targets/egl-static: automake: don't export local symbols
[mesa.git] / src / glsl / builtin_variables.cpp
1 /*
2 * Copyright © 2010 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
22 */
23
24 #include "ir.h"
25 #include "glsl_parser_extras.h"
26 #include "glsl_symbol_table.h"
27 #include "main/core.h"
28 #include "main/uniforms.h"
29 #include "program/prog_parameter.h"
30 #include "program/prog_statevars.h"
31 #include "program/prog_instruction.h"
32
33 static struct gl_builtin_uniform_element gl_NumSamples_elements[] = {
34 {NULL, {STATE_NUM_SAMPLES, 0, 0}, SWIZZLE_XXXX}
35 };
36
37 static struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
38 {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
39 {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
40 {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
41 };
42
43 static struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
44 {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
45 };
46
47 static struct gl_builtin_uniform_element gl_Point_elements[] = {
48 {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
49 {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
50 {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
51 {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
52 {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
53 {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
54 {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
55 };
56
57 static struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
58 {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
59 {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
60 {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
61 {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
62 {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
63 };
64
65 static struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
66 {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
67 {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
68 {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
69 {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
70 {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
71 };
72
73 static struct gl_builtin_uniform_element gl_LightSource_elements[] = {
74 {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
75 {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
76 {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
77 {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
78 {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
79 {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
80 MAKE_SWIZZLE4(SWIZZLE_X,
81 SWIZZLE_Y,
82 SWIZZLE_Z,
83 SWIZZLE_Z)},
84 {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
85 {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
86 {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
87 {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
88 {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
89 {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
90 };
91
92 static struct gl_builtin_uniform_element gl_LightModel_elements[] = {
93 {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
94 };
95
96 static struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
97 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
98 };
99
100 static struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
101 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
102 };
103
104 static struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
105 {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
106 {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
107 {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
108 };
109
110 static struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
111 {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
112 {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
113 {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
114 };
115
116 static struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
117 {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
118 };
119
120 static struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
121 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
122 };
123
124 static struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
125 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
126 };
127
128 static struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
129 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
130 };
131
132 static struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
133 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
134 };
135
136 static struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
137 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
138 };
139
140 static struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
141 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
142 };
143
144 static struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
145 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
146 };
147
148 static struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
149 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
150 };
151
152 static struct gl_builtin_uniform_element gl_Fog_elements[] = {
153 {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
154 {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
155 {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
156 {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
157 {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
158 };
159
160 static struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
161 {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
162 };
163
164 static struct gl_builtin_uniform_element gl_BumpRotMatrix0MESA_elements[] = {
165 {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_0}, SWIZZLE_XYZW},
166 };
167
168 static struct gl_builtin_uniform_element gl_BumpRotMatrix1MESA_elements[] = {
169 {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_1}, SWIZZLE_XYZW},
170 };
171
172 static struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
173 {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
174 };
175
176 static struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = {
177 {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW},
178 };
179
180 static struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = {
181 {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, SWIZZLE_XYZW},
182 };
183
184 #define MATRIX(name, statevar, modifier) \
185 static struct gl_builtin_uniform_element name ## _elements[] = { \
186 { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW }, \
187 { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW }, \
188 { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW }, \
189 { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW }, \
190 }
191
192 MATRIX(gl_ModelViewMatrix,
193 STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE);
194 MATRIX(gl_ModelViewMatrixInverse,
195 STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS);
196 MATRIX(gl_ModelViewMatrixTranspose,
197 STATE_MODELVIEW_MATRIX, 0);
198 MATRIX(gl_ModelViewMatrixInverseTranspose,
199 STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE);
200
201 MATRIX(gl_ProjectionMatrix,
202 STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE);
203 MATRIX(gl_ProjectionMatrixInverse,
204 STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS);
205 MATRIX(gl_ProjectionMatrixTranspose,
206 STATE_PROJECTION_MATRIX, 0);
207 MATRIX(gl_ProjectionMatrixInverseTranspose,
208 STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE);
209
210 MATRIX(gl_ModelViewProjectionMatrix,
211 STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE);
212 MATRIX(gl_ModelViewProjectionMatrixInverse,
213 STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS);
214 MATRIX(gl_ModelViewProjectionMatrixTranspose,
215 STATE_MVP_MATRIX, 0);
216 MATRIX(gl_ModelViewProjectionMatrixInverseTranspose,
217 STATE_MVP_MATRIX, STATE_MATRIX_INVERSE);
218
219 MATRIX(gl_TextureMatrix,
220 STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE);
221 MATRIX(gl_TextureMatrixInverse,
222 STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS);
223 MATRIX(gl_TextureMatrixTranspose,
224 STATE_TEXTURE_MATRIX, 0);
225 MATRIX(gl_TextureMatrixInverseTranspose,
226 STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE);
227
228 static struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
229 { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
230 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
231 { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
232 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
233 { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
234 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
235 };
236
237 #undef MATRIX
238
239 #define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)}
240
241 static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
242 STATEVAR(gl_NumSamples),
243 STATEVAR(gl_DepthRange),
244 STATEVAR(gl_ClipPlane),
245 STATEVAR(gl_Point),
246 STATEVAR(gl_FrontMaterial),
247 STATEVAR(gl_BackMaterial),
248 STATEVAR(gl_LightSource),
249 STATEVAR(gl_LightModel),
250 STATEVAR(gl_FrontLightModelProduct),
251 STATEVAR(gl_BackLightModelProduct),
252 STATEVAR(gl_FrontLightProduct),
253 STATEVAR(gl_BackLightProduct),
254 STATEVAR(gl_TextureEnvColor),
255 STATEVAR(gl_EyePlaneS),
256 STATEVAR(gl_EyePlaneT),
257 STATEVAR(gl_EyePlaneR),
258 STATEVAR(gl_EyePlaneQ),
259 STATEVAR(gl_ObjectPlaneS),
260 STATEVAR(gl_ObjectPlaneT),
261 STATEVAR(gl_ObjectPlaneR),
262 STATEVAR(gl_ObjectPlaneQ),
263 STATEVAR(gl_Fog),
264
265 STATEVAR(gl_ModelViewMatrix),
266 STATEVAR(gl_ModelViewMatrixInverse),
267 STATEVAR(gl_ModelViewMatrixTranspose),
268 STATEVAR(gl_ModelViewMatrixInverseTranspose),
269
270 STATEVAR(gl_ProjectionMatrix),
271 STATEVAR(gl_ProjectionMatrixInverse),
272 STATEVAR(gl_ProjectionMatrixTranspose),
273 STATEVAR(gl_ProjectionMatrixInverseTranspose),
274
275 STATEVAR(gl_ModelViewProjectionMatrix),
276 STATEVAR(gl_ModelViewProjectionMatrixInverse),
277 STATEVAR(gl_ModelViewProjectionMatrixTranspose),
278 STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
279
280 STATEVAR(gl_TextureMatrix),
281 STATEVAR(gl_TextureMatrixInverse),
282 STATEVAR(gl_TextureMatrixTranspose),
283 STATEVAR(gl_TextureMatrixInverseTranspose),
284
285 STATEVAR(gl_NormalMatrix),
286 STATEVAR(gl_NormalScale),
287
288 STATEVAR(gl_BumpRotMatrix0MESA),
289 STATEVAR(gl_BumpRotMatrix1MESA),
290 STATEVAR(gl_FogParamsOptimizedMESA),
291 STATEVAR(gl_CurrentAttribVertMESA),
292 STATEVAR(gl_CurrentAttribFragMESA),
293
294 {NULL, NULL, 0}
295 };
296
297
298 namespace {
299
300 /**
301 * Data structure that accumulates fields for the gl_PerVertex interface
302 * block.
303 */
304 class per_vertex_accumulator
305 {
306 public:
307 per_vertex_accumulator();
308 void add_field(int slot, const glsl_type *type, const char *name);
309 const glsl_type *construct_interface_instance() const;
310
311 private:
312 glsl_struct_field fields[10];
313 unsigned num_fields;
314 };
315
316
317 per_vertex_accumulator::per_vertex_accumulator()
318 : fields(),
319 num_fields(0)
320 {
321 }
322
323
324 void
325 per_vertex_accumulator::add_field(int slot, const glsl_type *type,
326 const char *name)
327 {
328 assert(this->num_fields < ARRAY_SIZE(this->fields));
329 this->fields[this->num_fields].type = type;
330 this->fields[this->num_fields].name = name;
331 this->fields[this->num_fields].row_major = false;
332 this->fields[this->num_fields].location = slot;
333 this->fields[this->num_fields].interpolation = INTERP_QUALIFIER_NONE;
334 this->fields[this->num_fields].centroid = 0;
335 this->fields[this->num_fields].sample = 0;
336 this->num_fields++;
337 }
338
339
340 const glsl_type *
341 per_vertex_accumulator::construct_interface_instance() const
342 {
343 return glsl_type::get_interface_instance(this->fields, this->num_fields,
344 GLSL_INTERFACE_PACKING_STD140,
345 "gl_PerVertex");
346 }
347
348
349 class builtin_variable_generator
350 {
351 public:
352 builtin_variable_generator(exec_list *instructions,
353 struct _mesa_glsl_parse_state *state);
354 void generate_constants();
355 void generate_uniforms();
356 void generate_vs_special_vars();
357 void generate_gs_special_vars();
358 void generate_fs_special_vars();
359 void generate_cs_special_vars();
360 void generate_varyings();
361
362 private:
363 const glsl_type *array(const glsl_type *base, unsigned elements)
364 {
365 return glsl_type::get_array_instance(base, elements);
366 }
367
368 const glsl_type *type(const char *name)
369 {
370 return symtab->get_type(name);
371 }
372
373 ir_variable *add_input(int slot, const glsl_type *type, const char *name)
374 {
375 return add_variable(name, type, ir_var_shader_in, slot);
376 }
377
378 ir_variable *add_output(int slot, const glsl_type *type, const char *name)
379 {
380 return add_variable(name, type, ir_var_shader_out, slot);
381 }
382
383 ir_variable *add_system_value(int slot, const glsl_type *type,
384 const char *name)
385 {
386 return add_variable(name, type, ir_var_system_value, slot);
387 }
388
389 ir_variable *add_variable(const char *name, const glsl_type *type,
390 enum ir_variable_mode mode, int slot);
391 ir_variable *add_uniform(const glsl_type *type, const char *name);
392 ir_variable *add_const(const char *name, int value);
393 ir_variable *add_const_ivec3(const char *name, int x, int y, int z);
394 void add_varying(int slot, const glsl_type *type, const char *name,
395 const char *name_as_gs_input);
396
397 exec_list * const instructions;
398 struct _mesa_glsl_parse_state * const state;
399 glsl_symbol_table * const symtab;
400
401 /**
402 * True if compatibility-profile-only variables should be included. (In
403 * desktop GL, these are always included when the GLSL version is 1.30 and
404 * or below).
405 */
406 const bool compatibility;
407
408 const glsl_type * const bool_t;
409 const glsl_type * const int_t;
410 const glsl_type * const float_t;
411 const glsl_type * const vec2_t;
412 const glsl_type * const vec3_t;
413 const glsl_type * const vec4_t;
414 const glsl_type * const mat3_t;
415 const glsl_type * const mat4_t;
416
417 per_vertex_accumulator per_vertex_in;
418 per_vertex_accumulator per_vertex_out;
419 };
420
421
422 builtin_variable_generator::builtin_variable_generator(
423 exec_list *instructions, struct _mesa_glsl_parse_state *state)
424 : instructions(instructions), state(state), symtab(state->symbols),
425 compatibility(!state->is_version(140, 100)),
426 bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
427 float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
428 vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
429 mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
430 {
431 }
432
433
434 ir_variable *
435 builtin_variable_generator::add_variable(const char *name,
436 const glsl_type *type,
437 enum ir_variable_mode mode, int slot)
438 {
439 ir_variable *var = new(symtab) ir_variable(type, name, mode);
440 var->data.how_declared = ir_var_declared_implicitly;
441
442 switch (var->data.mode) {
443 case ir_var_auto:
444 case ir_var_shader_in:
445 case ir_var_uniform:
446 case ir_var_system_value:
447 var->data.read_only = true;
448 break;
449 case ir_var_shader_out:
450 break;
451 default:
452 /* The only variables that are added using this function should be
453 * uniforms, shader inputs, and shader outputs, constants (which use
454 * ir_var_auto), and system values.
455 */
456 assert(0);
457 break;
458 }
459
460 var->data.location = slot;
461 var->data.explicit_location = (slot >= 0);
462 var->data.explicit_index = 0;
463
464 /* Once the variable is created an initialized, add it to the symbol table
465 * and add the declaration to the IR stream.
466 */
467 instructions->push_tail(var);
468
469 symtab->add_variable(var);
470 return var;
471 }
472
473
474 ir_variable *
475 builtin_variable_generator::add_uniform(const glsl_type *type,
476 const char *name)
477 {
478 ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1);
479
480 unsigned i;
481 for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
482 if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
483 break;
484 }
485 }
486
487 assert(_mesa_builtin_uniform_desc[i].name != NULL);
488 const struct gl_builtin_uniform_desc* const statevar =
489 &_mesa_builtin_uniform_desc[i];
490
491 const unsigned array_count = type->is_array() ? type->length : 1;
492 uni->num_state_slots = array_count * statevar->num_elements;
493
494 ir_state_slot *slots =
495 ralloc_array(uni, ir_state_slot, uni->num_state_slots);
496
497 uni->state_slots = slots;
498
499 for (unsigned a = 0; a < array_count; a++) {
500 for (unsigned j = 0; j < statevar->num_elements; j++) {
501 struct gl_builtin_uniform_element *element = &statevar->elements[j];
502
503 memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
504 if (type->is_array()) {
505 if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
506 strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
507 slots->tokens[2] = a;
508 } else {
509 slots->tokens[1] = a;
510 }
511 }
512
513 slots->swizzle = element->swizzle;
514 slots++;
515 }
516 }
517
518 return uni;
519 }
520
521
522 ir_variable *
523 builtin_variable_generator::add_const(const char *name, int value)
524 {
525 ir_variable *const var = add_variable(name, glsl_type::int_type,
526 ir_var_auto, -1);
527 var->constant_value = new(var) ir_constant(value);
528 var->constant_initializer = new(var) ir_constant(value);
529 var->data.has_initializer = true;
530 return var;
531 }
532
533
534 ir_variable *
535 builtin_variable_generator::add_const_ivec3(const char *name, int x, int y,
536 int z)
537 {
538 ir_variable *const var = add_variable(name, glsl_type::ivec3_type,
539 ir_var_auto, -1);
540 ir_constant_data data;
541 memset(&data, 0, sizeof(data));
542 data.i[0] = x;
543 data.i[1] = y;
544 data.i[2] = z;
545 var->constant_value = new(var) ir_constant(glsl_type::ivec3_type, &data);
546 var->constant_initializer =
547 new(var) ir_constant(glsl_type::ivec3_type, &data);
548 var->data.has_initializer = true;
549 return var;
550 }
551
552
553 void
554 builtin_variable_generator::generate_constants()
555 {
556 add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
557 add_const("gl_MaxVertexTextureImageUnits",
558 state->Const.MaxVertexTextureImageUnits);
559 add_const("gl_MaxCombinedTextureImageUnits",
560 state->Const.MaxCombinedTextureImageUnits);
561 add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
562 add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
563
564 /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
565 * GL counts them in units of "components" or "floats".
566 */
567 if (state->es_shader) {
568 add_const("gl_MaxVertexUniformVectors",
569 state->Const.MaxVertexUniformComponents / 4);
570 add_const("gl_MaxFragmentUniformVectors",
571 state->Const.MaxFragmentUniformComponents / 4);
572
573 /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
574 * vertex and fragment shader constants.
575 */
576 if (state->is_version(0, 300)) {
577 add_const("gl_MaxVertexOutputVectors",
578 state->ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4);
579 add_const("gl_MaxFragmentInputVectors",
580 state->ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4);
581 } else {
582 add_const("gl_MaxVaryingVectors",
583 state->ctx->Const.MaxVarying);
584 }
585 } else {
586 add_const("gl_MaxVertexUniformComponents",
587 state->Const.MaxVertexUniformComponents);
588
589 /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
590 * removed
591 */
592 add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4);
593
594 add_const("gl_MaxFragmentUniformComponents",
595 state->Const.MaxFragmentUniformComponents);
596 }
597
598 /* Texel offsets were introduced in ARB_shading_language_420pack (which
599 * requires desktop GLSL version 130), and adopted into desktop GLSL
600 * version 4.20 and GLSL ES version 3.00.
601 */
602 if ((state->is_version(130, 0) &&
603 state->ARB_shading_language_420pack_enable) ||
604 state->is_version(420, 300)) {
605 add_const("gl_MinProgramTexelOffset",
606 state->Const.MinProgramTexelOffset);
607 add_const("gl_MaxProgramTexelOffset",
608 state->Const.MaxProgramTexelOffset);
609 }
610
611 if (state->is_version(130, 0)) {
612 add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
613 add_const("gl_MaxVaryingComponents", state->ctx->Const.MaxVarying * 4);
614 }
615
616 if (state->is_version(150, 0)) {
617 add_const("gl_MaxVertexOutputComponents",
618 state->Const.MaxVertexOutputComponents);
619 add_const("gl_MaxGeometryInputComponents",
620 state->Const.MaxGeometryInputComponents);
621 add_const("gl_MaxGeometryOutputComponents",
622 state->Const.MaxGeometryOutputComponents);
623 add_const("gl_MaxFragmentInputComponents",
624 state->Const.MaxFragmentInputComponents);
625 add_const("gl_MaxGeometryTextureImageUnits",
626 state->Const.MaxGeometryTextureImageUnits);
627 add_const("gl_MaxGeometryOutputVertices",
628 state->Const.MaxGeometryOutputVertices);
629 add_const("gl_MaxGeometryTotalOutputComponents",
630 state->Const.MaxGeometryTotalOutputComponents);
631 add_const("gl_MaxGeometryUniformComponents",
632 state->Const.MaxGeometryUniformComponents);
633
634 /* Note: the GLSL 1.50-4.40 specs require
635 * gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
636 * But they do not define what it means (and there does not appear to be
637 * any corresponding constant in the GL specs). However,
638 * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
639 * be the maximum number of components available for use as geometry
640 * outputs. So we assume this is a synonym for
641 * gl_MaxGeometryOutputComponents.
642 */
643 add_const("gl_MaxGeometryVaryingComponents",
644 state->Const.MaxGeometryOutputComponents);
645 }
646
647 if (compatibility) {
648 /* Note: gl_MaxLights stopped being listed as an explicit constant in
649 * GLSL 1.30, however it continues to be referred to (as a minimum size
650 * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
651 * this seems like it was probably an oversight.
652 */
653 add_const("gl_MaxLights", state->Const.MaxLights);
654
655 add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
656
657 /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
658 * 1.50, however this seems like it was probably an oversight.
659 */
660 add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
661
662 /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
663 * re-introduced in GLSL 1.50, so this seems like it was probably an
664 * oversight.
665 */
666 add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
667 }
668
669 if (state->ARB_shader_atomic_counters_enable) {
670 add_const("gl_MaxVertexAtomicCounters",
671 state->Const.MaxVertexAtomicCounters);
672 add_const("gl_MaxGeometryAtomicCounters",
673 state->Const.MaxGeometryAtomicCounters);
674 add_const("gl_MaxFragmentAtomicCounters",
675 state->Const.MaxFragmentAtomicCounters);
676 add_const("gl_MaxCombinedAtomicCounters",
677 state->Const.MaxCombinedAtomicCounters);
678 add_const("gl_MaxAtomicCounterBindings",
679 state->Const.MaxAtomicBufferBindings);
680 add_const("gl_MaxTessControlAtomicCounters", 0);
681 add_const("gl_MaxTessEvaluationAtomicCounters", 0);
682 }
683
684 if (state->is_version(430, 0) || state->ARB_compute_shader_enable) {
685 add_const_ivec3("gl_MaxComputeWorkGroupCount",
686 state->Const.MaxComputeWorkGroupCount[0],
687 state->Const.MaxComputeWorkGroupCount[1],
688 state->Const.MaxComputeWorkGroupCount[2]);
689 add_const_ivec3("gl_MaxComputeWorkGroupSize",
690 state->Const.MaxComputeWorkGroupSize[0],
691 state->Const.MaxComputeWorkGroupSize[1],
692 state->Const.MaxComputeWorkGroupSize[2]);
693
694 /* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables):
695 *
696 * The built-in constant gl_WorkGroupSize is a compute-shader
697 * constant containing the local work-group size of the shader. The
698 * size of the work group in the X, Y, and Z dimensions is stored in
699 * the x, y, and z components. The constants values in
700 * gl_WorkGroupSize will match those specified in the required
701 * local_size_x, local_size_y, and local_size_z layout qualifiers
702 * for the current shader. This is a constant so that it can be
703 * used to size arrays of memory that can be shared within the local
704 * work group. It is a compile-time error to use gl_WorkGroupSize
705 * in a shader that does not declare a fixed local group size, or
706 * before that shader has declared a fixed local group size, using
707 * local_size_x, local_size_y, and local_size_z.
708 *
709 * To prevent the shader from trying to refer to gl_WorkGroupSize before
710 * the layout declaration, we don't define it here. Intead we define it
711 * in ast_cs_input_layout::hir().
712 */
713 }
714 }
715
716
717 /**
718 * Generate uniform variables (which exist in all types of shaders).
719 */
720 void
721 builtin_variable_generator::generate_uniforms()
722 {
723 add_uniform(int_t, "gl_NumSamples");
724 add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
725 add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
726 add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
727
728 if (compatibility) {
729 add_uniform(mat4_t, "gl_ModelViewMatrix");
730 add_uniform(mat4_t, "gl_ProjectionMatrix");
731 add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
732 add_uniform(mat3_t, "gl_NormalMatrix");
733 add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
734 add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
735 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
736 add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
737 add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
738 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
739 add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
740 add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
741 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
742 add_uniform(float_t, "gl_NormalScale");
743 add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
744 add_uniform(vec2_t, "gl_BumpRotMatrix0MESA");
745 add_uniform(vec2_t, "gl_BumpRotMatrix1MESA");
746 add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
747
748 const glsl_type *const mat4_array_type =
749 array(mat4_t, state->Const.MaxTextureCoords);
750 add_uniform(mat4_array_type, "gl_TextureMatrix");
751 add_uniform(mat4_array_type, "gl_TextureMatrixInverse");
752 add_uniform(mat4_array_type, "gl_TextureMatrixTranspose");
753 add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
754
755 add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
756 add_uniform(type("gl_PointParameters"), "gl_Point");
757
758 const glsl_type *const material_parameters_type =
759 type("gl_MaterialParameters");
760 add_uniform(material_parameters_type, "gl_FrontMaterial");
761 add_uniform(material_parameters_type, "gl_BackMaterial");
762
763 add_uniform(array(type("gl_LightSourceParameters"),
764 state->Const.MaxLights),
765 "gl_LightSource");
766
767 const glsl_type *const light_model_products_type =
768 type("gl_LightModelProducts");
769 add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
770 add_uniform(light_model_products_type, "gl_BackLightModelProduct");
771
772 const glsl_type *const light_products_type =
773 array(type("gl_LightProducts"), state->Const.MaxLights);
774 add_uniform(light_products_type, "gl_FrontLightProduct");
775 add_uniform(light_products_type, "gl_BackLightProduct");
776
777 add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
778 "gl_TextureEnvColor");
779
780 const glsl_type *const texcoords_vec4 =
781 array(vec4_t, state->Const.MaxTextureCoords);
782 add_uniform(texcoords_vec4, "gl_EyePlaneS");
783 add_uniform(texcoords_vec4, "gl_EyePlaneT");
784 add_uniform(texcoords_vec4, "gl_EyePlaneR");
785 add_uniform(texcoords_vec4, "gl_EyePlaneQ");
786 add_uniform(texcoords_vec4, "gl_ObjectPlaneS");
787 add_uniform(texcoords_vec4, "gl_ObjectPlaneT");
788 add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
789 add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
790
791 add_uniform(type("gl_FogParameters"), "gl_Fog");
792 }
793 }
794
795
796 /**
797 * Generate variables which only exist in vertex shaders.
798 */
799 void
800 builtin_variable_generator::generate_vs_special_vars()
801 {
802 if (state->is_version(130, 300))
803 add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
804 if (state->ARB_draw_instanced_enable)
805 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
806 if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
807 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
808 if (state->AMD_vertex_shader_layer_enable)
809 add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
810 if (compatibility) {
811 add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
812 add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
813 add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
814 add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
815 add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
816 add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
817 add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
818 add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
819 add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
820 add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
821 add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
822 add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
823 add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
824 }
825 }
826
827
828 /**
829 * Generate variables which only exist in geometry shaders.
830 */
831 void
832 builtin_variable_generator::generate_gs_special_vars()
833 {
834 add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
835 if (state->ARB_viewport_array_enable)
836 add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
837
838 /* Although gl_PrimitiveID appears in tessellation control and tessellation
839 * evaluation shaders, it has a different function there than it has in
840 * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
841 * as special geometry shader variables.
842 *
843 * Note that although the general convention of suffixing geometry shader
844 * input varyings with "In" was not adopted into GLSL 1.50, it is used in
845 * the specific case of gl_PrimitiveIDIn. So we don't need to treat
846 * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
847 */
848 ir_variable *var;
849 var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
850 var->data.interpolation = INTERP_QUALIFIER_FLAT;
851 var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
852 var->data.interpolation = INTERP_QUALIFIER_FLAT;
853 }
854
855
856 /**
857 * Generate variables which only exist in fragment shaders.
858 */
859 void
860 builtin_variable_generator::generate_fs_special_vars()
861 {
862 add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
863 add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
864 if (state->is_version(120, 100))
865 add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
866
867 if (state->is_version(150, 0)) {
868 ir_variable *var =
869 add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
870 var->data.interpolation = INTERP_QUALIFIER_FLAT;
871 }
872
873 /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
874 * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
875 * They were removed from GLSL ES 3.00.
876 */
877 if (compatibility || !state->is_version(420, 300)) {
878 add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor");
879 add_output(FRAG_RESULT_DATA0,
880 array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
881 }
882
883 /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
884 * ES 1.00.
885 */
886 if (state->is_version(110, 300))
887 add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth");
888
889 if (state->ARB_shader_stencil_export_enable) {
890 ir_variable *const var =
891 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
892 if (state->ARB_shader_stencil_export_warn)
893 var->warn_extension = "GL_ARB_shader_stencil_export";
894 }
895
896 if (state->AMD_shader_stencil_export_enable) {
897 ir_variable *const var =
898 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
899 if (state->AMD_shader_stencil_export_warn)
900 var->warn_extension = "GL_AMD_shader_stencil_export";
901 }
902
903 if (state->ARB_sample_shading_enable) {
904 add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, "gl_SampleID");
905 add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, "gl_SamplePosition");
906 /* From the ARB_sample_shading specification:
907 * "The number of elements in the array is ceil(<s>/32), where
908 * <s> is the maximum number of color samples supported by the
909 * implementation."
910 * Since no drivers expose more than 32x MSAA, we can simply set
911 * the array size to 1 rather than computing it.
912 */
913 add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), "gl_SampleMask");
914 }
915
916 if (state->ARB_gpu_shader5_enable) {
917 add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1), "gl_SampleMaskIn");
918 }
919 }
920
921
922 /**
923 * Generate variables which only exist in compute shaders.
924 */
925 void
926 builtin_variable_generator::generate_cs_special_vars()
927 {
928 /* TODO: finish this. */
929 }
930
931
932 /**
933 * Add a single "varying" variable. The variable's type and direction (input
934 * or output) are adjusted as appropriate for the type of shader being
935 * compiled. For geometry shaders using {ARB,EXT}_geometry_shader4,
936 * name_as_gs_input is used for the input (to avoid ambiguity).
937 */
938 void
939 builtin_variable_generator::add_varying(int slot, const glsl_type *type,
940 const char *name,
941 const char *name_as_gs_input)
942 {
943 switch (state->stage) {
944 case MESA_SHADER_GEOMETRY:
945 this->per_vertex_in.add_field(slot, type, name);
946 /* FALLTHROUGH */
947 case MESA_SHADER_VERTEX:
948 this->per_vertex_out.add_field(slot, type, name);
949 break;
950 case MESA_SHADER_FRAGMENT:
951 add_input(slot, type, name);
952 break;
953 case MESA_SHADER_COMPUTE:
954 /* Compute shaders don't have varyings. */
955 break;
956 }
957 }
958
959
960 /**
961 * Generate variables that are used to communicate data from one shader stage
962 * to the next ("varyings").
963 */
964 void
965 builtin_variable_generator::generate_varyings()
966 {
967 #define ADD_VARYING(loc, type, name) \
968 add_varying(loc, type, name, name "In")
969
970 /* gl_Position and gl_PointSize are not visible from fragment shaders. */
971 if (state->stage != MESA_SHADER_FRAGMENT) {
972 ADD_VARYING(VARYING_SLOT_POS, vec4_t, "gl_Position");
973 ADD_VARYING(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
974 }
975
976 if (state->is_version(130, 0)) {
977 ADD_VARYING(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
978 "gl_ClipDistance");
979 }
980
981 if (compatibility) {
982 ADD_VARYING(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
983 ADD_VARYING(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
984 if (state->stage == MESA_SHADER_FRAGMENT) {
985 ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_Color");
986 ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
987 } else {
988 ADD_VARYING(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
989 ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
990 ADD_VARYING(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
991 ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
992 ADD_VARYING(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
993 }
994 }
995
996 if (state->stage == MESA_SHADER_GEOMETRY) {
997 const glsl_type *per_vertex_in_type =
998 this->per_vertex_in.construct_interface_instance();
999 add_variable("gl_in", array(per_vertex_in_type, 0),
1000 ir_var_shader_in, -1);
1001 }
1002 if (state->stage == MESA_SHADER_VERTEX || state->stage == MESA_SHADER_GEOMETRY) {
1003 const glsl_type *per_vertex_out_type =
1004 this->per_vertex_out.construct_interface_instance();
1005 const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
1006 for (unsigned i = 0; i < per_vertex_out_type->length; i++) {
1007 ir_variable *var =
1008 add_variable(fields[i].name, fields[i].type, ir_var_shader_out,
1009 fields[i].location);
1010 var->data.interpolation = fields[i].interpolation;
1011 var->data.centroid = fields[i].centroid;
1012 var->data.sample = fields[i].sample;
1013 var->init_interface_type(per_vertex_out_type);
1014 }
1015 }
1016 }
1017
1018
1019 }; /* Anonymous namespace */
1020
1021
1022 void
1023 _mesa_glsl_initialize_variables(exec_list *instructions,
1024 struct _mesa_glsl_parse_state *state)
1025 {
1026 builtin_variable_generator gen(instructions, state);
1027
1028 gen.generate_constants();
1029 gen.generate_uniforms();
1030
1031 gen.generate_varyings();
1032
1033 switch (state->stage) {
1034 case MESA_SHADER_VERTEX:
1035 gen.generate_vs_special_vars();
1036 break;
1037 case MESA_SHADER_GEOMETRY:
1038 gen.generate_gs_special_vars();
1039 break;
1040 case MESA_SHADER_FRAGMENT:
1041 gen.generate_fs_special_vars();
1042 break;
1043 case MESA_SHADER_COMPUTE:
1044 gen.generate_cs_special_vars();
1045 break;
1046 }
1047 }