Replace gl_vert_result enum with gl_varying_slot.
[mesa.git] / src / glsl / builtin_variables.cpp
1 /*
2 * Copyright © 2010 Intel Corporation
3 *
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:
10 *
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
13 * Software.
14 *
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.
22 */
23
24 #include "ir.h"
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"
32
33 static void generate_ARB_draw_buffers_variables(exec_list *,
34 struct _mesa_glsl_parse_state *,
35 bool, _mesa_glsl_parser_targets);
36
37 static void
38 generate_ARB_draw_instanced_variables(exec_list *,
39 struct _mesa_glsl_parse_state *,
40 bool, _mesa_glsl_parser_targets);
41
42 struct builtin_variable {
43 enum ir_variable_mode mode;
44 int slot;
45 const char *type;
46 const char *name;
47 };
48
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" },
52 };
53
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" },
58 };
59
60 static const builtin_variable builtin_100ES_fs_variables[] = {
61 { ir_var_shader_in, FRAG_ATTRIB_PNTC, "vec2", "gl_PointCoord" },
62 };
63
64 static const builtin_variable builtin_300ES_vs_variables[] = {
65 { ir_var_system_value, SYSTEM_VALUE_VERTEX_ID, "int", "gl_VertexID" },
66 };
67
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" },
73 };
74
75 static const builtin_variable builtin_110_fs_variables[] = {
76 { ir_var_shader_out, FRAG_RESULT_DEPTH, "float", "gl_FragDepth" },
77 };
78
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" },
83 };
84
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" },
105 };
106
107 static const builtin_variable builtin_120_fs_variables[] = {
108 { ir_var_shader_in, FRAG_ATTRIB_PNTC, "vec2", "gl_PointCoord" },
109 };
110
111 static const builtin_variable builtin_130_vs_variables[] = {
112 { ir_var_system_value, SYSTEM_VALUE_VERTEX_ID, "int", "gl_VertexID" },
113 };
114
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"},
131
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"},
136 };
137
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},
142 };
143
144 static struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
145 {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
146 };
147
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},
156 };
157
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},
164 };
165
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},
172 };
173
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,
182 SWIZZLE_Y,
183 SWIZZLE_Z,
184 SWIZZLE_Z)},
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},
191 };
192
193 static struct gl_builtin_uniform_element gl_LightModel_elements[] = {
194 {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
195 };
196
197 static struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
198 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
199 };
200
201 static struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
202 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
203 };
204
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},
209 };
210
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},
215 };
216
217 static struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
218 {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
219 };
220
221 static struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
222 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
223 };
224
225 static struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
226 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
227 };
228
229 static struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
230 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
231 };
232
233 static struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
234 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
235 };
236
237 static struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
238 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
239 };
240
241 static struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
242 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
243 };
244
245 static struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
246 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
247 };
248
249 static struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
250 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
251 };
252
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},
259 };
260
261 static struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
262 {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
263 };
264
265 static struct gl_builtin_uniform_element gl_BumpRotMatrix0MESA_elements[] = {
266 {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_0}, SWIZZLE_XYZW},
267 };
268
269 static struct gl_builtin_uniform_element gl_BumpRotMatrix1MESA_elements[] = {
270 {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_1}, SWIZZLE_XYZW},
271 };
272
273 static struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
274 {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
275 };
276
277 static struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = {
278 {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW},
279 };
280
281 static struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = {
282 {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, SWIZZLE_XYZW},
283 };
284
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 }, \
291 }
292
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);
301
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);
310
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);
319
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);
328
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) },
336 };
337
338 #undef MATRIX
339
340 #define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)}
341
342 static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
343 STATEVAR(gl_DepthRange),
344 STATEVAR(gl_ClipPlane),
345 STATEVAR(gl_Point),
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),
363 STATEVAR(gl_Fog),
364
365 STATEVAR(gl_ModelViewMatrix),
366 STATEVAR(gl_ModelViewMatrixInverse),
367 STATEVAR(gl_ModelViewMatrixTranspose),
368 STATEVAR(gl_ModelViewMatrixInverseTranspose),
369
370 STATEVAR(gl_ProjectionMatrix),
371 STATEVAR(gl_ProjectionMatrixInverse),
372 STATEVAR(gl_ProjectionMatrixTranspose),
373 STATEVAR(gl_ProjectionMatrixInverseTranspose),
374
375 STATEVAR(gl_ModelViewProjectionMatrix),
376 STATEVAR(gl_ModelViewProjectionMatrixInverse),
377 STATEVAR(gl_ModelViewProjectionMatrixTranspose),
378 STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
379
380 STATEVAR(gl_TextureMatrix),
381 STATEVAR(gl_TextureMatrixInverse),
382 STATEVAR(gl_TextureMatrixTranspose),
383 STATEVAR(gl_TextureMatrixInverseTranspose),
384
385 STATEVAR(gl_NormalMatrix),
386 STATEVAR(gl_NormalScale),
387
388 STATEVAR(gl_BumpRotMatrix0MESA),
389 STATEVAR(gl_BumpRotMatrix1MESA),
390 STATEVAR(gl_FogParamsOptimizedMESA),
391 STATEVAR(gl_CurrentAttribVertMESA),
392 STATEVAR(gl_CurrentAttribFragMESA),
393
394 {NULL, NULL, 0}
395 };
396
397 static ir_variable *
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)
401 {
402 ir_variable *var = new(symtab) ir_variable(type, name, mode);
403
404 switch (var->mode) {
405 case ir_var_auto:
406 case ir_var_shader_in:
407 case ir_var_uniform:
408 case ir_var_system_value:
409 var->read_only = true;
410 break;
411 case ir_var_shader_out:
412 break;
413 default:
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.
417 */
418 assert(0);
419 break;
420 }
421
422 var->location = slot;
423 var->explicit_location = (slot >= 0);
424 var->explicit_index = 0;
425
426 /* Once the variable is created an initialized, add it to the symbol table
427 * and add the declaration to the IR stream.
428 */
429 instructions->push_tail(var);
430
431 symtab->add_variable(var);
432 return var;
433 }
434
435 static ir_variable *
436 add_uniform(exec_list *instructions, glsl_symbol_table *symtab,
437 const char *name, const glsl_type *type)
438 {
439 ir_variable *const uni =
440 add_variable(instructions, symtab, name, type, ir_var_uniform, -1);
441
442 unsigned i;
443 for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
444 if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
445 break;
446 }
447 }
448
449 assert(_mesa_builtin_uniform_desc[i].name != NULL);
450 const struct gl_builtin_uniform_desc* const statevar =
451 &_mesa_builtin_uniform_desc[i];
452
453 const unsigned array_count = type->is_array() ? type->length : 1;
454 uni->num_state_slots = array_count * statevar->num_elements;
455
456 ir_state_slot *slots =
457 ralloc_array(uni, ir_state_slot, uni->num_state_slots);
458
459 uni->state_slots = slots;
460
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];
464
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;
470 } else {
471 slots->tokens[1] = a;
472 }
473 }
474
475 slots->swizzle = element->swizzle;
476 slots++;
477 }
478 }
479
480 return uni;
481 }
482
483 static void
484 add_builtin_variable(exec_list *instructions, glsl_symbol_table *symtab,
485 const builtin_variable *proto)
486 {
487 /* Create a new variable declaration from the description supplied by
488 * the caller.
489 */
490 const glsl_type *const type = symtab->get_type(proto->type);
491
492 assert(type != NULL);
493
494 if (proto->mode == ir_var_uniform) {
495 add_uniform(instructions, symtab, proto->name, type);
496 } else {
497 add_variable(instructions, symtab, proto->name, type, proto->mode,
498 proto->slot);
499 }
500 }
501
502 static ir_variable *
503 add_builtin_constant(exec_list *instructions, glsl_symbol_table *symtab,
504 const char *name, int value)
505 {
506 ir_variable *const var = add_variable(instructions, symtab,
507 name, glsl_type::int_type,
508 ir_var_auto, -1);
509 var->constant_value = new(var) ir_constant(value);
510 var->constant_initializer = new(var) ir_constant(value);
511 var->has_initializer = true;
512 return var;
513 }
514
515 /**
516 * Uniforms that are common to all GLSL ES implementations.
517 *
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.
520 */
521 static void
522 generate_common_ES_uniforms(exec_list *instructions,
523 struct _mesa_glsl_parse_state *state)
524 {
525 glsl_symbol_table *const symtab = state->symbols;
526
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);
539
540 add_uniform(instructions, symtab, "gl_DepthRange",
541 state->symbols->get_type("gl_DepthRangeParameters"));
542 }
543
544 static void
545 generate_100ES_uniforms(exec_list *instructions,
546 struct _mesa_glsl_parse_state *state)
547 {
548 generate_common_ES_uniforms(instructions, state);
549
550 glsl_symbol_table *const symtab = state->symbols;
551
552 add_builtin_constant(instructions, symtab, "gl_MaxVaryingVectors",
553 state->Const.MaxVaryingFloats / 4);
554 }
555
556 static void
557 generate_300ES_uniforms(exec_list *instructions,
558 struct _mesa_glsl_parse_state *state)
559 {
560 generate_common_ES_uniforms(instructions, state);
561
562 glsl_symbol_table *const symtab = state->symbols;
563
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);
572 }
573
574 static void
575 generate_110_uniforms(exec_list *instructions,
576 struct _mesa_glsl_parse_state *state,
577 bool add_deprecated)
578 {
579 glsl_symbol_table *const symtab = state->symbols;
580
581 if (add_deprecated) {
582 for (unsigned i = 0
583 ; i < Elements(builtin_110_deprecated_uniforms)
584 ; i++) {
585 add_builtin_variable(instructions, symtab,
586 & builtin_110_deprecated_uniforms[i]);
587 }
588 }
589
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);
599 }
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);
614
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);
619
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);
624 }
625
626 add_uniform(instructions, symtab, "gl_DepthRange",
627 symtab->get_type("gl_DepthRangeParameters"));
628
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"));
635
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);
640
641 const glsl_type *const light_source_array_type =
642 glsl_type::get_array_instance(symtab->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
643
644 add_uniform(instructions, symtab, "gl_LightSource", light_source_array_type);
645
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);
652
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);
658
659 add_uniform(instructions, symtab, "gl_TextureEnvColor",
660 glsl_type::get_array_instance(glsl_type::vec4_type,
661 state->Const.MaxTextureUnits));
662
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);
674
675 add_uniform(instructions, symtab, "gl_Fog",
676 symtab->get_type("gl_FogParameters"));
677 }
678
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);
686 }
687
688 /* This function should only be called for ES, not desktop GL. */
689 static void
690 generate_100ES_vs_variables(exec_list *instructions,
691 struct _mesa_glsl_parse_state *state)
692 {
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]);
696 }
697
698 generate_100ES_uniforms(instructions, state);
699
700 generate_ARB_draw_buffers_variables(instructions, state, false,
701 vertex_shader);
702 }
703
704 static void
705 generate_300ES_vs_variables(exec_list *instructions,
706 struct _mesa_glsl_parse_state *state)
707 {
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]);
711 }
712
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]);
716 }
717
718 generate_300ES_uniforms(instructions, state);
719
720 generate_ARB_draw_buffers_variables(instructions, state, false,
721 vertex_shader);
722 }
723
724
725 static void
726 generate_110_vs_variables(exec_list *instructions,
727 struct _mesa_glsl_parse_state *state,
728 bool add_deprecated)
729 {
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]);
733 }
734
735 if (add_deprecated) {
736 for (unsigned i = 0
737 ; i < Elements(builtin_110_deprecated_vs_variables)
738 ; i++) {
739 add_builtin_variable(instructions, state->symbols,
740 & builtin_110_deprecated_vs_variables[i]);
741 }
742 }
743 generate_110_uniforms(instructions, state, add_deprecated);
744
745 /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
746 *
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."
752 */
753 const glsl_type *const vec4_array_type =
754 glsl_type::get_array_instance(glsl_type::vec4_type, 0);
755
756 add_variable(instructions, state->symbols,
757 "gl_TexCoord", vec4_array_type, ir_var_shader_out,
758 VARYING_SLOT_TEX0);
759
760 generate_ARB_draw_buffers_variables(instructions, state, false,
761 vertex_shader);
762 }
763
764
765 static void
766 generate_120_vs_variables(exec_list *instructions,
767 struct _mesa_glsl_parse_state *state,
768 bool add_deprecated)
769 {
770 /* GLSL version 1.20 did not add any built-in variables in the vertex
771 * shader.
772 */
773 generate_110_vs_variables(instructions, state, add_deprecated);
774 }
775
776
777 static void
778 generate_130_uniforms(exec_list *instructions,
779 struct _mesa_glsl_parse_state *state)
780 {
781 glsl_symbol_table *const symtab = state->symbols;
782
783 add_builtin_constant(instructions, symtab, "gl_MaxClipDistances",
784 state->Const.MaxClipPlanes);
785 add_builtin_constant(instructions, symtab, "gl_MaxVaryingComponents",
786 state->Const.MaxVaryingFloats);
787 }
788
789
790 static void
791 generate_130_vs_variables(exec_list *instructions,
792 struct _mesa_glsl_parse_state *state,
793 bool add_deprecated)
794 {
795 generate_120_vs_variables(instructions, state, add_deprecated);
796
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]);
800 }
801
802 generate_130_uniforms(instructions, state);
803
804 /* From the GLSL 1.30 spec, section 7.1 (Vertex Shader Special
805 * Variables):
806 *
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.
810 *
811 * We represent this in Mesa by initially declaring the array as
812 * size 0.
813 */
814 const glsl_type *const clip_distance_array_type =
815 glsl_type::get_array_instance(glsl_type::float_type, 0);
816
817 add_variable(instructions, state->symbols,
818 "gl_ClipDistance", clip_distance_array_type, ir_var_shader_out,
819 VARYING_SLOT_CLIP_DIST0);
820
821 }
822
823
824 static void
825 initialize_vs_variables(exec_list *instructions,
826 struct _mesa_glsl_parse_state *state)
827 {
828 if (state->es_shader) {
829 switch (state->language_version) {
830 case 100:
831 generate_100ES_vs_variables(instructions, state);
832 break;
833 case 300:
834 generate_300ES_vs_variables(instructions, state);
835 break;
836 default:
837 assert(!"Unexpected language version");
838 break;
839 }
840 } else {
841 switch (state->language_version) {
842 case 110:
843 generate_110_vs_variables(instructions, state, true);
844 break;
845 case 120:
846 generate_120_vs_variables(instructions, state, true);
847 break;
848 case 130:
849 generate_130_vs_variables(instructions, state, true);
850 break;
851 case 140:
852 case 150:
853 generate_130_vs_variables(instructions, state, false);
854 break;
855 default:
856 assert(!"Unexpected language version");
857 break;
858 }
859 }
860
861 generate_ARB_draw_instanced_variables(instructions, state, false,
862 vertex_shader);
863 }
864
865
866 /* This function should only be called for ES, not desktop GL. */
867 static void
868 generate_100ES_fs_variables(exec_list *instructions,
869 struct _mesa_glsl_parse_state *state)
870 {
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]);
874 }
875
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]);
879 }
880
881 generate_100ES_uniforms(instructions, state);
882
883 generate_ARB_draw_buffers_variables(instructions, state, false,
884 fragment_shader);
885 }
886
887 static void
888 generate_300ES_fs_variables(exec_list *instructions,
889 struct _mesa_glsl_parse_state *state)
890 {
891 /* Note: we don't add builtin_core_fs_variables, because it contains
892 * gl_FragColor, which is not in GLSL 3.00 ES.
893 */
894
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]);
898 }
899
900 generate_300ES_uniforms(instructions, state);
901
902 generate_ARB_draw_buffers_variables(instructions, state, false,
903 fragment_shader);
904 }
905
906 static void
907 generate_110_fs_variables(exec_list *instructions,
908 struct _mesa_glsl_parse_state *state,
909 bool add_deprecated)
910 {
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]);
914 }
915
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]);
919 }
920
921 if (add_deprecated) {
922 for (unsigned i = 0
923 ; i < Elements(builtin_110_deprecated_fs_variables)
924 ; i++) {
925 add_builtin_variable(instructions, state->symbols,
926 & builtin_110_deprecated_fs_variables[i]);
927 }
928 }
929
930 generate_110_uniforms(instructions, state, add_deprecated);
931
932 /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
933 *
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."
939 */
940 const glsl_type *const vec4_array_type =
941 glsl_type::get_array_instance(glsl_type::vec4_type, 0);
942
943 add_variable(instructions, state->symbols,
944 "gl_TexCoord", vec4_array_type, ir_var_shader_in,
945 FRAG_ATTRIB_TEX0);
946
947 generate_ARB_draw_buffers_variables(instructions, state, false,
948 fragment_shader);
949 }
950
951
952 static void
953 generate_ARB_draw_buffers_variables(exec_list *instructions,
954 struct _mesa_glsl_parse_state *state,
955 bool warn, _mesa_glsl_parser_targets target)
956 {
957 /* gl_MaxDrawBuffers is available in all shader stages.
958 */
959 ir_variable *const mdb =
960 add_builtin_constant(instructions, state->symbols, "gl_MaxDrawBuffers",
961 state->Const.MaxDrawBuffers);
962
963 if (warn)
964 mdb->warn_extension = "GL_ARB_draw_buffers";
965
966 /* gl_FragData is only available in the fragment shader.
967 * It is not present in GLSL 3.00 ES.
968 */
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);
973
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);
978
979 if (warn)
980 fd->warn_extension = "GL_ARB_draw_buffers";
981 }
982 }
983
984
985 static void
986 generate_ARB_draw_instanced_variables(exec_list *instructions,
987 struct _mesa_glsl_parse_state *state,
988 bool warn,
989 _mesa_glsl_parser_targets target)
990 {
991 /* gl_InstanceIDARB is only available in the vertex shader.
992 */
993 if (target != vertex_shader)
994 return;
995
996 if (state->ARB_draw_instanced_enable) {
997 ir_variable *inst =
998 add_variable(instructions, state->symbols,
999 "gl_InstanceIDARB", glsl_type::int_type,
1000 ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID);
1001
1002 if (warn)
1003 inst->warn_extension = "GL_ARB_draw_instanced";
1004 }
1005
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
1011 * available.
1012 */
1013 ir_variable *inst =
1014 add_variable(instructions, state->symbols,
1015 "gl_InstanceID", glsl_type::int_type,
1016 ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID);
1017
1018 if (!available_in_core && warn)
1019 inst->warn_extension = "GL_ARB_draw_instanced";
1020 }
1021 }
1022
1023
1024 static void
1025 generate_ARB_shader_stencil_export_variables(exec_list *instructions,
1026 struct _mesa_glsl_parse_state *state,
1027 bool warn)
1028 {
1029 /* gl_FragStencilRefARB is only available in the fragment shader.
1030 */
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);
1035
1036 if (warn)
1037 fd->warn_extension = "GL_ARB_shader_stencil_export";
1038 }
1039
1040 static void
1041 generate_AMD_shader_stencil_export_variables(exec_list *instructions,
1042 struct _mesa_glsl_parse_state *state,
1043 bool warn)
1044 {
1045 /* gl_FragStencilRefAMD is only available in the fragment shader.
1046 */
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);
1051
1052 if (warn)
1053 fd->warn_extension = "GL_AMD_shader_stencil_export";
1054 }
1055
1056 static void
1057 generate_120_fs_variables(exec_list *instructions,
1058 struct _mesa_glsl_parse_state *state,
1059 bool add_deprecated)
1060 {
1061 generate_110_fs_variables(instructions, state, add_deprecated);
1062
1063 for (unsigned i = 0
1064 ; i < Elements(builtin_120_fs_variables)
1065 ; i++) {
1066 add_builtin_variable(instructions, state->symbols,
1067 & builtin_120_fs_variables[i]);
1068 }
1069 }
1070
1071 static void
1072 generate_fs_clipdistance(exec_list *instructions,
1073 struct _mesa_glsl_parse_state *state)
1074 {
1075 /* From the GLSL 1.30 spec, section 7.2 (Fragment Shader Special
1076 * Variables):
1077 *
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.
1083 *
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.
1086 */
1087 const glsl_type *const clip_distance_array_type =
1088 glsl_type::get_array_instance(glsl_type::float_type, 0);
1089
1090 add_variable(instructions, state->symbols,
1091 "gl_ClipDistance", clip_distance_array_type, ir_var_shader_in,
1092 FRAG_ATTRIB_CLIP_DIST0);
1093 }
1094
1095 static void
1096 generate_130_fs_variables(exec_list *instructions,
1097 struct _mesa_glsl_parse_state *state)
1098 {
1099 generate_120_fs_variables(instructions, state, true);
1100
1101 generate_130_uniforms(instructions, state);
1102 generate_fs_clipdistance(instructions, state);
1103 }
1104
1105
1106 static void
1107 generate_140_fs_variables(exec_list *instructions,
1108 struct _mesa_glsl_parse_state *state)
1109 {
1110 generate_120_fs_variables(instructions, state, false);
1111
1112 generate_130_uniforms(instructions, state);
1113 generate_fs_clipdistance(instructions, state);
1114 }
1115
1116 static void
1117 initialize_fs_variables(exec_list *instructions,
1118 struct _mesa_glsl_parse_state *state)
1119 {
1120 if (state->es_shader) {
1121 switch (state->language_version) {
1122 case 100:
1123 generate_100ES_fs_variables(instructions, state);
1124 break;
1125 case 300:
1126 generate_300ES_fs_variables(instructions, state);
1127 break;
1128 default:
1129 assert(!"Unexpected language version");
1130 break;
1131 }
1132 } else {
1133 switch (state->language_version) {
1134 case 110:
1135 generate_110_fs_variables(instructions, state, true);
1136 break;
1137 case 120:
1138 generate_120_fs_variables(instructions, state, true);
1139 break;
1140 case 130:
1141 generate_130_fs_variables(instructions, state);
1142 break;
1143 case 140:
1144 case 150:
1145 generate_140_fs_variables(instructions, state);
1146 break;
1147 default:
1148 assert(!"Unexpected language version");
1149 break;
1150 }
1151 }
1152
1153 if (state->ARB_shader_stencil_export_enable)
1154 generate_ARB_shader_stencil_export_variables(instructions, state,
1155 state->ARB_shader_stencil_export_warn);
1156
1157 if (state->AMD_shader_stencil_export_enable)
1158 generate_AMD_shader_stencil_export_variables(instructions, state,
1159 state->AMD_shader_stencil_export_warn);
1160 }
1161
1162 void
1163 _mesa_glsl_initialize_variables(exec_list *instructions,
1164 struct _mesa_glsl_parse_state *state)
1165 {
1166 switch (state->target) {
1167 case vertex_shader:
1168 initialize_vs_variables(instructions, state);
1169 break;
1170 case geometry_shader:
1171 break;
1172 case fragment_shader:
1173 initialize_fs_variables(instructions, state);
1174 break;
1175 }
1176 }