60ad03b6b4ca4784ff98c22efa51097e8d1fe41d
[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
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},
38 };
39
40 static struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
41 {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
42 };
43
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},
52 };
53
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},
60 };
61
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},
68 };
69
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,
78 SWIZZLE_Y,
79 SWIZZLE_Z,
80 SWIZZLE_Z)},
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},
87 };
88
89 static struct gl_builtin_uniform_element gl_LightModel_elements[] = {
90 {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
91 };
92
93 static struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
94 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
95 };
96
97 static struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
98 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
99 };
100
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},
105 };
106
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},
111 };
112
113 static struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
114 {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
115 };
116
117 static struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
118 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
119 };
120
121 static struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
122 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
123 };
124
125 static struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
126 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
127 };
128
129 static struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
130 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
131 };
132
133 static struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
134 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
135 };
136
137 static struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
138 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
139 };
140
141 static struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
142 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
143 };
144
145 static struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
146 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
147 };
148
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},
155 };
156
157 static struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
158 {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
159 };
160
161 static struct gl_builtin_uniform_element gl_BumpRotMatrix0MESA_elements[] = {
162 {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_0}, SWIZZLE_XYZW},
163 };
164
165 static struct gl_builtin_uniform_element gl_BumpRotMatrix1MESA_elements[] = {
166 {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_1}, SWIZZLE_XYZW},
167 };
168
169 static struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
170 {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
171 };
172
173 static struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = {
174 {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW},
175 };
176
177 static struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = {
178 {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, SWIZZLE_XYZW},
179 };
180
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 }, \
187 }
188
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);
197
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);
206
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);
215
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);
224
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) },
232 };
233
234 #undef MATRIX
235
236 #define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)}
237
238 static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
239 STATEVAR(gl_DepthRange),
240 STATEVAR(gl_ClipPlane),
241 STATEVAR(gl_Point),
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),
259 STATEVAR(gl_Fog),
260
261 STATEVAR(gl_ModelViewMatrix),
262 STATEVAR(gl_ModelViewMatrixInverse),
263 STATEVAR(gl_ModelViewMatrixTranspose),
264 STATEVAR(gl_ModelViewMatrixInverseTranspose),
265
266 STATEVAR(gl_ProjectionMatrix),
267 STATEVAR(gl_ProjectionMatrixInverse),
268 STATEVAR(gl_ProjectionMatrixTranspose),
269 STATEVAR(gl_ProjectionMatrixInverseTranspose),
270
271 STATEVAR(gl_ModelViewProjectionMatrix),
272 STATEVAR(gl_ModelViewProjectionMatrixInverse),
273 STATEVAR(gl_ModelViewProjectionMatrixTranspose),
274 STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
275
276 STATEVAR(gl_TextureMatrix),
277 STATEVAR(gl_TextureMatrixInverse),
278 STATEVAR(gl_TextureMatrixTranspose),
279 STATEVAR(gl_TextureMatrixInverseTranspose),
280
281 STATEVAR(gl_NormalMatrix),
282 STATEVAR(gl_NormalScale),
283
284 STATEVAR(gl_BumpRotMatrix0MESA),
285 STATEVAR(gl_BumpRotMatrix1MESA),
286 STATEVAR(gl_FogParamsOptimizedMESA),
287 STATEVAR(gl_CurrentAttribVertMESA),
288 STATEVAR(gl_CurrentAttribFragMESA),
289
290 {NULL, NULL, 0}
291 };
292
293
294 namespace {
295
296 /**
297 * Data structure that accumulates fields for the gl_PerVertex interface
298 * block.
299 */
300 class per_vertex_accumulator
301 {
302 public:
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;
306
307 private:
308 glsl_struct_field fields[10];
309 unsigned num_fields;
310 };
311
312
313 per_vertex_accumulator::per_vertex_accumulator()
314 : num_fields(0)
315 {
316 }
317
318
319 void
320 per_vertex_accumulator::add_field(int slot, const glsl_type *type,
321 const char *name)
322 {
323 assert(this->num_fields < ARRAY_SIZE(this->fields));
324 this->fields[this->num_fields].type = type;
325 this->fields[this->num_fields].name = name;
326 this->fields[this->num_fields].row_major = false;
327 this->fields[this->num_fields].location = slot;
328 this->num_fields++;
329 }
330
331
332 const glsl_type *
333 per_vertex_accumulator::construct_interface_instance() const
334 {
335 return glsl_type::get_interface_instance(this->fields, this->num_fields,
336 GLSL_INTERFACE_PACKING_STD140,
337 "gl_PerVertex");
338 }
339
340
341 class builtin_variable_generator
342 {
343 public:
344 builtin_variable_generator(exec_list *instructions,
345 struct _mesa_glsl_parse_state *state);
346 void generate_constants();
347 void generate_uniforms();
348 void generate_vs_special_vars();
349 void generate_gs_special_vars();
350 void generate_fs_special_vars();
351 void generate_varyings();
352
353 private:
354 const glsl_type *array(const glsl_type *base, unsigned elements)
355 {
356 return glsl_type::get_array_instance(base, elements);
357 }
358
359 const glsl_type *type(const char *name)
360 {
361 return symtab->get_type(name);
362 }
363
364 ir_variable *add_input(int slot, const glsl_type *type, const char *name)
365 {
366 return add_variable(name, type, ir_var_shader_in, slot);
367 }
368
369 ir_variable *add_output(int slot, const glsl_type *type, const char *name)
370 {
371 return add_variable(name, type, ir_var_shader_out, slot);
372 }
373
374 ir_variable *add_system_value(int slot, const glsl_type *type,
375 const char *name)
376 {
377 return add_variable(name, type, ir_var_system_value, slot);
378 }
379
380 ir_variable *add_variable(const char *name, const glsl_type *type,
381 enum ir_variable_mode mode, int slot);
382 ir_variable *add_uniform(const glsl_type *type, const char *name);
383 ir_variable *add_const(const char *name, int value);
384 void add_varying(int slot, const glsl_type *type, const char *name,
385 const char *name_as_gs_input);
386
387 exec_list * const instructions;
388 struct _mesa_glsl_parse_state * const state;
389 glsl_symbol_table * const symtab;
390
391 /**
392 * True if compatibility-profile-only variables should be included. (In
393 * desktop GL, these are always included when the GLSL version is 1.30 and
394 * or below).
395 */
396 const bool compatibility;
397
398 const glsl_type * const bool_t;
399 const glsl_type * const int_t;
400 const glsl_type * const float_t;
401 const glsl_type * const vec2_t;
402 const glsl_type * const vec3_t;
403 const glsl_type * const vec4_t;
404 const glsl_type * const mat3_t;
405 const glsl_type * const mat4_t;
406
407 per_vertex_accumulator per_vertex;
408 };
409
410
411 builtin_variable_generator::builtin_variable_generator(
412 exec_list *instructions, struct _mesa_glsl_parse_state *state)
413 : instructions(instructions), state(state), symtab(state->symbols),
414 compatibility(!state->is_version(140, 100)),
415 bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
416 float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
417 vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
418 mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
419 {
420 }
421
422
423 ir_variable *
424 builtin_variable_generator::add_variable(const char *name,
425 const glsl_type *type,
426 enum ir_variable_mode mode, int slot)
427 {
428 ir_variable *var = new(symtab) ir_variable(type, name, mode);
429
430 switch (var->mode) {
431 case ir_var_auto:
432 case ir_var_shader_in:
433 case ir_var_uniform:
434 case ir_var_system_value:
435 var->read_only = true;
436 break;
437 case ir_var_shader_out:
438 break;
439 default:
440 /* The only variables that are added using this function should be
441 * uniforms, shader inputs, and shader outputs, constants (which use
442 * ir_var_auto), and system values.
443 */
444 assert(0);
445 break;
446 }
447
448 var->location = slot;
449 var->explicit_location = (slot >= 0);
450 var->explicit_index = 0;
451
452 /* Once the variable is created an initialized, add it to the symbol table
453 * and add the declaration to the IR stream.
454 */
455 instructions->push_tail(var);
456
457 symtab->add_variable(var);
458 return var;
459 }
460
461
462 ir_variable *
463 builtin_variable_generator::add_uniform(const glsl_type *type,
464 const char *name)
465 {
466 ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1);
467
468 unsigned i;
469 for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
470 if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
471 break;
472 }
473 }
474
475 assert(_mesa_builtin_uniform_desc[i].name != NULL);
476 const struct gl_builtin_uniform_desc* const statevar =
477 &_mesa_builtin_uniform_desc[i];
478
479 const unsigned array_count = type->is_array() ? type->length : 1;
480 uni->num_state_slots = array_count * statevar->num_elements;
481
482 ir_state_slot *slots =
483 ralloc_array(uni, ir_state_slot, uni->num_state_slots);
484
485 uni->state_slots = slots;
486
487 for (unsigned a = 0; a < array_count; a++) {
488 for (unsigned j = 0; j < statevar->num_elements; j++) {
489 struct gl_builtin_uniform_element *element = &statevar->elements[j];
490
491 memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
492 if (type->is_array()) {
493 if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
494 strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
495 slots->tokens[2] = a;
496 } else {
497 slots->tokens[1] = a;
498 }
499 }
500
501 slots->swizzle = element->swizzle;
502 slots++;
503 }
504 }
505
506 return uni;
507 }
508
509
510 ir_variable *
511 builtin_variable_generator::add_const(const char *name, int value)
512 {
513 ir_variable *const var = add_variable(name, glsl_type::int_type,
514 ir_var_auto, -1);
515 var->constant_value = new(var) ir_constant(value);
516 var->constant_initializer = new(var) ir_constant(value);
517 var->has_initializer = true;
518 return var;
519 }
520
521
522 void
523 builtin_variable_generator::generate_constants()
524 {
525 add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
526 add_const("gl_MaxVertexTextureImageUnits",
527 state->Const.MaxVertexTextureImageUnits);
528 add_const("gl_MaxCombinedTextureImageUnits",
529 state->Const.MaxCombinedTextureImageUnits);
530 add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
531 add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
532
533 /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
534 * GL counts them in units of "components" or "floats".
535 */
536 if (state->es_shader) {
537 add_const("gl_MaxVertexUniformVectors",
538 state->Const.MaxVertexUniformComponents / 4);
539 add_const("gl_MaxFragmentUniformVectors",
540 state->Const.MaxFragmentUniformComponents / 4);
541
542 /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
543 * vertex and fragment shader constants.
544 */
545 if (state->is_version(0, 300)) {
546 add_const("gl_MaxVertexOutputVectors",
547 state->ctx->Const.VertexProgram.MaxOutputComponents / 4);
548 add_const("gl_MaxFragmentInputVectors",
549 state->ctx->Const.FragmentProgram.MaxInputComponents / 4);
550 } else {
551 add_const("gl_MaxVaryingVectors",
552 state->ctx->Const.MaxVarying);
553 }
554 } else {
555 add_const("gl_MaxVertexUniformComponents",
556 state->Const.MaxVertexUniformComponents);
557
558 /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
559 * removed
560 */
561 add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4);
562
563 add_const("gl_MaxFragmentUniformComponents",
564 state->Const.MaxFragmentUniformComponents);
565 }
566
567 /* Texel offsets were introduced in ARB_shading_language_420pack (which
568 * requires desktop GLSL version 130), and adopted into desktop GLSL
569 * version 4.20 and GLSL ES version 3.00.
570 */
571 if ((state->is_version(130, 0) &&
572 state->ARB_shading_language_420pack_enable) ||
573 state->is_version(420, 300)) {
574 add_const("gl_MinProgramTexelOffset",
575 state->Const.MinProgramTexelOffset);
576 add_const("gl_MaxProgramTexelOffset",
577 state->Const.MaxProgramTexelOffset);
578 }
579
580 if (state->is_version(130, 0)) {
581 add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
582 add_const("gl_MaxVaryingComponents", state->ctx->Const.MaxVarying * 4);
583 }
584
585 if (compatibility) {
586 /* Note: gl_MaxLights stopped being listed as an explicit constant in
587 * GLSL 1.30, however it continues to be referred to (as a minimum size
588 * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
589 * this seems like it was probably an oversight.
590 */
591 add_const("gl_MaxLights", state->Const.MaxLights);
592
593 add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
594
595 /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
596 * 1.50, however this seems like it was probably an oversight.
597 */
598 add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
599
600 /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
601 * re-introduced in GLSL 1.50, so this seems like it was probably an
602 * oversight.
603 */
604 add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
605 }
606 }
607
608
609 /**
610 * Generate uniform variables (which exist in all types of shaders).
611 */
612 void
613 builtin_variable_generator::generate_uniforms()
614 {
615 add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
616 add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
617 add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
618
619 if (compatibility) {
620 add_uniform(mat4_t, "gl_ModelViewMatrix");
621 add_uniform(mat4_t, "gl_ProjectionMatrix");
622 add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
623 add_uniform(mat3_t, "gl_NormalMatrix");
624 add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
625 add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
626 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
627 add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
628 add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
629 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
630 add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
631 add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
632 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
633 add_uniform(float_t, "gl_NormalScale");
634 add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
635 add_uniform(vec2_t, "gl_BumpRotMatrix0MESA");
636 add_uniform(vec2_t, "gl_BumpRotMatrix1MESA");
637 add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
638
639 const glsl_type *const mat4_array_type =
640 array(mat4_t, state->Const.MaxTextureCoords);
641 add_uniform(mat4_array_type, "gl_TextureMatrix");
642 add_uniform(mat4_array_type, "gl_TextureMatrixInverse");
643 add_uniform(mat4_array_type, "gl_TextureMatrixTranspose");
644 add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
645
646 add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
647 add_uniform(type("gl_PointParameters"), "gl_Point");
648
649 const glsl_type *const material_parameters_type =
650 type("gl_MaterialParameters");
651 add_uniform(material_parameters_type, "gl_FrontMaterial");
652 add_uniform(material_parameters_type, "gl_BackMaterial");
653
654 add_uniform(array(type("gl_LightSourceParameters"),
655 state->Const.MaxLights),
656 "gl_LightSource");
657
658 const glsl_type *const light_model_products_type =
659 type("gl_LightModelProducts");
660 add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
661 add_uniform(light_model_products_type, "gl_BackLightModelProduct");
662
663 const glsl_type *const light_products_type =
664 array(type("gl_LightProducts"), state->Const.MaxLights);
665 add_uniform(light_products_type, "gl_FrontLightProduct");
666 add_uniform(light_products_type, "gl_BackLightProduct");
667
668 add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
669 "gl_TextureEnvColor");
670
671 const glsl_type *const texcoords_vec4 =
672 array(vec4_t, state->Const.MaxTextureCoords);
673 add_uniform(texcoords_vec4, "gl_EyePlaneS");
674 add_uniform(texcoords_vec4, "gl_EyePlaneT");
675 add_uniform(texcoords_vec4, "gl_EyePlaneR");
676 add_uniform(texcoords_vec4, "gl_EyePlaneQ");
677 add_uniform(texcoords_vec4, "gl_ObjectPlaneS");
678 add_uniform(texcoords_vec4, "gl_ObjectPlaneT");
679 add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
680 add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
681
682 add_uniform(type("gl_FogParameters"), "gl_Fog");
683 }
684 }
685
686
687 /**
688 * Generate variables which only exist in vertex shaders.
689 */
690 void
691 builtin_variable_generator::generate_vs_special_vars()
692 {
693 if (state->is_version(130, 300))
694 add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
695 if (state->ARB_draw_instanced_enable)
696 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
697 if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
698 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
699 if (state->AMD_vertex_shader_layer_enable)
700 add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
701 if (compatibility) {
702 add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
703 add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
704 add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
705 add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
706 add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
707 add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
708 add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
709 add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
710 add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
711 add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
712 add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
713 add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
714 add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
715 }
716 }
717
718
719 /**
720 * Generate variables which only exist in geometry shaders.
721 */
722 void
723 builtin_variable_generator::generate_gs_special_vars()
724 {
725 add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
726
727 /* Although gl_PrimitiveID appears in tessellation control and tessellation
728 * evaluation shaders, it has a different function there than it has in
729 * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
730 * as special geometry shader variables.
731 *
732 * Note that although the general convention of suffixing geometry shader
733 * input varyings with "In" was not adopted into GLSL 1.50, it is used in
734 * the specific case of gl_PrimitiveIDIn. So we don't need to treat
735 * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
736 */
737 ir_variable *var;
738 var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
739 var->interpolation = INTERP_QUALIFIER_FLAT;
740 var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
741 var->interpolation = INTERP_QUALIFIER_FLAT;
742 }
743
744
745 /**
746 * Generate variables which only exist in fragment shaders.
747 */
748 void
749 builtin_variable_generator::generate_fs_special_vars()
750 {
751 add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
752 add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
753 if (state->is_version(120, 100))
754 add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
755
756 if (state->is_version(150, 0)) {
757 ir_variable *var =
758 add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
759 var->interpolation = INTERP_QUALIFIER_FLAT;
760 }
761
762 /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
763 * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
764 * They were removed from GLSL ES 3.00.
765 */
766 if (compatibility || !state->is_version(420, 300)) {
767 add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor");
768 add_output(FRAG_RESULT_DATA0,
769 array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
770 }
771
772 /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
773 * ES 1.00.
774 */
775 if (state->is_version(110, 300))
776 add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth");
777
778 if (state->ARB_shader_stencil_export_enable) {
779 ir_variable *const var =
780 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
781 if (state->ARB_shader_stencil_export_warn)
782 var->warn_extension = "GL_ARB_shader_stencil_export";
783 }
784
785 if (state->AMD_shader_stencil_export_enable) {
786 ir_variable *const var =
787 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
788 if (state->AMD_shader_stencil_export_warn)
789 var->warn_extension = "GL_AMD_shader_stencil_export";
790 }
791 }
792
793
794 /**
795 * Add a single "varying" variable. The variable's type and direction (input
796 * or output) are adjusted as appropriate for the type of shader being
797 * compiled. For geometry shaders using {ARB,EXT}_geometry_shader4,
798 * name_as_gs_input is used for the input (to avoid ambiguity).
799 */
800 void
801 builtin_variable_generator::add_varying(int slot, const glsl_type *type,
802 const char *name,
803 const char *name_as_gs_input)
804 {
805 switch (state->target) {
806 case geometry_shader:
807 this->per_vertex.add_field(slot, type, name);
808 /* FALLTHROUGH */
809 case vertex_shader:
810 add_output(slot, type, name);
811 break;
812 case fragment_shader:
813 add_input(slot, type, name);
814 break;
815 }
816 }
817
818
819 /**
820 * Generate variables that are used to communicate data from one shader stage
821 * to the next ("varyings").
822 */
823 void
824 builtin_variable_generator::generate_varyings()
825 {
826 #define ADD_VARYING(loc, type, name) \
827 add_varying(loc, type, name, name "In")
828
829 /* gl_Position and gl_PointSize are not visible from fragment shaders. */
830 if (state->target != fragment_shader) {
831 ADD_VARYING(VARYING_SLOT_POS, vec4_t, "gl_Position");
832 ADD_VARYING(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
833 }
834
835 if (state->is_version(130, 0)) {
836 ADD_VARYING(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
837 "gl_ClipDistance");
838 }
839
840 if (compatibility) {
841 ADD_VARYING(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
842 ADD_VARYING(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
843 if (state->target == fragment_shader) {
844 ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_Color");
845 ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
846 } else {
847 ADD_VARYING(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
848 ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
849 ADD_VARYING(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
850 ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
851 ADD_VARYING(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
852 }
853 }
854
855 if (state->target == geometry_shader) {
856 const glsl_type *per_vertex_type =
857 this->per_vertex.construct_interface_instance();
858 ir_variable *var = add_variable("gl_in", array(per_vertex_type, 0),
859 ir_var_shader_in, -1);
860 var->init_interface_type(per_vertex_type);
861 }
862 }
863
864
865 }; /* Anonymous namespace */
866
867
868 void
869 _mesa_glsl_initialize_variables(exec_list *instructions,
870 struct _mesa_glsl_parse_state *state)
871 {
872 builtin_variable_generator gen(instructions, state);
873
874 gen.generate_constants();
875 gen.generate_uniforms();
876
877 gen.generate_varyings();
878
879 switch (state->target) {
880 case vertex_shader:
881 gen.generate_vs_special_vars();
882 break;
883 case geometry_shader:
884 gen.generate_gs_special_vars();
885 break;
886 case fragment_shader:
887 gen.generate_fs_special_vars();
888 break;
889 }
890 }