6f93d96c69168452ffc8627935cd9e69324171da
[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 * Array where the contents of the gl_PerVertex interface instance are
364 * accumulated.
365 */
366 glsl_struct_field per_vertex_fields[10];
367
368 /**
369 * Number of elements of per_vertex_fields which have been populated.
370 */
371 unsigned num_per_vertex_fields;
372 };
373
374
375 builtin_variable_generator::builtin_variable_generator(
376 exec_list *instructions, struct _mesa_glsl_parse_state *state)
377 : instructions(instructions), state(state), symtab(state->symbols),
378 compatibility(!state->is_version(140, 100)),
379 bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
380 float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
381 vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
382 mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type),
383 num_per_vertex_fields(0)
384 {
385 }
386
387
388 ir_variable *
389 builtin_variable_generator::add_variable(const char *name,
390 const glsl_type *type,
391 enum ir_variable_mode mode, int slot)
392 {
393 ir_variable *var = new(symtab) ir_variable(type, name, mode);
394
395 switch (var->mode) {
396 case ir_var_auto:
397 case ir_var_shader_in:
398 case ir_var_uniform:
399 case ir_var_system_value:
400 var->read_only = true;
401 break;
402 case ir_var_shader_out:
403 break;
404 default:
405 /* The only variables that are added using this function should be
406 * uniforms, shader inputs, and shader outputs, constants (which use
407 * ir_var_auto), and system values.
408 */
409 assert(0);
410 break;
411 }
412
413 var->location = slot;
414 var->explicit_location = (slot >= 0);
415 var->explicit_index = 0;
416
417 /* Once the variable is created an initialized, add it to the symbol table
418 * and add the declaration to the IR stream.
419 */
420 instructions->push_tail(var);
421
422 symtab->add_variable(var);
423 return var;
424 }
425
426
427 ir_variable *
428 builtin_variable_generator::add_uniform(const glsl_type *type,
429 const char *name)
430 {
431 ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1);
432
433 unsigned i;
434 for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
435 if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
436 break;
437 }
438 }
439
440 assert(_mesa_builtin_uniform_desc[i].name != NULL);
441 const struct gl_builtin_uniform_desc* const statevar =
442 &_mesa_builtin_uniform_desc[i];
443
444 const unsigned array_count = type->is_array() ? type->length : 1;
445 uni->num_state_slots = array_count * statevar->num_elements;
446
447 ir_state_slot *slots =
448 ralloc_array(uni, ir_state_slot, uni->num_state_slots);
449
450 uni->state_slots = slots;
451
452 for (unsigned a = 0; a < array_count; a++) {
453 for (unsigned j = 0; j < statevar->num_elements; j++) {
454 struct gl_builtin_uniform_element *element = &statevar->elements[j];
455
456 memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
457 if (type->is_array()) {
458 if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
459 strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
460 slots->tokens[2] = a;
461 } else {
462 slots->tokens[1] = a;
463 }
464 }
465
466 slots->swizzle = element->swizzle;
467 slots++;
468 }
469 }
470
471 return uni;
472 }
473
474
475 ir_variable *
476 builtin_variable_generator::add_const(const char *name, int value)
477 {
478 ir_variable *const var = add_variable(name, glsl_type::int_type,
479 ir_var_auto, -1);
480 var->constant_value = new(var) ir_constant(value);
481 var->constant_initializer = new(var) ir_constant(value);
482 var->has_initializer = true;
483 return var;
484 }
485
486
487 void
488 builtin_variable_generator::generate_constants()
489 {
490 add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
491 add_const("gl_MaxVertexTextureImageUnits",
492 state->Const.MaxVertexTextureImageUnits);
493 add_const("gl_MaxCombinedTextureImageUnits",
494 state->Const.MaxCombinedTextureImageUnits);
495 add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
496 add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
497
498 /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
499 * GL counts them in units of "components" or "floats".
500 */
501 if (state->es_shader) {
502 add_const("gl_MaxVertexUniformVectors",
503 state->Const.MaxVertexUniformComponents / 4);
504 add_const("gl_MaxFragmentUniformVectors",
505 state->Const.MaxFragmentUniformComponents / 4);
506
507 /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
508 * vertex and fragment shader constants.
509 */
510 if (state->is_version(0, 300)) {
511 add_const("gl_MaxVertexOutputVectors",
512 state->ctx->Const.VertexProgram.MaxOutputComponents / 4);
513 add_const("gl_MaxFragmentInputVectors",
514 state->ctx->Const.FragmentProgram.MaxInputComponents / 4);
515 } else {
516 add_const("gl_MaxVaryingVectors",
517 state->ctx->Const.MaxVarying);
518 }
519 } else {
520 add_const("gl_MaxVertexUniformComponents",
521 state->Const.MaxVertexUniformComponents);
522
523 /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
524 * removed
525 */
526 add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4);
527
528 add_const("gl_MaxFragmentUniformComponents",
529 state->Const.MaxFragmentUniformComponents);
530 }
531
532 /* Texel offsets were introduced in ARB_shading_language_420pack (which
533 * requires desktop GLSL version 130), and adopted into desktop GLSL
534 * version 4.20 and GLSL ES version 3.00.
535 */
536 if ((state->is_version(130, 0) &&
537 state->ARB_shading_language_420pack_enable) ||
538 state->is_version(420, 300)) {
539 add_const("gl_MinProgramTexelOffset",
540 state->Const.MinProgramTexelOffset);
541 add_const("gl_MaxProgramTexelOffset",
542 state->Const.MaxProgramTexelOffset);
543 }
544
545 if (state->is_version(130, 0)) {
546 add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
547 add_const("gl_MaxVaryingComponents", state->ctx->Const.MaxVarying * 4);
548 }
549
550 if (compatibility) {
551 /* Note: gl_MaxLights stopped being listed as an explicit constant in
552 * GLSL 1.30, however it continues to be referred to (as a minimum size
553 * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
554 * this seems like it was probably an oversight.
555 */
556 add_const("gl_MaxLights", state->Const.MaxLights);
557
558 add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
559
560 /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
561 * 1.50, however this seems like it was probably an oversight.
562 */
563 add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
564
565 /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
566 * re-introduced in GLSL 1.50, so this seems like it was probably an
567 * oversight.
568 */
569 add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
570 }
571 }
572
573
574 /**
575 * Generate uniform variables (which exist in all types of shaders).
576 */
577 void
578 builtin_variable_generator::generate_uniforms()
579 {
580 add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
581 add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
582 add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
583
584 if (compatibility) {
585 add_uniform(mat4_t, "gl_ModelViewMatrix");
586 add_uniform(mat4_t, "gl_ProjectionMatrix");
587 add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
588 add_uniform(mat3_t, "gl_NormalMatrix");
589 add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
590 add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
591 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
592 add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
593 add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
594 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
595 add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
596 add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
597 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
598 add_uniform(float_t, "gl_NormalScale");
599 add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
600 add_uniform(vec2_t, "gl_BumpRotMatrix0MESA");
601 add_uniform(vec2_t, "gl_BumpRotMatrix1MESA");
602 add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
603
604 const glsl_type *const mat4_array_type =
605 array(mat4_t, state->Const.MaxTextureCoords);
606 add_uniform(mat4_array_type, "gl_TextureMatrix");
607 add_uniform(mat4_array_type, "gl_TextureMatrixInverse");
608 add_uniform(mat4_array_type, "gl_TextureMatrixTranspose");
609 add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
610
611 add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
612 add_uniform(type("gl_PointParameters"), "gl_Point");
613
614 const glsl_type *const material_parameters_type =
615 type("gl_MaterialParameters");
616 add_uniform(material_parameters_type, "gl_FrontMaterial");
617 add_uniform(material_parameters_type, "gl_BackMaterial");
618
619 add_uniform(array(type("gl_LightSourceParameters"),
620 state->Const.MaxLights),
621 "gl_LightSource");
622
623 const glsl_type *const light_model_products_type =
624 type("gl_LightModelProducts");
625 add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
626 add_uniform(light_model_products_type, "gl_BackLightModelProduct");
627
628 const glsl_type *const light_products_type =
629 array(type("gl_LightProducts"), state->Const.MaxLights);
630 add_uniform(light_products_type, "gl_FrontLightProduct");
631 add_uniform(light_products_type, "gl_BackLightProduct");
632
633 add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
634 "gl_TextureEnvColor");
635
636 const glsl_type *const texcoords_vec4 =
637 array(vec4_t, state->Const.MaxTextureCoords);
638 add_uniform(texcoords_vec4, "gl_EyePlaneS");
639 add_uniform(texcoords_vec4, "gl_EyePlaneT");
640 add_uniform(texcoords_vec4, "gl_EyePlaneR");
641 add_uniform(texcoords_vec4, "gl_EyePlaneQ");
642 add_uniform(texcoords_vec4, "gl_ObjectPlaneS");
643 add_uniform(texcoords_vec4, "gl_ObjectPlaneT");
644 add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
645 add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
646
647 add_uniform(type("gl_FogParameters"), "gl_Fog");
648 }
649 }
650
651
652 /**
653 * Generate variables which only exist in vertex shaders.
654 */
655 void
656 builtin_variable_generator::generate_vs_special_vars()
657 {
658 if (state->is_version(130, 300))
659 add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
660 if (state->ARB_draw_instanced_enable)
661 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
662 if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
663 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
664 if (state->AMD_vertex_shader_layer_enable)
665 add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
666 if (compatibility) {
667 add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
668 add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
669 add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
670 add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
671 add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
672 add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
673 add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
674 add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
675 add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
676 add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
677 add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
678 add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
679 add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
680 }
681 }
682
683
684 /**
685 * Generate variables which only exist in geometry shaders.
686 */
687 void
688 builtin_variable_generator::generate_gs_special_vars()
689 {
690 add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
691
692 /* Although gl_PrimitiveID appears in tessellation control and tessellation
693 * evaluation shaders, it has a different function there than it has in
694 * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
695 * as special geometry shader variables.
696 *
697 * Note that although the general convention of suffixing geometry shader
698 * input varyings with "In" was not adopted into GLSL 1.50, it is used in
699 * the specific case of gl_PrimitiveIDIn. So we don't need to treat
700 * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
701 */
702 ir_variable *var;
703 var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
704 var->interpolation = INTERP_QUALIFIER_FLAT;
705 var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
706 var->interpolation = INTERP_QUALIFIER_FLAT;
707 }
708
709
710 /**
711 * Generate variables which only exist in fragment shaders.
712 */
713 void
714 builtin_variable_generator::generate_fs_special_vars()
715 {
716 add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
717 add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
718 if (state->is_version(120, 100))
719 add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
720
721 if (state->is_version(150, 0)) {
722 ir_variable *var =
723 add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
724 var->interpolation = INTERP_QUALIFIER_FLAT;
725 }
726
727 /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
728 * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
729 * They were removed from GLSL ES 3.00.
730 */
731 if (compatibility || !state->is_version(420, 300)) {
732 add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor");
733 add_output(FRAG_RESULT_DATA0,
734 array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
735 }
736
737 /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
738 * ES 1.00.
739 */
740 if (state->is_version(110, 300))
741 add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth");
742
743 if (state->ARB_shader_stencil_export_enable) {
744 ir_variable *const var =
745 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
746 if (state->ARB_shader_stencil_export_warn)
747 var->warn_extension = "GL_ARB_shader_stencil_export";
748 }
749
750 if (state->AMD_shader_stencil_export_enable) {
751 ir_variable *const var =
752 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
753 if (state->AMD_shader_stencil_export_warn)
754 var->warn_extension = "GL_AMD_shader_stencil_export";
755 }
756 }
757
758
759 /**
760 * Add a single "varying" variable. The variable's type and direction (input
761 * or output) are adjusted as appropriate for the type of shader being
762 * compiled. For geometry shaders using {ARB,EXT}_geometry_shader4,
763 * name_as_gs_input is used for the input (to avoid ambiguity).
764 */
765 void
766 builtin_variable_generator::add_varying(int slot, const glsl_type *type,
767 const char *name,
768 const char *name_as_gs_input)
769 {
770 switch (state->target) {
771 case geometry_shader:
772 assert(this->num_per_vertex_fields <
773 ARRAY_SIZE(this->per_vertex_fields));
774 this->per_vertex_fields[this->num_per_vertex_fields].type = type;
775 this->per_vertex_fields[this->num_per_vertex_fields].name = name;
776 this->per_vertex_fields[this->num_per_vertex_fields].row_major = false;
777 this->per_vertex_fields[this->num_per_vertex_fields].location = slot;
778 this->num_per_vertex_fields++;
779 /* FALLTHROUGH */
780 case vertex_shader:
781 add_output(slot, type, name);
782 break;
783 case fragment_shader:
784 add_input(slot, type, name);
785 break;
786 }
787 }
788
789
790 /**
791 * Generate variables that are used to communicate data from one shader stage
792 * to the next ("varyings").
793 */
794 void
795 builtin_variable_generator::generate_varyings()
796 {
797 #define ADD_VARYING(loc, type, name) \
798 add_varying(loc, type, name, name "In")
799
800 /* gl_Position and gl_PointSize are not visible from fragment shaders. */
801 if (state->target != fragment_shader) {
802 ADD_VARYING(VARYING_SLOT_POS, vec4_t, "gl_Position");
803 ADD_VARYING(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
804 }
805
806 if (state->is_version(130, 0)) {
807 ADD_VARYING(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
808 "gl_ClipDistance");
809 }
810
811 if (compatibility) {
812 ADD_VARYING(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
813 ADD_VARYING(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
814 if (state->target == fragment_shader) {
815 ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_Color");
816 ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
817 } else {
818 ADD_VARYING(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
819 ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
820 ADD_VARYING(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
821 ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
822 ADD_VARYING(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
823 }
824 }
825
826 if (state->target == geometry_shader) {
827 const glsl_type *per_vertex_type =
828 glsl_type::get_interface_instance(this->per_vertex_fields,
829 this->num_per_vertex_fields,
830 GLSL_INTERFACE_PACKING_STD140,
831 "gl_PerVertex");
832 ir_variable *var = add_variable("gl_in", array(per_vertex_type, 0),
833 ir_var_shader_in, -1);
834 var->init_interface_type(per_vertex_type);
835 }
836 }
837
838
839 }; /* Anonymous namespace */
840
841
842 void
843 _mesa_glsl_initialize_variables(exec_list *instructions,
844 struct _mesa_glsl_parse_state *state)
845 {
846 builtin_variable_generator gen(instructions, state);
847
848 gen.generate_constants();
849 gen.generate_uniforms();
850
851 gen.generate_varyings();
852
853 switch (state->target) {
854 case vertex_shader:
855 gen.generate_vs_special_vars();
856 break;
857 case geometry_shader:
858 gen.generate_gs_special_vars();
859 break;
860 case fragment_shader:
861 gen.generate_fs_special_vars();
862 break;
863 }
864 }