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_shader_out
, VARYING_SLOT_POS
, "vec4", "gl_Position" },
51 { ir_var_shader_out
, VARYING_SLOT_PSIZ
, "float", "gl_PointSize" },
54 static const builtin_variable builtin_core_fs_variables
[] = {
55 { ir_var_shader_in
, FRAG_ATTRIB_WPOS
, "vec4", "gl_FragCoord" },
56 { ir_var_shader_in
, FRAG_ATTRIB_FACE
, "bool", "gl_FrontFacing" },
57 { ir_var_shader_out
, FRAG_RESULT_COLOR
, "vec4", "gl_FragColor" },
60 static const builtin_variable builtin_100ES_fs_variables
[] = {
61 { ir_var_shader_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_shader_in
, FRAG_ATTRIB_WPOS
, "vec4", "gl_FragCoord" },
70 { ir_var_shader_in
, FRAG_ATTRIB_FACE
, "bool", "gl_FrontFacing" },
71 { ir_var_shader_out
, FRAG_RESULT_DEPTH
, "float", "gl_FragDepth" },
72 { ir_var_shader_in
, FRAG_ATTRIB_PNTC
, "vec2", "gl_PointCoord" },
75 static const builtin_variable builtin_110_fs_variables
[] = {
76 { ir_var_shader_out
, FRAG_RESULT_DEPTH
, "float", "gl_FragDepth" },
79 static const builtin_variable builtin_110_deprecated_fs_variables
[] = {
80 { ir_var_shader_in
, FRAG_ATTRIB_COL0
, "vec4", "gl_Color" },
81 { ir_var_shader_in
, FRAG_ATTRIB_COL1
, "vec4", "gl_SecondaryColor" },
82 { ir_var_shader_in
, FRAG_ATTRIB_FOGC
, "float", "gl_FogFragCoord" },
85 static const builtin_variable builtin_110_deprecated_vs_variables
[] = {
86 { ir_var_shader_in
, VERT_ATTRIB_POS
, "vec4", "gl_Vertex" },
87 { ir_var_shader_in
, VERT_ATTRIB_NORMAL
, "vec3", "gl_Normal" },
88 { ir_var_shader_in
, VERT_ATTRIB_COLOR0
, "vec4", "gl_Color" },
89 { ir_var_shader_in
, VERT_ATTRIB_COLOR1
, "vec4", "gl_SecondaryColor" },
90 { ir_var_shader_in
, VERT_ATTRIB_TEX0
, "vec4", "gl_MultiTexCoord0" },
91 { ir_var_shader_in
, VERT_ATTRIB_TEX1
, "vec4", "gl_MultiTexCoord1" },
92 { ir_var_shader_in
, VERT_ATTRIB_TEX2
, "vec4", "gl_MultiTexCoord2" },
93 { ir_var_shader_in
, VERT_ATTRIB_TEX3
, "vec4", "gl_MultiTexCoord3" },
94 { ir_var_shader_in
, VERT_ATTRIB_TEX4
, "vec4", "gl_MultiTexCoord4" },
95 { ir_var_shader_in
, VERT_ATTRIB_TEX5
, "vec4", "gl_MultiTexCoord5" },
96 { ir_var_shader_in
, VERT_ATTRIB_TEX6
, "vec4", "gl_MultiTexCoord6" },
97 { ir_var_shader_in
, VERT_ATTRIB_TEX7
, "vec4", "gl_MultiTexCoord7" },
98 { ir_var_shader_in
, VERT_ATTRIB_FOG
, "float", "gl_FogCoord" },
99 { ir_var_shader_out
, VARYING_SLOT_CLIP_VERTEX
, "vec4", "gl_ClipVertex" },
100 { ir_var_shader_out
, VARYING_SLOT_COL0
, "vec4", "gl_FrontColor" },
101 { ir_var_shader_out
, VARYING_SLOT_BFC0
, "vec4", "gl_BackColor" },
102 { ir_var_shader_out
, VARYING_SLOT_COL1
, "vec4", "gl_FrontSecondaryColor" },
103 { ir_var_shader_out
, VARYING_SLOT_BFC1
, "vec4", "gl_BackSecondaryColor" },
104 { ir_var_shader_out
, VARYING_SLOT_FOGC
, "float", "gl_FogFragCoord" },
107 static const builtin_variable builtin_120_fs_variables
[] = {
108 { ir_var_shader_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
);
406 case ir_var_shader_in
:
408 case ir_var_system_value
:
409 var
->read_only
= true;
411 case ir_var_shader_out
:
414 /* The only variables that are added using this function should be
415 * uniforms, shader inputs, and shader outputs, constants (which use
416 * ir_var_auto), and system values.
422 var
->location
= slot
;
423 var
->explicit_location
= (slot
>= 0);
424 var
->explicit_index
= 0;
426 /* Once the variable is created an initialized, add it to the symbol table
427 * and add the declaration to the IR stream.
429 instructions
->push_tail(var
);
431 symtab
->add_variable(var
);
436 add_uniform(exec_list
*instructions
, glsl_symbol_table
*symtab
,
437 const char *name
, const glsl_type
*type
)
439 ir_variable
*const uni
=
440 add_variable(instructions
, symtab
, name
, type
, ir_var_uniform
, -1);
443 for (i
= 0; _mesa_builtin_uniform_desc
[i
].name
!= NULL
; i
++) {
444 if (strcmp(_mesa_builtin_uniform_desc
[i
].name
, name
) == 0) {
449 assert(_mesa_builtin_uniform_desc
[i
].name
!= NULL
);
450 const struct gl_builtin_uniform_desc
* const statevar
=
451 &_mesa_builtin_uniform_desc
[i
];
453 const unsigned array_count
= type
->is_array() ? type
->length
: 1;
454 uni
->num_state_slots
= array_count
* statevar
->num_elements
;
456 ir_state_slot
*slots
=
457 ralloc_array(uni
, ir_state_slot
, uni
->num_state_slots
);
459 uni
->state_slots
= slots
;
461 for (unsigned a
= 0; a
< array_count
; a
++) {
462 for (unsigned j
= 0; j
< statevar
->num_elements
; j
++) {
463 struct gl_builtin_uniform_element
*element
= &statevar
->elements
[j
];
465 memcpy(slots
->tokens
, element
->tokens
, sizeof(element
->tokens
));
466 if (type
->is_array()) {
467 if (strcmp(name
, "gl_CurrentAttribVertMESA") == 0 ||
468 strcmp(name
, "gl_CurrentAttribFragMESA") == 0) {
469 slots
->tokens
[2] = a
;
471 slots
->tokens
[1] = a
;
475 slots
->swizzle
= element
->swizzle
;
484 add_builtin_variable(exec_list
*instructions
, glsl_symbol_table
*symtab
,
485 const builtin_variable
*proto
)
487 /* Create a new variable declaration from the description supplied by
490 const glsl_type
*const type
= symtab
->get_type(proto
->type
);
492 assert(type
!= NULL
);
494 if (proto
->mode
== ir_var_uniform
) {
495 add_uniform(instructions
, symtab
, proto
->name
, type
);
497 add_variable(instructions
, symtab
, proto
->name
, type
, proto
->mode
,
503 add_builtin_constant(exec_list
*instructions
, glsl_symbol_table
*symtab
,
504 const char *name
, int value
)
506 ir_variable
*const var
= add_variable(instructions
, symtab
,
507 name
, glsl_type::int_type
,
509 var
->constant_value
= new(var
) ir_constant(value
);
510 var
->constant_initializer
= new(var
) ir_constant(value
);
511 var
->has_initializer
= true;
516 * Uniforms that are common to all GLSL ES implementations.
518 * Several constants in GLSL ES have different names than normal desktop GLSL.
519 * Therefore, this function should only be called on the ES path.
522 generate_common_ES_uniforms(exec_list
*instructions
,
523 struct _mesa_glsl_parse_state
*state
)
525 glsl_symbol_table
*const symtab
= state
->symbols
;
527 add_builtin_constant(instructions
, symtab
, "gl_MaxVertexAttribs",
528 state
->Const
.MaxVertexAttribs
);
529 add_builtin_constant(instructions
, symtab
, "gl_MaxVertexUniformVectors",
530 state
->Const
.MaxVertexUniformComponents
);
531 add_builtin_constant(instructions
, symtab
, "gl_MaxVertexTextureImageUnits",
532 state
->Const
.MaxVertexTextureImageUnits
);
533 add_builtin_constant(instructions
, symtab
, "gl_MaxCombinedTextureImageUnits",
534 state
->Const
.MaxCombinedTextureImageUnits
);
535 add_builtin_constant(instructions
, symtab
, "gl_MaxTextureImageUnits",
536 state
->Const
.MaxTextureImageUnits
);
537 add_builtin_constant(instructions
, symtab
, "gl_MaxFragmentUniformVectors",
538 state
->Const
.MaxFragmentUniformComponents
);
540 add_uniform(instructions
, symtab
, "gl_DepthRange",
541 state
->symbols
->get_type("gl_DepthRangeParameters"));
545 generate_100ES_uniforms(exec_list
*instructions
,
546 struct _mesa_glsl_parse_state
*state
)
548 generate_common_ES_uniforms(instructions
, state
);
550 glsl_symbol_table
*const symtab
= state
->symbols
;
552 add_builtin_constant(instructions
, symtab
, "gl_MaxVaryingVectors",
553 state
->Const
.MaxVaryingFloats
/ 4);
557 generate_300ES_uniforms(exec_list
*instructions
,
558 struct _mesa_glsl_parse_state
*state
)
560 generate_common_ES_uniforms(instructions
, state
);
562 glsl_symbol_table
*const symtab
= state
->symbols
;
564 add_builtin_constant(instructions
, symtab
, "gl_MaxVertexOutputVectors",
565 state
->Const
.MaxVaryingFloats
/ 4);
566 add_builtin_constant(instructions
, symtab
, "gl_MaxFragmentInputVectors",
567 state
->Const
.MaxVaryingFloats
/ 4);
568 add_builtin_constant(instructions
, symtab
, "gl_MinProgramTexelOffset",
569 state
->Const
.MinProgramTexelOffset
);
570 add_builtin_constant(instructions
, symtab
, "gl_MaxProgramTexelOffset",
571 state
->Const
.MaxProgramTexelOffset
);
575 generate_110_uniforms(exec_list
*instructions
,
576 struct _mesa_glsl_parse_state
*state
,
579 glsl_symbol_table
*const symtab
= state
->symbols
;
581 if (add_deprecated
) {
583 ; i
< Elements(builtin_110_deprecated_uniforms
)
585 add_builtin_variable(instructions
, symtab
,
586 & builtin_110_deprecated_uniforms
[i
]);
590 if (add_deprecated
) {
591 add_builtin_constant(instructions
, symtab
, "gl_MaxLights",
592 state
->Const
.MaxLights
);
593 add_builtin_constant(instructions
, symtab
, "gl_MaxClipPlanes",
594 state
->Const
.MaxClipPlanes
);
595 add_builtin_constant(instructions
, symtab
, "gl_MaxTextureUnits",
596 state
->Const
.MaxTextureUnits
);
597 add_builtin_constant(instructions
, symtab
, "gl_MaxTextureCoords",
598 state
->Const
.MaxTextureCoords
);
600 add_builtin_constant(instructions
, symtab
, "gl_MaxVertexAttribs",
601 state
->Const
.MaxVertexAttribs
);
602 add_builtin_constant(instructions
, symtab
, "gl_MaxVertexUniformComponents",
603 state
->Const
.MaxVertexUniformComponents
);
604 add_builtin_constant(instructions
, symtab
, "gl_MaxVaryingFloats",
605 state
->Const
.MaxVaryingFloats
);
606 add_builtin_constant(instructions
, symtab
, "gl_MaxVertexTextureImageUnits",
607 state
->Const
.MaxVertexTextureImageUnits
);
608 add_builtin_constant(instructions
, symtab
, "gl_MaxCombinedTextureImageUnits",
609 state
->Const
.MaxCombinedTextureImageUnits
);
610 add_builtin_constant(instructions
, symtab
, "gl_MaxTextureImageUnits",
611 state
->Const
.MaxTextureImageUnits
);
612 add_builtin_constant(instructions
, symtab
, "gl_MaxFragmentUniformComponents",
613 state
->Const
.MaxFragmentUniformComponents
);
615 if (add_deprecated
) {
616 const glsl_type
*const mat4_array_type
=
617 glsl_type::get_array_instance(glsl_type::mat4_type
,
618 state
->Const
.MaxTextureCoords
);
620 add_uniform(instructions
, symtab
, "gl_TextureMatrix", mat4_array_type
);
621 add_uniform(instructions
, symtab
, "gl_TextureMatrixInverse", mat4_array_type
);
622 add_uniform(instructions
, symtab
, "gl_TextureMatrixTranspose", mat4_array_type
);
623 add_uniform(instructions
, symtab
, "gl_TextureMatrixInverseTranspose", mat4_array_type
);
626 add_uniform(instructions
, symtab
, "gl_DepthRange",
627 symtab
->get_type("gl_DepthRangeParameters"));
629 if (add_deprecated
) {
630 add_uniform(instructions
, symtab
, "gl_ClipPlane",
631 glsl_type::get_array_instance(glsl_type::vec4_type
,
632 state
->Const
.MaxClipPlanes
));
633 add_uniform(instructions
, symtab
, "gl_Point",
634 symtab
->get_type("gl_PointParameters"));
636 const glsl_type
*const material_parameters_type
=
637 symtab
->get_type("gl_MaterialParameters");
638 add_uniform(instructions
, symtab
, "gl_FrontMaterial", material_parameters_type
);
639 add_uniform(instructions
, symtab
, "gl_BackMaterial", material_parameters_type
);
641 const glsl_type
*const light_source_array_type
=
642 glsl_type::get_array_instance(symtab
->get_type("gl_LightSourceParameters"), state
->Const
.MaxLights
);
644 add_uniform(instructions
, symtab
, "gl_LightSource", light_source_array_type
);
646 const glsl_type
*const light_model_products_type
=
647 symtab
->get_type("gl_LightModelProducts");
648 add_uniform(instructions
, symtab
, "gl_FrontLightModelProduct",
649 light_model_products_type
);
650 add_uniform(instructions
, symtab
, "gl_BackLightModelProduct",
651 light_model_products_type
);
653 const glsl_type
*const light_products_type
=
654 glsl_type::get_array_instance(symtab
->get_type("gl_LightProducts"),
655 state
->Const
.MaxLights
);
656 add_uniform(instructions
, symtab
, "gl_FrontLightProduct", light_products_type
);
657 add_uniform(instructions
, symtab
, "gl_BackLightProduct", light_products_type
);
659 add_uniform(instructions
, symtab
, "gl_TextureEnvColor",
660 glsl_type::get_array_instance(glsl_type::vec4_type
,
661 state
->Const
.MaxTextureUnits
));
663 const glsl_type
*const texcoords_vec4
=
664 glsl_type::get_array_instance(glsl_type::vec4_type
,
665 state
->Const
.MaxTextureCoords
);
666 add_uniform(instructions
, symtab
, "gl_EyePlaneS", texcoords_vec4
);
667 add_uniform(instructions
, symtab
, "gl_EyePlaneT", texcoords_vec4
);
668 add_uniform(instructions
, symtab
, "gl_EyePlaneR", texcoords_vec4
);
669 add_uniform(instructions
, symtab
, "gl_EyePlaneQ", texcoords_vec4
);
670 add_uniform(instructions
, symtab
, "gl_ObjectPlaneS", texcoords_vec4
);
671 add_uniform(instructions
, symtab
, "gl_ObjectPlaneT", texcoords_vec4
);
672 add_uniform(instructions
, symtab
, "gl_ObjectPlaneR", texcoords_vec4
);
673 add_uniform(instructions
, symtab
, "gl_ObjectPlaneQ", texcoords_vec4
);
675 add_uniform(instructions
, symtab
, "gl_Fog",
676 symtab
->get_type("gl_FogParameters"));
679 /* Mesa-internal current attrib state */
680 const glsl_type
*const vert_attribs
=
681 glsl_type::get_array_instance(glsl_type::vec4_type
, VERT_ATTRIB_MAX
);
682 add_uniform(instructions
, symtab
, "gl_CurrentAttribVertMESA", vert_attribs
);
683 const glsl_type
*const frag_attribs
=
684 glsl_type::get_array_instance(glsl_type::vec4_type
, FRAG_ATTRIB_MAX
);
685 add_uniform(instructions
, symtab
, "gl_CurrentAttribFragMESA", frag_attribs
);
688 /* This function should only be called for ES, not desktop GL. */
690 generate_100ES_vs_variables(exec_list
*instructions
,
691 struct _mesa_glsl_parse_state
*state
)
693 for (unsigned i
= 0; i
< Elements(builtin_core_vs_variables
); i
++) {
694 add_builtin_variable(instructions
, state
->symbols
,
695 & builtin_core_vs_variables
[i
]);
698 generate_100ES_uniforms(instructions
, state
);
700 generate_ARB_draw_buffers_variables(instructions
, state
, false,
705 generate_300ES_vs_variables(exec_list
*instructions
,
706 struct _mesa_glsl_parse_state
*state
)
708 for (unsigned i
= 0; i
< Elements(builtin_core_vs_variables
); i
++) {
709 add_builtin_variable(instructions
, state
->symbols
,
710 & builtin_core_vs_variables
[i
]);
713 for (unsigned i
= 0; i
< Elements(builtin_300ES_vs_variables
); i
++) {
714 add_builtin_variable(instructions
, state
->symbols
,
715 & builtin_300ES_vs_variables
[i
]);
718 generate_300ES_uniforms(instructions
, state
);
720 generate_ARB_draw_buffers_variables(instructions
, state
, false,
726 generate_110_vs_variables(exec_list
*instructions
,
727 struct _mesa_glsl_parse_state
*state
,
730 for (unsigned i
= 0; i
< Elements(builtin_core_vs_variables
); i
++) {
731 add_builtin_variable(instructions
, state
->symbols
,
732 & builtin_core_vs_variables
[i
]);
735 if (add_deprecated
) {
737 ; i
< Elements(builtin_110_deprecated_vs_variables
)
739 add_builtin_variable(instructions
, state
->symbols
,
740 & builtin_110_deprecated_vs_variables
[i
]);
743 generate_110_uniforms(instructions
, state
, add_deprecated
);
745 /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
747 * "As with all arrays, indices used to subscript gl_TexCoord must
748 * either be an integral constant expressions, or this array must be
749 * re-declared by the shader with a size. The size can be at most
750 * gl_MaxTextureCoords. Using indexes close to 0 may aid the
751 * implementation in preserving varying resources."
753 const glsl_type
*const vec4_array_type
=
754 glsl_type::get_array_instance(glsl_type::vec4_type
, 0);
756 add_variable(instructions
, state
->symbols
,
757 "gl_TexCoord", vec4_array_type
, ir_var_shader_out
,
760 generate_ARB_draw_buffers_variables(instructions
, state
, false,
766 generate_120_vs_variables(exec_list
*instructions
,
767 struct _mesa_glsl_parse_state
*state
,
770 /* GLSL version 1.20 did not add any built-in variables in the vertex
773 generate_110_vs_variables(instructions
, state
, add_deprecated
);
778 generate_130_uniforms(exec_list
*instructions
,
779 struct _mesa_glsl_parse_state
*state
)
781 glsl_symbol_table
*const symtab
= state
->symbols
;
783 add_builtin_constant(instructions
, symtab
, "gl_MaxClipDistances",
784 state
->Const
.MaxClipPlanes
);
785 add_builtin_constant(instructions
, symtab
, "gl_MaxVaryingComponents",
786 state
->Const
.MaxVaryingFloats
);
791 generate_130_vs_variables(exec_list
*instructions
,
792 struct _mesa_glsl_parse_state
*state
,
795 generate_120_vs_variables(instructions
, state
, add_deprecated
);
797 for (unsigned i
= 0; i
< Elements(builtin_130_vs_variables
); i
++) {
798 add_builtin_variable(instructions
, state
->symbols
,
799 & builtin_130_vs_variables
[i
]);
802 generate_130_uniforms(instructions
, state
);
804 /* From the GLSL 1.30 spec, section 7.1 (Vertex Shader Special
807 * The gl_ClipDistance array is predeclared as unsized and must
808 * be sized by the shader either redeclaring it with a size or
809 * indexing it only with integral constant expressions.
811 * We represent this in Mesa by initially declaring the array as
814 const glsl_type
*const clip_distance_array_type
=
815 glsl_type::get_array_instance(glsl_type::float_type
, 0);
817 add_variable(instructions
, state
->symbols
,
818 "gl_ClipDistance", clip_distance_array_type
, ir_var_shader_out
,
819 VARYING_SLOT_CLIP_DIST0
);
825 initialize_vs_variables(exec_list
*instructions
,
826 struct _mesa_glsl_parse_state
*state
)
828 if (state
->es_shader
) {
829 switch (state
->language_version
) {
831 generate_100ES_vs_variables(instructions
, state
);
834 generate_300ES_vs_variables(instructions
, state
);
837 assert(!"Unexpected language version");
841 switch (state
->language_version
) {
843 generate_110_vs_variables(instructions
, state
, true);
846 generate_120_vs_variables(instructions
, state
, true);
849 generate_130_vs_variables(instructions
, state
, true);
853 generate_130_vs_variables(instructions
, state
, false);
856 assert(!"Unexpected language version");
861 generate_ARB_draw_instanced_variables(instructions
, state
, false,
866 /* This function should only be called for ES, not desktop GL. */
868 generate_100ES_fs_variables(exec_list
*instructions
,
869 struct _mesa_glsl_parse_state
*state
)
871 for (unsigned i
= 0; i
< Elements(builtin_core_fs_variables
); i
++) {
872 add_builtin_variable(instructions
, state
->symbols
,
873 & builtin_core_fs_variables
[i
]);
876 for (unsigned i
= 0; i
< Elements(builtin_100ES_fs_variables
); i
++) {
877 add_builtin_variable(instructions
, state
->symbols
,
878 & builtin_100ES_fs_variables
[i
]);
881 generate_100ES_uniforms(instructions
, state
);
883 generate_ARB_draw_buffers_variables(instructions
, state
, false,
888 generate_300ES_fs_variables(exec_list
*instructions
,
889 struct _mesa_glsl_parse_state
*state
)
891 /* Note: we don't add builtin_core_fs_variables, because it contains
892 * gl_FragColor, which is not in GLSL 3.00 ES.
895 for (unsigned i
= 0; i
< Elements(builtin_300ES_fs_variables
); i
++) {
896 add_builtin_variable(instructions
, state
->symbols
,
897 & builtin_300ES_fs_variables
[i
]);
900 generate_300ES_uniforms(instructions
, state
);
902 generate_ARB_draw_buffers_variables(instructions
, state
, false,
907 generate_110_fs_variables(exec_list
*instructions
,
908 struct _mesa_glsl_parse_state
*state
,
911 for (unsigned i
= 0; i
< Elements(builtin_core_fs_variables
); i
++) {
912 add_builtin_variable(instructions
, state
->symbols
,
913 & builtin_core_fs_variables
[i
]);
916 for (unsigned i
= 0; i
< Elements(builtin_110_fs_variables
); i
++) {
917 add_builtin_variable(instructions
, state
->symbols
,
918 & builtin_110_fs_variables
[i
]);
921 if (add_deprecated
) {
923 ; i
< Elements(builtin_110_deprecated_fs_variables
)
925 add_builtin_variable(instructions
, state
->symbols
,
926 & builtin_110_deprecated_fs_variables
[i
]);
930 generate_110_uniforms(instructions
, state
, add_deprecated
);
932 /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
934 * "As with all arrays, indices used to subscript gl_TexCoord must
935 * either be an integral constant expressions, or this array must be
936 * re-declared by the shader with a size. The size can be at most
937 * gl_MaxTextureCoords. Using indexes close to 0 may aid the
938 * implementation in preserving varying resources."
940 const glsl_type
*const vec4_array_type
=
941 glsl_type::get_array_instance(glsl_type::vec4_type
, 0);
943 add_variable(instructions
, state
->symbols
,
944 "gl_TexCoord", vec4_array_type
, ir_var_shader_in
,
947 generate_ARB_draw_buffers_variables(instructions
, state
, false,
953 generate_ARB_draw_buffers_variables(exec_list
*instructions
,
954 struct _mesa_glsl_parse_state
*state
,
955 bool warn
, _mesa_glsl_parser_targets target
)
957 /* gl_MaxDrawBuffers is available in all shader stages.
959 ir_variable
*const mdb
=
960 add_builtin_constant(instructions
, state
->symbols
, "gl_MaxDrawBuffers",
961 state
->Const
.MaxDrawBuffers
);
964 mdb
->warn_extension
= "GL_ARB_draw_buffers";
966 /* gl_FragData is only available in the fragment shader.
967 * It is not present in GLSL 3.00 ES.
969 if (target
== fragment_shader
&& !state
->is_version(0, 300)) {
970 const glsl_type
*const vec4_array_type
=
971 glsl_type::get_array_instance(glsl_type::vec4_type
,
972 state
->Const
.MaxDrawBuffers
);
974 ir_variable
*const fd
=
975 add_variable(instructions
, state
->symbols
,
976 "gl_FragData", vec4_array_type
,
977 ir_var_shader_out
, FRAG_RESULT_DATA0
);
980 fd
->warn_extension
= "GL_ARB_draw_buffers";
986 generate_ARB_draw_instanced_variables(exec_list
*instructions
,
987 struct _mesa_glsl_parse_state
*state
,
989 _mesa_glsl_parser_targets target
)
991 /* gl_InstanceIDARB is only available in the vertex shader.
993 if (target
!= vertex_shader
)
996 if (state
->ARB_draw_instanced_enable
) {
998 add_variable(instructions
, state
->symbols
,
999 "gl_InstanceIDARB", glsl_type::int_type
,
1000 ir_var_system_value
, SYSTEM_VALUE_INSTANCE_ID
);
1003 inst
->warn_extension
= "GL_ARB_draw_instanced";
1006 bool available_in_core
= state
->is_version(140, 300);
1007 if (state
->ARB_draw_instanced_enable
|| available_in_core
) {
1008 /* Originally ARB_draw_instanced only specified that ARB decorated name.
1009 * Since no vendor actually implemented that behavior and some apps use
1010 * the undecorated name, the extension now specifies that both names are
1014 add_variable(instructions
, state
->symbols
,
1015 "gl_InstanceID", glsl_type::int_type
,
1016 ir_var_system_value
, SYSTEM_VALUE_INSTANCE_ID
);
1018 if (!available_in_core
&& warn
)
1019 inst
->warn_extension
= "GL_ARB_draw_instanced";
1025 generate_ARB_shader_stencil_export_variables(exec_list
*instructions
,
1026 struct _mesa_glsl_parse_state
*state
,
1029 /* gl_FragStencilRefARB is only available in the fragment shader.
1031 ir_variable
*const fd
=
1032 add_variable(instructions
, state
->symbols
,
1033 "gl_FragStencilRefARB", glsl_type::int_type
,
1034 ir_var_shader_out
, FRAG_RESULT_STENCIL
);
1037 fd
->warn_extension
= "GL_ARB_shader_stencil_export";
1041 generate_AMD_shader_stencil_export_variables(exec_list
*instructions
,
1042 struct _mesa_glsl_parse_state
*state
,
1045 /* gl_FragStencilRefAMD is only available in the fragment shader.
1047 ir_variable
*const fd
=
1048 add_variable(instructions
, state
->symbols
,
1049 "gl_FragStencilRefAMD", glsl_type::int_type
,
1050 ir_var_shader_out
, FRAG_RESULT_STENCIL
);
1053 fd
->warn_extension
= "GL_AMD_shader_stencil_export";
1057 generate_120_fs_variables(exec_list
*instructions
,
1058 struct _mesa_glsl_parse_state
*state
,
1059 bool add_deprecated
)
1061 generate_110_fs_variables(instructions
, state
, add_deprecated
);
1064 ; i
< Elements(builtin_120_fs_variables
)
1066 add_builtin_variable(instructions
, state
->symbols
,
1067 & builtin_120_fs_variables
[i
]);
1072 generate_fs_clipdistance(exec_list
*instructions
,
1073 struct _mesa_glsl_parse_state
*state
)
1075 /* From the GLSL 1.30 spec, section 7.2 (Fragment Shader Special
1078 * The built-in input variable gl_ClipDistance array contains linearly
1079 * interpolated values for the vertex values written by the vertex shader
1080 * to the gl_ClipDistance vertex output variable. This array must be
1081 * sized in the fragment shader either implicitly or explicitly to be the
1082 * same size as it was sized in the vertex shader.
1084 * In other words, the array must be pre-declared as implicitly sized. We
1085 * represent this in Mesa by initially declaring the array as size 0.
1087 const glsl_type
*const clip_distance_array_type
=
1088 glsl_type::get_array_instance(glsl_type::float_type
, 0);
1090 add_variable(instructions
, state
->symbols
,
1091 "gl_ClipDistance", clip_distance_array_type
, ir_var_shader_in
,
1092 FRAG_ATTRIB_CLIP_DIST0
);
1096 generate_130_fs_variables(exec_list
*instructions
,
1097 struct _mesa_glsl_parse_state
*state
)
1099 generate_120_fs_variables(instructions
, state
, true);
1101 generate_130_uniforms(instructions
, state
);
1102 generate_fs_clipdistance(instructions
, state
);
1107 generate_140_fs_variables(exec_list
*instructions
,
1108 struct _mesa_glsl_parse_state
*state
)
1110 generate_120_fs_variables(instructions
, state
, false);
1112 generate_130_uniforms(instructions
, state
);
1113 generate_fs_clipdistance(instructions
, state
);
1117 initialize_fs_variables(exec_list
*instructions
,
1118 struct _mesa_glsl_parse_state
*state
)
1120 if (state
->es_shader
) {
1121 switch (state
->language_version
) {
1123 generate_100ES_fs_variables(instructions
, state
);
1126 generate_300ES_fs_variables(instructions
, state
);
1129 assert(!"Unexpected language version");
1133 switch (state
->language_version
) {
1135 generate_110_fs_variables(instructions
, state
, true);
1138 generate_120_fs_variables(instructions
, state
, true);
1141 generate_130_fs_variables(instructions
, state
);
1145 generate_140_fs_variables(instructions
, state
);
1148 assert(!"Unexpected language version");
1153 if (state
->ARB_shader_stencil_export_enable
)
1154 generate_ARB_shader_stencil_export_variables(instructions
, state
,
1155 state
->ARB_shader_stencil_export_warn
);
1157 if (state
->AMD_shader_stencil_export_enable
)
1158 generate_AMD_shader_stencil_export_variables(instructions
, state
,
1159 state
->AMD_shader_stencil_export_warn
);
1163 _mesa_glsl_initialize_variables(exec_list
*instructions
,
1164 struct _mesa_glsl_parse_state
*state
)
1166 switch (state
->target
) {
1168 initialize_vs_variables(instructions
, state
);
1170 case geometry_shader
:
1172 case fragment_shader
:
1173 initialize_fs_variables(instructions
, state
);