glsl: Refactor a bunch of the code out of cross_validate_outputs_to_inputs
[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 class builtin_variable_generator
297 {
298 public:
299 builtin_variable_generator(exec_list *instructions,
300 struct _mesa_glsl_parse_state *state);
301 void generate_constants();
302 void generate_uniforms();
303 void generate_vs_special_vars();
304 void generate_gs_special_vars();
305 void generate_fs_special_vars();
306 void generate_varyings();
307
308 private:
309 const glsl_type *array(const glsl_type *base, unsigned elements)
310 {
311 return glsl_type::get_array_instance(base, elements);
312 }
313
314 const glsl_type *type(const char *name)
315 {
316 return symtab->get_type(name);
317 }
318
319 ir_variable *add_input(int slot, const glsl_type *type, const char *name)
320 {
321 return add_variable(name, type, ir_var_shader_in, slot);
322 }
323
324 ir_variable *add_output(int slot, const glsl_type *type, const char *name)
325 {
326 return add_variable(name, type, ir_var_shader_out, slot);
327 }
328
329 ir_variable *add_system_value(int slot, const glsl_type *type,
330 const char *name)
331 {
332 return add_variable(name, type, ir_var_system_value, slot);
333 }
334
335 ir_variable *add_variable(const char *name, const glsl_type *type,
336 enum ir_variable_mode mode, int slot);
337 ir_variable *add_uniform(const glsl_type *type, const char *name);
338 ir_variable *add_const(const char *name, int value);
339 void add_varying(int slot, const glsl_type *type, const char *name,
340 const char *name_as_gs_input);
341
342 exec_list * const instructions;
343 struct _mesa_glsl_parse_state * const state;
344 glsl_symbol_table * const symtab;
345
346 /**
347 * True if compatibility-profile-only variables should be included. (In
348 * desktop GL, these are always included when the GLSL version is 1.30 and
349 * or below).
350 */
351 const bool compatibility;
352
353 const glsl_type * const bool_t;
354 const glsl_type * const int_t;
355 const glsl_type * const float_t;
356 const glsl_type * const vec2_t;
357 const glsl_type * const vec3_t;
358 const glsl_type * const vec4_t;
359 const glsl_type * const mat3_t;
360 const glsl_type * const mat4_t;
361 };
362
363
364 builtin_variable_generator::builtin_variable_generator(
365 exec_list *instructions, struct _mesa_glsl_parse_state *state)
366 : instructions(instructions), state(state), symtab(state->symbols),
367 compatibility(!state->is_version(140, 100)),
368 bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
369 float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
370 vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
371 mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
372 {
373 }
374
375
376 ir_variable *
377 builtin_variable_generator::add_variable(const char *name,
378 const glsl_type *type,
379 enum ir_variable_mode mode, int slot)
380 {
381 ir_variable *var = new(symtab) ir_variable(type, name, mode);
382
383 switch (var->mode) {
384 case ir_var_auto:
385 case ir_var_shader_in:
386 case ir_var_uniform:
387 case ir_var_system_value:
388 var->read_only = true;
389 break;
390 case ir_var_shader_out:
391 break;
392 default:
393 /* The only variables that are added using this function should be
394 * uniforms, shader inputs, and shader outputs, constants (which use
395 * ir_var_auto), and system values.
396 */
397 assert(0);
398 break;
399 }
400
401 var->location = slot;
402 var->explicit_location = (slot >= 0);
403 var->explicit_index = 0;
404
405 /* Once the variable is created an initialized, add it to the symbol table
406 * and add the declaration to the IR stream.
407 */
408 instructions->push_tail(var);
409
410 symtab->add_variable(var);
411 return var;
412 }
413
414
415 ir_variable *
416 builtin_variable_generator::add_uniform(const glsl_type *type,
417 const char *name)
418 {
419 ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1);
420
421 unsigned i;
422 for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
423 if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
424 break;
425 }
426 }
427
428 assert(_mesa_builtin_uniform_desc[i].name != NULL);
429 const struct gl_builtin_uniform_desc* const statevar =
430 &_mesa_builtin_uniform_desc[i];
431
432 const unsigned array_count = type->is_array() ? type->length : 1;
433 uni->num_state_slots = array_count * statevar->num_elements;
434
435 ir_state_slot *slots =
436 ralloc_array(uni, ir_state_slot, uni->num_state_slots);
437
438 uni->state_slots = slots;
439
440 for (unsigned a = 0; a < array_count; a++) {
441 for (unsigned j = 0; j < statevar->num_elements; j++) {
442 struct gl_builtin_uniform_element *element = &statevar->elements[j];
443
444 memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
445 if (type->is_array()) {
446 if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
447 strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
448 slots->tokens[2] = a;
449 } else {
450 slots->tokens[1] = a;
451 }
452 }
453
454 slots->swizzle = element->swizzle;
455 slots++;
456 }
457 }
458
459 return uni;
460 }
461
462
463 ir_variable *
464 builtin_variable_generator::add_const(const char *name, int value)
465 {
466 ir_variable *const var = add_variable(name, glsl_type::int_type,
467 ir_var_auto, -1);
468 var->constant_value = new(var) ir_constant(value);
469 var->constant_initializer = new(var) ir_constant(value);
470 var->has_initializer = true;
471 return var;
472 }
473
474
475 void
476 builtin_variable_generator::generate_constants()
477 {
478 add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
479 add_const("gl_MaxVertexTextureImageUnits",
480 state->Const.MaxVertexTextureImageUnits);
481 add_const("gl_MaxCombinedTextureImageUnits",
482 state->Const.MaxCombinedTextureImageUnits);
483 add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
484 add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
485
486 /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
487 * GL counts them in units of "components" or "floats".
488 */
489 if (state->es_shader) {
490 add_const("gl_MaxVertexUniformVectors",
491 state->Const.MaxVertexUniformComponents / 4);
492 add_const("gl_MaxFragmentUniformVectors",
493 state->Const.MaxFragmentUniformComponents / 4);
494
495 /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
496 * vertex and fragment shader constants.
497 */
498 if (state->is_version(0, 300)) {
499 add_const("gl_MaxVertexOutputVectors",
500 state->Const.MaxVaryingFloats / 4);
501 add_const("gl_MaxFragmentInputVectors",
502 state->Const.MaxVaryingFloats / 4);
503 } else {
504 add_const("gl_MaxVaryingVectors", state->Const.MaxVaryingFloats / 4);
505 }
506 } else {
507 add_const("gl_MaxVertexUniformComponents",
508 state->Const.MaxVertexUniformComponents);
509
510 /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
511 * removed
512 */
513 add_const("gl_MaxVaryingFloats", state->Const.MaxVaryingFloats);
514
515 add_const("gl_MaxFragmentUniformComponents",
516 state->Const.MaxFragmentUniformComponents);
517 }
518
519 /* Texel offsets were introduced in ARB_shading_language_420pack (which
520 * requires desktop GLSL version 130), and adopted into desktop GLSL
521 * version 4.20 and GLSL ES version 3.00.
522 */
523 if ((state->is_version(130, 0) &&
524 state->ARB_shading_language_420pack_enable) ||
525 state->is_version(420, 300)) {
526 add_const("gl_MinProgramTexelOffset",
527 state->Const.MinProgramTexelOffset);
528 add_const("gl_MaxProgramTexelOffset",
529 state->Const.MaxProgramTexelOffset);
530 }
531
532 if (state->is_version(130, 0)) {
533 add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
534 add_const("gl_MaxVaryingComponents", state->Const.MaxVaryingFloats);
535 }
536
537 if (compatibility) {
538 /* Note: gl_MaxLights stopped being listed as an explicit constant in
539 * GLSL 1.30, however it continues to be referred to (as a minimum size
540 * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
541 * this seems like it was probably an oversight.
542 */
543 add_const("gl_MaxLights", state->Const.MaxLights);
544
545 add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
546
547 /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
548 * 1.50, however this seems like it was probably an oversight.
549 */
550 add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
551
552 /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
553 * re-introduced in GLSL 1.50, so this seems like it was probably an
554 * oversight.
555 */
556 add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
557 }
558 }
559
560
561 /**
562 * Generate uniform variables (which exist in all types of shaders).
563 */
564 void
565 builtin_variable_generator::generate_uniforms()
566 {
567 add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
568 add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
569 add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
570
571 if (compatibility) {
572 add_uniform(mat4_t, "gl_ModelViewMatrix");
573 add_uniform(mat4_t, "gl_ProjectionMatrix");
574 add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
575 add_uniform(mat3_t, "gl_NormalMatrix");
576 add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
577 add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
578 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
579 add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
580 add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
581 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
582 add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
583 add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
584 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
585 add_uniform(float_t, "gl_NormalScale");
586 add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
587 add_uniform(vec2_t, "gl_BumpRotMatrix0MESA");
588 add_uniform(vec2_t, "gl_BumpRotMatrix1MESA");
589 add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
590
591 const glsl_type *const mat4_array_type =
592 array(mat4_t, state->Const.MaxTextureCoords);
593 add_uniform(mat4_array_type, "gl_TextureMatrix");
594 add_uniform(mat4_array_type, "gl_TextureMatrixInverse");
595 add_uniform(mat4_array_type, "gl_TextureMatrixTranspose");
596 add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
597
598 add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
599 add_uniform(type("gl_PointParameters"), "gl_Point");
600
601 const glsl_type *const material_parameters_type =
602 type("gl_MaterialParameters");
603 add_uniform(material_parameters_type, "gl_FrontMaterial");
604 add_uniform(material_parameters_type, "gl_BackMaterial");
605
606 add_uniform(array(type("gl_LightSourceParameters"),
607 state->Const.MaxLights),
608 "gl_LightSource");
609
610 const glsl_type *const light_model_products_type =
611 type("gl_LightModelProducts");
612 add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
613 add_uniform(light_model_products_type, "gl_BackLightModelProduct");
614
615 const glsl_type *const light_products_type =
616 array(type("gl_LightProducts"), state->Const.MaxLights);
617 add_uniform(light_products_type, "gl_FrontLightProduct");
618 add_uniform(light_products_type, "gl_BackLightProduct");
619
620 add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
621 "gl_TextureEnvColor");
622
623 const glsl_type *const texcoords_vec4 =
624 array(vec4_t, state->Const.MaxTextureCoords);
625 add_uniform(texcoords_vec4, "gl_EyePlaneS");
626 add_uniform(texcoords_vec4, "gl_EyePlaneT");
627 add_uniform(texcoords_vec4, "gl_EyePlaneR");
628 add_uniform(texcoords_vec4, "gl_EyePlaneQ");
629 add_uniform(texcoords_vec4, "gl_ObjectPlaneS");
630 add_uniform(texcoords_vec4, "gl_ObjectPlaneT");
631 add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
632 add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
633
634 add_uniform(type("gl_FogParameters"), "gl_Fog");
635 }
636 }
637
638
639 /**
640 * Generate variables which only exist in vertex shaders.
641 */
642 void
643 builtin_variable_generator::generate_vs_special_vars()
644 {
645 if (state->is_version(130, 300))
646 add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
647 if (state->ARB_draw_instanced_enable)
648 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
649 if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
650 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
651 if (state->AMD_vertex_shader_layer_enable)
652 add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
653 if (compatibility) {
654 add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
655 add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
656 add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
657 add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
658 add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
659 add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
660 add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
661 add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
662 add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
663 add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
664 add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
665 add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
666 add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
667 }
668 }
669
670
671 /**
672 * Generate variables which only exist in geometry shaders.
673 */
674 void
675 builtin_variable_generator::generate_gs_special_vars()
676 {
677 add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
678
679 /* Although gl_PrimitiveID appears in tessellation control and tessellation
680 * evaluation shaders, it has a different function there than it has in
681 * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
682 * as special geometry shader variables.
683 *
684 * Note that although the general convention of suffixing geometry shader
685 * input varyings with "In" was not adopted into GLSL 1.50, it is used in
686 * the specific case of gl_PrimitiveIDIn. So we don't need to treat
687 * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
688 */
689 ir_variable *var;
690 var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
691 var->interpolation = INTERP_QUALIFIER_FLAT;
692 var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
693 var->interpolation = INTERP_QUALIFIER_FLAT;
694 }
695
696
697 /**
698 * Generate variables which only exist in fragment shaders.
699 */
700 void
701 builtin_variable_generator::generate_fs_special_vars()
702 {
703 add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
704 add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
705 if (state->is_version(120, 100))
706 add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
707
708 if (state->is_version(150, 0)) {
709 ir_variable *var =
710 add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
711 var->interpolation = INTERP_QUALIFIER_FLAT;
712 }
713
714 /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
715 * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
716 * They were removed from GLSL ES 3.00.
717 */
718 if (compatibility || !state->is_version(420, 300)) {
719 add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor");
720 add_output(FRAG_RESULT_DATA0,
721 array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
722 }
723
724 /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
725 * ES 1.00.
726 */
727 if (state->is_version(110, 300))
728 add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth");
729
730 if (state->ARB_shader_stencil_export_enable) {
731 ir_variable *const var =
732 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
733 if (state->ARB_shader_stencil_export_warn)
734 var->warn_extension = "GL_ARB_shader_stencil_export";
735 }
736
737 if (state->AMD_shader_stencil_export_enable) {
738 ir_variable *const var =
739 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
740 if (state->AMD_shader_stencil_export_warn)
741 var->warn_extension = "GL_AMD_shader_stencil_export";
742 }
743 }
744
745
746 /**
747 * Add a single "varying" variable. The variable's type and direction (input
748 * or output) are adjusted as appropriate for the type of shader being
749 * compiled. For geometry shaders using {ARB,EXT}_geometry_shader4,
750 * name_as_gs_input is used for the input (to avoid ambiguity).
751 */
752 void
753 builtin_variable_generator::add_varying(int slot, const glsl_type *type,
754 const char *name,
755 const char *name_as_gs_input)
756 {
757 switch (state->target) {
758 case geometry_shader:
759 add_input(slot, array(type, 0), name_as_gs_input);
760 /* FALLTHROUGH */
761 case vertex_shader:
762 add_output(slot, type, name);
763 break;
764 case fragment_shader:
765 add_input(slot, type, name);
766 break;
767 }
768 }
769
770
771 /**
772 * Generate variables that are used to communicate data from one shader stage
773 * to the next ("varyings").
774 */
775 void
776 builtin_variable_generator::generate_varyings()
777 {
778 #define ADD_VARYING(loc, type, name) \
779 add_varying(loc, type, name, name "In")
780
781 /* gl_Position and gl_PointSize are not visible from fragment shaders. */
782 if (state->target != fragment_shader) {
783 ADD_VARYING(VARYING_SLOT_POS, vec4_t, "gl_Position");
784 ADD_VARYING(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
785 }
786
787 if (state->is_version(130, 0)) {
788 ADD_VARYING(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
789 "gl_ClipDistance");
790 }
791
792 if (compatibility) {
793 ADD_VARYING(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
794 ADD_VARYING(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
795 if (state->target == fragment_shader) {
796 ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_Color");
797 ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
798 } else {
799 ADD_VARYING(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
800 ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
801 ADD_VARYING(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
802 ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
803 ADD_VARYING(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
804 }
805 }
806 }
807
808
809 }; /* Anonymous namespace */
810
811
812 void
813 _mesa_glsl_initialize_variables(exec_list *instructions,
814 struct _mesa_glsl_parse_state *state)
815 {
816 builtin_variable_generator gen(instructions, state);
817
818 gen.generate_constants();
819 gen.generate_uniforms();
820
821 gen.generate_varyings();
822
823 switch (state->target) {
824 case vertex_shader:
825 gen.generate_vs_special_vars();
826 break;
827 case geometry_shader:
828 gen.generate_gs_special_vars();
829 break;
830 case fragment_shader:
831 gen.generate_fs_special_vars();
832 break;
833 }
834 }