTH_RANGE
, 0, 0}, SWIZZLE_YYYY
},
37 {"diff", {STATE_DEPTH_RANGE
, 0, 0}, SWIZZLE_ZZZZ
},
40 static struct gl_builtin_uniform_element gl_ClipPlane_elements
[] = {
41 {NULL
, {STATE_CLIPPLANE
, 0, 0}, SWIZZLE_XYZW
}
44 static struct gl_builtin_uniform_element gl_Point_elements
[] = {
45 {"size", {STATE_POINT_SIZE
}, SWIZZLE_XXXX
},
46 {"sizeMin", {STATE_POINT_SIZE
}, SWIZZLE_YYYY
},
47 {"sizeMax", {STATE_POINT_SIZE
}, SWIZZLE_ZZZZ
},
48 {"fadeThresholdSize", {STATE_POINT_SIZE
}, SWIZZLE_WWWW
},
49 {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION
}, SWIZZLE_XXXX
},
50 {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION
}, SWIZZLE_YYYY
},
51 {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION
}, SWIZZLE_ZZZZ
},
54 static struct gl_builtin_uniform_element gl_FrontMaterial_elements
[] = {
55 {"emission", {STATE_MATERIAL
, 0, STATE_EMISSION
}, SWIZZLE_XYZW
},
56 {"ambient", {STATE_MATERIAL
, 0, STATE_AMBIENT
}, SWIZZLE_XYZW
},
57 {"diffuse", {STATE_MATERIAL
, 0, STATE_DIFFUSE
}, SWIZZLE_XYZW
},
58 {"specular", {STATE_MATERIAL
, 0, STATE_SPECULAR
}, SWIZZLE_XYZW
},
59 {"shininess", {STATE_MATERIAL
, 0, STATE_SHININESS
}, SWIZZLE_XXXX
},
62 static struct gl_builtin_uniform_element gl_BackMaterial_elements
[] = {
63 {"emission", {STATE_MATERIAL
, 1, STATE_EMISSION
}, SWIZZLE_XYZW
},
64 {"ambient", {STATE_MATERIAL
, 1, STATE_AMBIENT
}, SWIZZLE_XYZW
},
65 {"diffuse", {STATE_MATERIAL
, 1, STATE_DIFFUSE
}, SWIZZLE_XYZW
},
66 {"specular", {STATE_MATERIAL
, 1, STATE_SPECULAR
}, SWIZZLE_XYZW
},
67 {"shininess", {STATE_MATERIAL
, 1, STATE_SHININESS
}, SWIZZLE_XXXX
},
70 static struct gl_builtin_uniform_element gl_LightSource_elements
[] = {
71 {"ambient", {STATE_LIGHT
, 0, STATE_AMBIENT
}, SWIZZLE_XYZW
},
72 {"diffuse", {STATE_LIGHT
, 0, STATE_DIFFUSE
}, SWIZZLE_XYZW
},
73 {"specular", {STATE_LIGHT
, 0, STATE_SPECULAR
}, SWIZZLE_XYZW
},
74 {"position", {STATE_LIGHT
, 0, STATE_POSITION
}, SWIZZLE_XYZW
},
75 {"halfVector", {STATE_LIGHT
, 0, STATE_HALF_VECTOR
}, SWIZZLE_XYZW
},
76 {"spotDirection", {STATE_LIGHT
, 0, STATE_SPOT_DIRECTION
},
77 MAKE_SWIZZLE4(SWIZZLE_X
,
81 {"spotCosCutoff", {STATE_LIGHT
, 0, STATE_SPOT_DIRECTION
}, SWIZZLE_WWWW
},
82 {"spotCutoff", {STATE_LIGHT
, 0, STATE_SPOT_CUTOFF
}, SWIZZLE_XXXX
},
83 {"spotExponent", {STATE_LIGHT
, 0, STATE_ATTENUATION
}, SWIZZLE_WWWW
},
84 {"constantAttenuation", {STATE_LIGHT
, 0, STATE_ATTENUATION
}, SWIZZLE_XXXX
},
85 {"linearAttenuation", {STATE_LIGHT
, 0, STATE_ATTENUATION
}, SWIZZLE_YYYY
},
86 {"quadraticAttenuation", {STATE_LIGHT
, 0, STATE_ATTENUATION
}, SWIZZLE_ZZZZ
},
89 static struct gl_builtin_uniform_element gl_LightModel_elements
[] = {
90 {"ambient", {STATE_LIGHTMODEL_AMBIENT
, 0}, SWIZZLE_XYZW
},
93 static struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements
[] = {
94 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR
, 0}, SWIZZLE_XYZW
},
97 static struct gl_builtin_uniform_element gl_BackLightModelProduct_elements
[] = {
98 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR
, 1}, SWIZZLE_XYZW
},
101 static struct gl_builtin_uniform_element gl_FrontLightProduct_elements
[] = {
102 {"ambient", {STATE_LIGHTPROD
, 0, 0, STATE_AMBIENT
}, SWIZZLE_XYZW
},
103 {"diffuse", {STATE_LIGHTPROD
, 0, 0, STATE_DIFFUSE
}, SWIZZLE_XYZW
},
104 {"specular", {STATE_LIGHTPROD
, 0, 0, STATE_SPECULAR
}, SWIZZLE_XYZW
},
107 static struct gl_builtin_uniform_element gl_BackLightProduct_elements
[] = {
108 {"ambient", {STATE_LIGHTPROD
, 0, 1, STATE_AMBIENT
}, SWIZZLE_XYZW
},
109 {"diffuse", {STATE_LIGHTPROD
, 0, 1, STATE_DIFFUSE
}, SWIZZLE_XYZW
},
110 {"specular", {STATE_LIGHTPROD
, 0, 1, STATE_SPECULAR
}, SWIZZLE_XYZW
},
113 static struct gl_builtin_uniform_element gl_TextureEnvColor_elements
[] = {
114 {NULL
, {STATE_TEXENV_COLOR
, 0}, SWIZZLE_XYZW
},
117 static struct gl_builtin_uniform_element gl_EyePlaneS_elements
[] = {
118 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_EYE_S
}, SWIZZLE_XYZW
},
121 static struct gl_builtin_uniform_element gl_EyePlaneT_elements
[] = {
122 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_EYE_T
}, SWIZZLE_XYZW
},
125 static struct gl_builtin_uniform_element gl_EyePlaneR_elements
[] = {
126 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_EYE_R
}, SWIZZLE_XYZW
},
129 static struct gl_builtin_uniform_element gl_EyePlaneQ_elements
[] = {
130 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_EYE_Q
}, SWIZZLE_XYZW
},
133 static struct gl_builtin_uniform_element gl_ObjectPlaneS_elements
[] = {
134 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_OBJECT_S
}, SWIZZLE_XYZW
},
137 static struct gl_builtin_uniform_element gl_ObjectPlaneT_elements
[] = {
138 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_OBJECT_T
}, SWIZZLE_XYZW
},
141 static struct gl_builtin_uniform_element gl_ObjectPlaneR_elements
[] = {
142 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_OBJECT_R
}, SWIZZLE_XYZW
},
145 static struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements
[] = {
146 {NULL
, {STATE_TEXGEN
, 0, STATE_TEXGEN_OBJECT_Q
}, SWIZZLE_XYZW
},
149 static struct gl_builtin_uniform_element gl_Fog_elements
[] = {
150 {"color", {STATE_FOG_COLOR
}, SWIZZLE_XYZW
},
151 {"density", {STATE_FOG_PARAMS
}, SWIZZLE_XXXX
},
152 {"start", {STATE_FOG_PARAMS
}, SWIZZLE_YYYY
},
153 {"end", {STATE_FOG_PARAMS
}, SWIZZLE_ZZZZ
},
154 {"scale", {STATE_FOG_PARAMS
}, SWIZZLE_WWWW
},
157 static struct gl_builtin_uniform_element gl_NormalScale_elements
[] = {
158 {NULL
, {STATE_NORMAL_SCALE
}, SWIZZLE_XXXX
},
161 static struct gl_builtin_uniform_element gl_BumpRotMatrix0MESA_elements
[] = {
162 {NULL
, {STATE_INTERNAL
, STATE_ROT_MATRIX_0
}, SWIZZLE_XYZW
},
165 static struct gl_builtin_uniform_element gl_BumpRotMatrix1MESA_elements
[] = {
166 {NULL
, {STATE_INTERNAL
, STATE_ROT_MATRIX_1
}, SWIZZLE_XYZW
},
169 static struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements
[] = {
170 {NULL
, {STATE_INTERNAL
, STATE_FOG_PARAMS_OPTIMIZED
}, SWIZZLE_XYZW
},
173 static struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements
[] = {
174 {NULL
, {STATE_INTERNAL
, STATE_CURRENT_ATTRIB
, 0}, SWIZZLE_XYZW
},
177 static struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements
[] = {
178 {NULL
, {STATE_INTERNAL
, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED
, 0}, SWIZZLE_XYZW
},
181 #define MATRIX(name, statevar, modifier) \
182 static struct gl_builtin_uniform_element name ## _elements[] = { \
183 { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW }, \
184 { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW }, \
185 { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW }, \
186 { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW }, \
189 MATRIX(gl_ModelViewMatrix
,
190 STATE_MODELVIEW_MATRIX
, STATE_MATRIX_TRANSPOSE
);
191 MATRIX(gl_ModelViewMatrixInverse
,
192 STATE_MODELVIEW_MATRIX
, STATE_MATRIX_INVTRANS
);
193 MATRIX(gl_ModelViewMatrixTranspose
,
194 STATE_MODELVIEW_MATRIX
, 0);
195 MATRIX(gl_ModelViewMatrixInverseTranspose
,
196 STATE_MODELVIEW_MATRIX
, STATE_MATRIX_INVERSE
);
198 MATRIX(gl_ProjectionMatrix
,
199 STATE_PROJECTION_MATRIX
, STATE_MATRIX_TRANSPOSE
);
200 MATRIX(gl_ProjectionMatrixInverse
,
201 STATE_PROJECTION_MATRIX
, STATE_MATRIX_INVTRANS
);
202 MATRIX(gl_ProjectionMatrixTranspose
,
203 STATE_PROJECTION_MATRIX
, 0);
204 MATRIX(gl_ProjectionMatrixInverseTranspose
,
205 STATE_PROJECTION_MATRIX
, STATE_MATRIX_INVERSE
);
207 MATRIX(gl_ModelViewProjectionMatrix
,
208 STATE_MVP_MATRIX
, STATE_MATRIX_TRANSPOSE
);
209 MATRIX(gl_ModelViewProjectionMatrixInverse
,
210 STATE_MVP_MATRIX
, STATE_MATRIX_INVTRANS
);
211 MATRIX(gl_ModelViewProjectionMatrixTranspose
,
212 STATE_MVP_MATRIX
, 0);
213 MATRIX(gl_ModelViewProjectionMatrixInverseTranspose
,
214 STATE_MVP_MATRIX
, STATE_MATRIX_INVERSE
);
216 MATRIX(gl_TextureMatrix
,
217 STATE_TEXTURE_MATRIX
, STATE_MATRIX_TRANSPOSE
);
218 MATRIX(gl_TextureMatrixInverse
,
219 STATE_TEXTURE_MATRIX
, STATE_MATRIX_INVTRANS
);
220 MATRIX(gl_TextureMatrixTranspose
,
221 STATE_TEXTURE_MATRIX
, 0);
222 MATRIX(gl_TextureMatrixInverseTranspose
,
223 STATE_TEXTURE_MATRIX
, STATE_MATRIX_INVERSE
);
225 static struct gl_builtin_uniform_element gl_NormalMatrix_elements
[] = {
226 { NULL
, { STATE_MODELVIEW_MATRIX
, 0, 0, 0, STATE_MATRIX_INVERSE
},
227 MAKE_SWIZZLE4(SWIZZLE_X
, SWIZZLE_Y
, SWIZZLE_Z
, SWIZZLE_Z
) },
228 { NULL
, { STATE_MODELVIEW_MATRIX
, 0, 1, 1, STATE_MATRIX_INVERSE
},
229 MAKE_SWIZZLE4(SWIZZLE_X
, SWIZZLE_Y
, SWIZZLE_Z
, SWIZZLE_Z
) },
230 { NULL
, { STATE_MODELVIEW_MATRIX
, 0, 2, 2, STATE_MATRIX_INVERSE
},
231 MAKE_SWIZZLE4(SWIZZLE_X
, SWIZZLE_Y
, SWIZZLE_Z
, SWIZZLE_Z
) },
236 #define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)}
238 static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc
[] = {
239 STATEVAR(gl_DepthRange
),
240 STATEVAR(gl_ClipPlane
),
242 STATEVAR(gl_FrontMaterial
),
243 STATEVAR(gl_BackMaterial
),
244 STATEVAR(gl_LightSource
),
245 STATEVAR(gl_LightModel
),
246 STATEVAR(gl_FrontLightModelProduct
),
247 STATEVAR(gl_BackLightModelProduct
),
248 STATEVAR(gl_FrontLightProduct
),
249 STATEVAR(gl_BackLightProduct
),
250 STATEVAR(gl_TextureEnvColor
),
251 STATEVAR(gl_EyePlaneS
),
252 STATEVAR(gl_EyePlaneT
),
253 STATEVAR(gl_EyePlaneR
),
254 STATEVAR(gl_EyePlaneQ
),
255 STATEVAR(gl_ObjectPlaneS
),
256 STATEVAR(gl_ObjectPlaneT
),
257 STATEVAR(gl_ObjectPlaneR
),
258 STATEVAR(gl_ObjectPlaneQ
),
261 STATEVAR(gl_ModelViewMatrix
),
262 STATEVAR(gl_ModelViewMatrixInverse
),
263 STATEVAR(gl_ModelViewMatrixTranspose
),
264 STATEVAR(gl_ModelViewMatrixInverseTranspose
),
266 STATEVAR(gl_ProjectionMatrix
),
267 STATEVAR(gl_ProjectionMatrixInverse
),
268 STATEVAR(gl_ProjectionMatrixTranspose
),
269 STATEVAR(gl_ProjectionMatrixInverseTranspose
),
271 STATEVAR(gl_ModelViewProjectionMatrix
),
272 STATEVAR(gl_ModelViewProjectionMatrixInverse
),
273 STATEVAR(gl_ModelViewProjectionMatrixTranspose
),
274 STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose
),
276 STATEVAR(gl_TextureMatrix
),
277 STATEVAR(gl_TextureMatrixInverse
),
278 STATEVAR(gl_TextureMatrixTranspose
),
279 STATEVAR(gl_TextureMatrixInverseTranspose
),
281 STATEVAR(gl_NormalMatrix
),
282 STATEVAR(gl_NormalScale
),
284 STATEVAR(gl_BumpRotMatrix0MESA
),
285 STATEVAR(gl_BumpRotMatrix1MESA
),
286 STATEVAR(gl_FogParamsOptimizedMESA
),
287 STATEVAR(gl_CurrentAttribVertMESA
),
288 STATEVAR(gl_CurrentAttribFragMESA
),
297 * Data structure that accumulates fields for the gl_PerVertex interface
300 class per_vertex_accumulator
303 per_vertex_accumulator();
304 void add_field(int slot
, const glsl_type
*type
, const char *name
);
305 const glsl_type
*construct_interface_instance() const;
308 glsl_struct_field fields
[10];
313 per_vertex_accumulator::per_vertex_accumulator()
321 per_vertex_accumulator::add_field(int slot
, const glsl_type
*type
,
324 assert(this->num_fields
< ARRAY_SIZE(this->fields
));
325 this->fields
[this->num_fields
].type
= type
;
326 this->fields
[this->num_fields
].name
= name
;
327 this->fields
[this->num_fields
].row_major
= false;
328 this->fields
[this->num_fields
].location
= slot
;
329 this->fields
[this->num_fields
].interpolation
= INTERP_QUALIFIER_NONE
;
330 this->fields
[this->num_fields
].centroid
= 0;
336 per_vertex_accumulator::construct_interface_instance() const
338 return glsl_type::get_interface_instance(this->fields
, this->num_fields
,
339 GLSL_INTERFACE_PACKING_STD140
,
344 class builtin_variable_generator
347 builtin_variable_generator(exec_list
*instructions
,
348 struct _mesa_glsl_parse_state
*state
);
349 void generate_constants();
350 void generate_uniforms();
351 void generate_vs_special_vars();
352 void generate_gs_special_vars();
353 void generate_fs_special_vars();
354 void generate_varyings();
357 const glsl_type
*array(const glsl_type
*base
, unsigned elements
)
359 return glsl_type::get_array_instance(base
, elements
);
362 const glsl_type
*type(const char *name
)
364 return symtab
->get_type(name
);
367 ir_variable
*add_input(int slot
, const glsl_type
*type
, const char *name
)
369 return add_variable(name
, type
, ir_var_shader_in
, slot
);
372 ir_variable
*add_output(int slot
, const glsl_type
*type
, const char *name
)
374 return add_variable(name
, type
, ir_var_shader_out
, slot
);
377 ir_variable
*add_system_value(int slot
, const glsl_type
*type
,
380 return add_variable(name
, type
, ir_var_system_value
, slot
);
383 ir_variable
*add_variable(const char *name
, const glsl_type
*type
,
384 enum ir_variable_mode mode
, int slot
);
385 ir_variable
*add_uniform(const glsl_type
*type
, const char *name
);
386 ir_variable
*add_const(const char *name
, int value
);
387 void add_varying(int slot
, const glsl_type
*type
, const char *name
,
388 const char *name_as_gs_input
);
390 exec_list
* const instructions
;
391 struct _mesa_glsl_parse_state
* const state
;
392 glsl_symbol_table
* const symtab
;
395 * True if compatibility-profile-only variables should be included. (In
396 * desktop GL, these are always included when the GLSL version is 1.30 and
399 const bool compatibility
;
401 const glsl_type
* const bool_t
;
402 const glsl_type
* const int_t
;
403 const glsl_type
* const float_t
;
404 const glsl_type
* const vec2_t
;
405 const glsl_type
* const vec3_t
;
406 const glsl_type
* const vec4_t
;
407 const glsl_type
* const mat3_t
;
408 const glsl_type
* const mat4_t
;
410 per_vertex_accumulator per_vertex_in
;
411 per_vertex_accumulator per_vertex_out
;
415 builtin_variable_generator::builtin_variable_generator(
416 exec_list
*instructions
, struct _mesa_glsl_parse_state
*state
)
417 : instructions(instructions
), state(state
), symtab(state
->symbols
),
418 compatibility(!state
->is_version(140, 100)),
419 bool_t(glsl_type::bool_type
), int_t(glsl_type::int_type
),
420 float_t(glsl_type::float_type
), vec2_t(glsl_type::vec2_type
),
421 vec3_t(glsl_type::vec3_type
), vec4_t(glsl_type::vec4_type
),
422 mat3_t(glsl_type::mat3_type
), mat4_t(glsl_type::mat4_type
)
428 builtin_variable_generator::add_variable(const char *name
,
429 const glsl_type
*type
,
430 enum ir_variable_mode mode
, int slot
)
432 ir_variable
*var
= new(symtab
) ir_variable(type
, name
, mode
);
436 case ir_var_shader_in
:
438 case ir_var_system_value
:
439 var
->read_only
= true;
441 case ir_var_shader_out
:
444 /* The only variables that are added using this function should be
445 * uniforms, shader inputs, and shader outputs, constants (which use
446 * ir_var_auto), and system values.
452 var
->location
= slot
;
453 var
->explicit_location
= (slot
>= 0);
454 var
->explicit_index
= 0;
456 /* Once the variable is created an initialized, add it to the symbol table
457 * and add the declaration to the IR stream.
459 instructions
->push_tail(var
);
461 symtab
->add_variable(var
);
467 builtin_variable_generator::add_uniform(const glsl_type
*type
,
470 ir_variable
*const uni
= add_variable(name
, type
, ir_var_uniform
, -1);
473 for (i
= 0; _mesa_builtin_uniform_desc
[i
].name
!= NULL
; i
++) {
474 if (strcmp(_mesa_builtin_uniform_desc
[i
].name
, name
) == 0) {
479 assert(_mesa_builtin_uniform_desc
[i
].name
!= NULL
);
480 const struct gl_builtin_uniform_desc
* const statevar
=
481 &_mesa_builtin_uniform_desc
[i
];
483 const unsigned array_count
= type
->is_array() ? type
->length
: 1;
484 uni
->num_state_slots
= array_count
* statevar
->num_elements
;
486 ir_state_slot
*slots
=
487 ralloc_array(uni
, ir_state_slot
, uni
->num_state_slots
);
489 uni
->state_slots
= slots
;
491 for (unsigned a
= 0; a
< array_count
; a
++) {
492 for (unsigned j
= 0; j
< statevar
->num_elements
; j
++) {
493 struct gl_builtin_uniform_element
*element
= &statevar
->elements
[j
];
495 memcpy(slots
->tokens
, element
->tokens
, sizeof(element
->tokens
));
496 if (type
->is_array()) {
497 if (strcmp(name
, "gl_CurrentAttribVertMESA") == 0 ||
498 strcmp(name
, "gl_CurrentAttribFragMESA") == 0) {
499 slots
->tokens
[2] = a
;
501 slots
->tokens
[1] = a
;
505 slots
->swizzle
= element
->swizzle
;
515 builtin_variable_generator::add_const(const char *name
, int value
)
517 ir_variable
*const var
= add_variable(name
, glsl_type::int_type
,
519 var
->constant_value
= new(var
) ir_constant(value
);
520 var
->constant_initializer
= new(var
) ir_constant(value
);
521 var
->has_initializer
= true;
527 builtin_variable_generator::generate_constants()
529 add_const("gl_MaxVertexAttribs", state
->Const
.MaxVertexAttribs
);
530 add_const("gl_MaxVertexTextureImageUnits",
531 state
->Const
.MaxVertexTextureImageUnits
);
532 add_const("gl_MaxCombinedTextureImageUnits",
533 state
->Const
.MaxCombinedTextureImageUnits
);
534 add_const("gl_MaxTextureImageUnits", state
->Const
.MaxTextureImageUnits
);
535 add_const("gl_MaxDrawBuffers", state
->Const
.MaxDrawBuffers
);
537 /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
538 * GL counts them in units of "components" or "floats".
540 if (state
->es_shader
) {
541 add_const("gl_MaxVertexUniformVectors",
542 state
->Const
.MaxVertexUniformComponents
/ 4);
543 add_const("gl_MaxFragmentUniformVectors",
544 state
->Const
.MaxFragmentUniformComponents
/ 4);
546 /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
547 * vertex and fragment shader constants.
549 if (state
->is_version(0, 300)) {
550 add_const("gl_MaxVertexOutputVectors",
551 state
->ctx
->Const
.VertexProgram
.MaxOutputComponents
/ 4);
552 add_const("gl_MaxFragmentInputVectors",
553 state
->ctx
->Const
.FragmentProgram
.MaxInputComponents
/ 4);
555 add_const("gl_MaxVaryingVectors",
556 state
->ctx
->Const
.MaxVarying
);
559 add_const("gl_MaxVertexUniformComponents",
560 state
->Const
.MaxVertexUniformComponents
);
562 /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
565 add_const("gl_MaxVaryingFloats", state
->ctx
->Const
.MaxVarying
* 4);
567 add_const("gl_MaxFragmentUniformComponents",
568 state
->Const
.MaxFragmentUniformComponents
);
571 /* Texel offsets were introduced in ARB_shading_language_420pack (which
572 * requires desktop GLSL version 130), and adopted into desktop GLSL
573 * version 4.20 and GLSL ES version 3.00.
575 if ((state
->is_version(130, 0) &&
576 state
->ARB_shading_language_420pack_enable
) ||
577 state
->is_version(420, 300)) {
578 add_const("gl_MinProgramTexelOffset",
579 state
->Const
.MinProgramTexelOffset
);
580 add_const("gl_MaxProgramTexelOffset",
581 state
->Const
.MaxProgramTexelOffset
);
584 if (state
->is_version(130, 0)) {
585 add_const("gl_MaxClipDistances", state
->Const
.MaxClipPlanes
);
586 add_const("gl_MaxVaryingComponents", state
->ctx
->Const
.MaxVarying
* 4);
589 if (state
->is_version(150, 0)) {
590 add_const("gl_MaxVertexOutputComponents",
591 state
->Const
.MaxVertexOutputComponents
);
592 add_const("gl_MaxGeometryInputComponents",
593 state
->Const
.MaxGeometryInputComponents
);
594 add_const("gl_MaxGeometryOutputComponents",
595 state
->Const
.MaxGeometryOutputComponents
);
596 add_const("gl_MaxFragmentInputComponents",
597 state
->Const
.MaxFragmentInputComponents
);
598 add_const("gl_MaxGeometryTextureImageUnits",
599 state
->Const
.MaxGeometryTextureImageUnits
);
600 add_const("gl_MaxGeometryOutputVertices",
601 state
->Const
.MaxGeometryOutputVertices
);
602 add_const("gl_MaxGeometryTotalOutputComponents",
603 state
->Const
.MaxGeometryTotalOutputComponents
);
604 add_const("gl_MaxGeometryUniformComponents",
605 state
->Const
.MaxGeometryUniformComponents
);
607 /* Note: the GLSL 1.50-4.40 specs require
608 * gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
609 * But they do not define what it means (and there does not appear to be
610 * any corresponding constant in the GL specs). However,
611 * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
612 * be the maximum number of components available for use as geometry
613 * outputs. So we assume this is a synonym for
614 * gl_MaxGeometryOutputComponents.
616 add_const("gl_MaxGeometryVaryingComponents",
617 state
->Const
.MaxGeometryOutputComponents
);
621 /* Note: gl_MaxLights stopped being listed as an explicit constant in
622 * GLSL 1.30, however it continues to be referred to (as a minimum size
623 * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
624 * this seems like it was probably an oversight.
626 add_const("gl_MaxLights", state
->Const
.MaxLights
);
628 add_const("gl_MaxClipPlanes", state
->Const
.MaxClipPlanes
);
630 /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
631 * 1.50, however this seems like it was probably an oversight.
633 add_const("gl_MaxTextureUnits", state
->Const
.MaxTextureUnits
);
635 /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
636 * re-introduced in GLSL 1.50, so this seems like it was probably an
639 add_const("gl_MaxTextureCoords", state
->Const
.MaxTextureCoords
);
645 * Generate uniform variables (which exist in all types of shaders).
648 builtin_variable_generator::generate_uniforms()
650 add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
651 add_uniform(array(vec4_t
, VERT_ATTRIB_MAX
), "gl_CurrentAttribVertMESA");
652 add_uniform(array(vec4_t
, VARYING_SLOT_MAX
), "gl_CurrentAttribFragMESA");
655 add_uniform(mat4_t
, "gl_ModelViewMatrix");
656 add_uniform(mat4_t
, "gl_ProjectionMatrix");
657 add_uniform(mat4_t
, "gl_ModelViewProjectionMatrix");
658 add_uniform(mat3_t
, "gl_NormalMatrix");
659 add_uniform(mat4_t
, "gl_ModelViewMatrixInverse");
660 add_uniform(mat4_t
, "gl_ProjectionMatrixInverse");
661 add_uniform(mat4_t
, "gl_ModelViewProjectionMatrixInverse");
662 add_uniform(mat4_t
, "gl_ModelViewMatrixTranspose");
663 add_uniform(mat4_t
, "gl_ProjectionMatrixTranspose");
664 add_uniform(mat4_t
, "gl_ModelViewProjectionMatrixTranspose");
665 add_uniform(mat4_t
, "gl_ModelViewMatrixInverseTranspose");
666 add_uniform(mat4_t
, "gl_ProjectionMatrixInverseTranspose");
667 add_uniform(mat4_t
, "gl_ModelViewProjectionMatrixInverseTranspose");
668 add_uniform(float_t
, "gl_NormalScale");
669 add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
670 add_uniform(vec2_t
, "gl_BumpRotMatrix0MESA");
671 add_uniform(vec2_t
, "gl_BumpRotMatrix1MESA");
672 add_uniform(vec4_t
, "gl_FogParamsOptimizedMESA");
674 const glsl_type
*const mat4_array_type
=
675 array(mat4_t
, state
->Const
.MaxTextureCoords
);
676 add_uniform(mat4_array_type
, "gl_TextureMatrix");
677 add_uniform(mat4_array_type
, "gl_TextureMatrixInverse");
678 add_uniform(mat4_array_type
, "gl_TextureMatrixTranspose");
679 add_uniform(mat4_array_type
, "gl_TextureMatrixInverseTranspose");
681 add_uniform(array(vec4_t
, state
->Const
.MaxClipPlanes
), "gl_ClipPlane");
682 add_uniform(type("gl_PointParameters"), "gl_Point");
684 const glsl_type
*const material_parameters_type
=
685 type("gl_MaterialParameters");
686 add_uniform(material_parameters_type
, "gl_FrontMaterial");
687 add_uniform(material_parameters_type
, "gl_BackMaterial");
689 add_uniform(array(type("gl_LightSourceParameters"),
690 state
->Const
.MaxLights
),
693 const glsl_type
*const light_model_products_type
=
694 type("gl_LightModelProducts");
695 add_uniform(light_model_products_type
, "gl_FrontLightModelProduct");
696 add_uniform(light_model_products_type
, "gl_BackLightModelProduct");
698 const glsl_type
*const light_products_type
=
699 array(type("gl_LightProducts"), state
->Const
.MaxLights
);
700 add_uniform(light_products_type
, "gl_FrontLightProduct");
701 add_uniform(light_products_type
, "gl_BackLightProduct");
703 add_uniform(array(vec4_t
, state
->Const
.MaxTextureUnits
),
704 "gl_TextureEnvColor");
706 const glsl_type
*const texcoords_vec4
=
707 array(vec4_t
, state
->Const
.MaxTextureCoords
);
708 add_uniform(texcoords_vec4
, "gl_EyePlaneS");
709 add_uniform(texcoords_vec4
, "gl_EyePlaneT");
710 add_uniform(texcoords_vec4
, "gl_EyePlaneR");
711 add_uniform(texcoords_vec4
, "gl_EyePlaneQ");
712 add_uniform(texcoords_vec4
, "gl_ObjectPlaneS");
713 add_uniform(texcoords_vec4
, "gl_ObjectPlaneT");
714 add_uniform(texcoords_vec4
, "gl_ObjectPlaneR");
715 add_uniform(texcoords_vec4
, "gl_ObjectPlaneQ");
717 add_uniform(type("gl_FogParameters"), "gl_Fog");
723 * Generate variables which only exist in vertex shaders.
726 builtin_variable_generator::generate_vs_special_vars()
728 if (state
->is_version(130, 300))
729 add_system_value(SYSTEM_VALUE_VERTEX_ID
, int_t
, "gl_VertexID");
730 if (state
->ARB_draw_instanced_enable
)
731 add_system_value(SYSTEM_VALUE_INSTANCE_ID
, int_t
, "gl_InstanceIDARB");
732 if (state
->ARB_draw_instanced_enable
|| state
->is_version(140, 300))
733 add_system_value(SYSTEM_VALUE_INSTANCE_ID
, int_t
, "gl_InstanceID");
734 if (state
->AMD_vertex_shader_layer_enable
)
735 add_output(VARYING_SLOT_LAYER
, int_t
, "gl_Layer");
737 add_input(VERT_ATTRIB_POS
, vec4_t
, "gl_Vertex");
738 add_input(VERT_ATTRIB_NORMAL
, vec3_t
, "gl_Normal");
739 add_input(VERT_ATTRIB_COLOR0
, vec4_t
, "gl_Color");
740 add_input(VERT_ATTRIB_COLOR1
, vec4_t
, "gl_SecondaryColor");
741 add_input(VERT_ATTRIB_TEX0
, vec4_t
, "gl_MultiTexCoord0");
742 add_input(VERT_ATTRIB_TEX1
, vec4_t
, "gl_MultiTexCoord1");
743 add_input(VERT_ATTRIB_TEX2
, vec4_t
, "gl_MultiTexCoord2");
744 add_input(VERT_ATTRIB_TEX3
, vec4_t
, "gl_MultiTexCoord3");
745 add_input(VERT_ATTRIB_TEX4
, vec4_t
, "gl_MultiTexCoord4");
746 add_input(VERT_ATTRIB_TEX5
, vec4_t
, "gl_MultiTexCoord5");
747 add_input(VERT_ATTRIB_TEX6
, vec4_t
, "gl_MultiTexCoord6");
748 add_input(VERT_ATTRIB_TEX7
, vec4_t
, "gl_MultiTexCoord7");
749 add_input(VERT_ATTRIB_FOG
, float_t
, "gl_FogCoord");
755 * Generate variables which only exist in geometry shaders.
758 builtin_variable_generator::generate_gs_special_vars()
760 add_output(VARYING_SLOT_LAYER
, int_t
, "gl_Layer");
762 /* Although gl_PrimitiveID appears in tessellation control and tessellation
763 * evaluation shaders, it has a different function there than it has in
764 * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
765 * as special geometry shader variables.
767 * Note that although the general convention of suffixing geometry shader
768 * input varyings with "In" was not adopted into GLSL 1.50, it is used in
769 * the specific case of gl_PrimitiveIDIn. So we don't need to treat
770 * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
773 var
= add_input(VARYING_SLOT_PRIMITIVE_ID
, int_t
, "gl_PrimitiveIDIn");
774 var
->interpolation
= INTERP_QUALIFIER_FLAT
;
775 var
= add_output(VARYING_SLOT_PRIMITIVE_ID
, int_t
, "gl_PrimitiveID");
776 var
->interpolation
= INTERP_QUALIFIER_FLAT
;
781 * Generate variables which only exist in fragment shaders.
784 builtin_variable_generator::generate_fs_special_vars()
786 add_input(VARYING_SLOT_POS
, vec4_t
, "gl_FragCoord");
787 add_input(VARYING_SLOT_FACE
, bool_t
, "gl_FrontFacing");
788 if (state
->is_version(120, 100))
789 add_input(VARYING_SLOT_PNTC
, vec2_t
, "gl_PointCoord");
791 if (state
->is_version(150, 0)) {
793 add_input(VARYING_SLOT_PRIMITIVE_ID
, int_t
, "gl_PrimitiveID");
794 var
->interpolation
= INTERP_QUALIFIER_FLAT
;
797 /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
798 * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
799 * They were removed from GLSL ES 3.00.
801 if (compatibility
|| !state
->is_version(420, 300)) {
802 add_output(FRAG_RESULT_COLOR
, vec4_t
, "gl_FragColor");
803 add_output(FRAG_RESULT_DATA0
,
804 array(vec4_t
, state
->Const
.MaxDrawBuffers
), "gl_FragData");
807 /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
810 if (state
->is_version(110, 300))
811 add_output(FRAG_RESULT_DEPTH
, float_t
, "gl_FragDepth");
813 if (state
->ARB_shader_stencil_export_enable
) {
814 ir_variable
*const var
=
815 add_output(FRAG_RESULT_STENCIL
, int_t
, "gl_FragStencilRefARB");
816 if (state
->ARB_shader_stencil_export_warn
)
817 var
->warn_extension
= "GL_ARB_shader_stencil_export";
820 if (state
->AMD_shader_stencil_export_enable
) {
821 ir_variable
*const var
=
822 add_output(FRAG_RESULT_STENCIL
, int_t
, "gl_FragStencilRefAMD");
823 if (state
->AMD_shader_stencil_export_warn
)
824 var
->warn_extension
= "GL_AMD_shader_stencil_export";
830 * Add a single "varying" variable. The variable's type and direction (input
831 * or output) are adjusted as appropriate for the type of shader being
832 * compiled. For geometry shaders using {ARB,EXT}_geometry_shader4,
833 * name_as_gs_input is used for the input (to avoid ambiguity).
836 builtin_variable_generator::add_varying(int slot
, const glsl_type
*type
,
838 const char *name_as_gs_input
)
840 switch (state
->target
) {
841 case geometry_shader
:
842 this->per_vertex_in
.add_field(slot
, type
, name
);
845 this->per_vertex_out
.add_field(slot
, type
, name
);
847 case fragment_shader
:
848 add_input(slot
, type
, name
);
855 * Generate variables that are used to communicate data from one shader stage
856 * to the next ("varyings").
859 builtin_variable_generator::generate_varyings()
861 #define ADD_VARYING(loc, type, name) \
862 add_varying(loc, type, name, name "In")
864 /* gl_Position and gl_PointSize are not visible from fragment shaders. */
865 if (state
->target
!= fragment_shader
) {
866 ADD_VARYING(VARYING_SLOT_POS
, vec4_t
, "gl_Position");
867 ADD_VARYING(VARYING_SLOT_PSIZ
, float_t
, "gl_PointSize");
870 if (state
->is_version(130, 0)) {
871 ADD_VARYING(VARYING_SLOT_CLIP_DIST0
, array(float_t
, 0),
876 ADD_VARYING(VARYING_SLOT_TEX0
, array(vec4_t
, 0), "gl_TexCoord");
877 ADD_VARYING(VARYING_SLOT_FOGC
, float_t
, "gl_FogFragCoord");
878 if (state
->target
== fragment_shader
) {
879 ADD_VARYING(VARYING_SLOT_COL0
, vec4_t
, "gl_Color");
880 ADD_VARYING(VARYING_SLOT_COL1
, vec4_t
, "gl_SecondaryColor");
882 ADD_VARYING(VARYING_SLOT_CLIP_VERTEX
, vec4_t
, "gl_ClipVertex");
883 ADD_VARYING(VARYING_SLOT_COL0
, vec4_t
, "gl_FrontColor");
884 ADD_VARYING(VARYING_SLOT_BFC0
, vec4_t
, "gl_BackColor");
885 ADD_VARYING(VARYING_SLOT_COL1
, vec4_t
, "gl_FrontSecondaryColor");
886 ADD_VARYING(VARYING_SLOT_BFC1
, vec4_t
, "gl_BackSecondaryColor");
890 if (state
->target
== geometry_shader
) {
891 const glsl_type
*per_vertex_in_type
=
892 this->per_vertex_in
.construct_interface_instance();
893 add_variable("gl_in", array(per_vertex_in_type
, 0),
894 ir_var_shader_in
, -1);
896 if (state
->target
== vertex_shader
|| state
->target
== geometry_shader
) {
897 const glsl_type
*per_vertex_out_type
=
898 this->per_vertex_out
.construct_interface_instance();
899 const glsl_struct_field
*fields
= per_vertex_out_type
->fields
.structure
;
900 for (unsigned i
= 0; i
< per_vertex_out_type
->length
; i
++) {
902 add_variable(fields
[i
].name
, fields
[i
].type
, ir_var_shader_out
,
904 var
->interpolation
= fields
[i
].interpolation
;
905 var
->centroid
= fields
[i
].centroid
;
906 var
->init_interface_type(per_vertex_out_type
);
912 }; /* Anonymous namespace */
916 _mesa_glsl_initialize_variables(exec_list
*instructions
,
917 struct _mesa_glsl_parse_state
*state
)
919 builtin_variable_generator
gen(instructions
, state
);
921 gen
.generate_constants();
922 gen
.generate_uniforms();
924 gen
.generate_varyings();
926 switch (state
->target
) {
928 gen
.generate_vs_special_vars();
930 case geometry_shader
:
931 gen
.generate_gs_special_vars();
933 case fragment_shader
:
934 gen
.generate_fs_special_vars();