glsl: Fix handling of function calls inside nested loops.
[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_varyings();
360
361 private:
362 const glsl_type *array(const glsl_type *base, unsigned elements)
363 {
364 return glsl_type::get_array_instance(base, elements);
365 }
366
367 const glsl_type *type(const char *name)
368 {
369 return symtab->get_type(name);
370 }
371
372 ir_variable *add_input(int slot, const glsl_type *type, const char *name)
373 {
374 return add_variable(name, type, ir_var_shader_in, slot);
375 }
376
377 ir_variable *add_output(int slot, const glsl_type *type, const char *name)
378 {
379 return add_variable(name, type, ir_var_shader_out, slot);
380 }
381
382 ir_variable *add_system_value(int slot, const glsl_type *type,
383 const char *name)
384 {
385 return add_variable(name, type, ir_var_system_value, slot);
386 }
387
388 ir_variable *add_variable(const char *name, const glsl_type *type,
389 enum ir_variable_mode mode, int slot);
390 ir_variable *add_uniform(const glsl_type *type, const char *name);
391 ir_variable *add_const(const char *name, int value);
392 void add_varying(int slot, const glsl_type *type, const char *name,
393 const char *name_as_gs_input);
394
395 exec_list * const instructions;
396 struct _mesa_glsl_parse_state * const state;
397 glsl_symbol_table * const symtab;
398
399 /**
400 * True if compatibility-profile-only variables should be included. (In
401 * desktop GL, these are always included when the GLSL version is 1.30 and
402 * or below).
403 */
404 const bool compatibility;
405
406 const glsl_type * const bool_t;
407 const glsl_type * const int_t;
408 const glsl_type * const float_t;
409 const glsl_type * const vec2_t;
410 const glsl_type * const vec3_t;
411 const glsl_type * const vec4_t;
412 const glsl_type * const mat3_t;
413 const glsl_type * const mat4_t;
414
415 per_vertex_accumulator per_vertex_in;
416 per_vertex_accumulator per_vertex_out;
417 };
418
419
420 builtin_variable_generator::builtin_variable_generator(
421 exec_list *instructions, struct _mesa_glsl_parse_state *state)
422 : instructions(instructions), state(state), symtab(state->symbols),
423 compatibility(!state->is_version(140, 100)),
424 bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
425 float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
426 vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
427 mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
428 {
429 }
430
431
432 ir_variable *
433 builtin_variable_generator::add_variable(const char *name,
434 const glsl_type *type,
435 enum ir_variable_mode mode, int slot)
436 {
437 ir_variable *var = new(symtab) ir_variable(type, name, mode);
438 var->how_declared = ir_var_declared_implicitly;
439
440 switch (var->mode) {
441 case ir_var_auto:
442 case ir_var_shader_in:
443 case ir_var_uniform:
444 case ir_var_system_value:
445 var->read_only = true;
446 break;
447 case ir_var_shader_out:
448 break;
449 default:
450 /* The only variables that are added using this function should be
451 * uniforms, shader inputs, and shader outputs, constants (which use
452 * ir_var_auto), and system values.
453 */
454 assert(0);
455 break;
456 }
457
458 var->location = slot;
459 var->explicit_location = (slot >= 0);
460 var->explicit_index = 0;
461
462 /* Once the variable is created an initialized, add it to the symbol table
463 * and add the declaration to the IR stream.
464 */
465 instructions->push_tail(var);
466
467 symtab->add_variable(var);
468 return var;
469 }
470
471
472 ir_variable *
473 builtin_variable_generator::add_uniform(const glsl_type *type,
474 const char *name)
475 {
476 ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1);
477
478 unsigned i;
479 for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
480 if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
481 break;
482 }
483 }
484
485 assert(_mesa_builtin_uniform_desc[i].name != NULL);
486 const struct gl_builtin_uniform_desc* const statevar =
487 &_mesa_builtin_uniform_desc[i];
488
489 const unsigned array_count = type->is_array() ? type->length : 1;
490 uni->num_state_slots = array_count * statevar->num_elements;
491
492 ir_state_slot *slots =
493 ralloc_array(uni, ir_state_slot, uni->num_state_slots);
494
495 uni->state_slots = slots;
496
497 for (unsigned a = 0; a < array_count; a++) {
498 for (unsigned j = 0; j < statevar->num_elements; j++) {
499 struct gl_builtin_uniform_element *element = &statevar->elements[j];
500
501 memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
502 if (type->is_array()) {
503 if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
504 strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
505 slots->tokens[2] = a;
506 } else {
507 slots->tokens[1] = a;
508 }
509 }
510
511 slots->swizzle = element->swizzle;
512 slots++;
513 }
514 }
515
516 return uni;
517 }
518
519
520 ir_variable *
521 builtin_variable_generator::add_const(const char *name, int value)
522 {
523 ir_variable *const var = add_variable(name, glsl_type::int_type,
524 ir_var_auto, -1);
525 var->constant_value = new(var) ir_constant(value);
526 var->constant_initializer = new(var) ir_constant(value);
527 var->has_initializer = true;
528 return var;
529 }
530
531
532 void
533 builtin_variable_generator::generate_constants()
534 {
535 add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
536 add_const("gl_MaxVertexTextureImageUnits",
537 state->Const.MaxVertexTextureImageUnits);
538 add_const("gl_MaxCombinedTextureImageUnits",
539 state->Const.MaxCombinedTextureImageUnits);
540 add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
541 add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
542
543 /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
544 * GL counts them in units of "components" or "floats".
545 */
546 if (state->es_shader) {
547 add_const("gl_MaxVertexUniformVectors",
548 state->Const.MaxVertexUniformComponents / 4);
549 add_const("gl_MaxFragmentUniformVectors",
550 state->Const.MaxFragmentUniformComponents / 4);
551
552 /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
553 * vertex and fragment shader constants.
554 */
555 if (state->is_version(0, 300)) {
556 add_const("gl_MaxVertexOutputVectors",
557 state->ctx->Const.VertexProgram.MaxOutputComponents / 4);
558 add_const("gl_MaxFragmentInputVectors",
559 state->ctx->Const.FragmentProgram.MaxInputComponents / 4);
560 } else {
561 add_const("gl_MaxVaryingVectors",
562 state->ctx->Const.MaxVarying);
563 }
564 } else {
565 add_const("gl_MaxVertexUniformComponents",
566 state->Const.MaxVertexUniformComponents);
567
568 /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
569 * removed
570 */
571 add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4);
572
573 add_const("gl_MaxFragmentUniformComponents",
574 state->Const.MaxFragmentUniformComponents);
575 }
576
577 /* Texel offsets were introduced in ARB_shading_language_420pack (which
578 * requires desktop GLSL version 130), and adopted into desktop GLSL
579 * version 4.20 and GLSL ES version 3.00.
580 */
581 if ((state->is_version(130, 0) &&
582 state->ARB_shading_language_420pack_enable) ||
583 state->is_version(420, 300)) {
584 add_const("gl_MinProgramTexelOffset",
585 state->Const.MinProgramTexelOffset);
586 add_const("gl_MaxProgramTexelOffset",
587 state->Const.MaxProgramTexelOffset);
588 }
589
590 if (state->is_version(130, 0)) {
591 add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
592 add_const("gl_MaxVaryingComponents", state->ctx->Const.MaxVarying * 4);
593 }
594
595 if (state->is_version(150, 0)) {
596 add_const("gl_MaxVertexOutputComponents",
597 state->Const.MaxVertexOutputComponents);
598 add_const("gl_MaxGeometryInputComponents",
599 state->Const.MaxGeometryInputComponents);
600 add_const("gl_MaxGeometryOutputComponents",
601 state->Const.MaxGeometryOutputComponents);
602 add_const("gl_MaxFragmentInputComponents",
603 state->Const.MaxFragmentInputComponents);
604 add_const("gl_MaxGeometryTextureImageUnits",
605 state->Const.MaxGeometryTextureImageUnits);
606 add_const("gl_MaxGeometryOutputVertices",
607 state->Const.MaxGeometryOutputVertices);
608 add_const("gl_MaxGeometryTotalOutputComponents",
609 state->Const.MaxGeometryTotalOutputComponents);
610 add_const("gl_MaxGeometryUniformComponents",
611 state->Const.MaxGeometryUniformComponents);
612
613 /* Note: the GLSL 1.50-4.40 specs require
614 * gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
615 * But they do not define what it means (and there does not appear to be
616 * any corresponding constant in the GL specs). However,
617 * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
618 * be the maximum number of components available for use as geometry
619 * outputs. So we assume this is a synonym for
620 * gl_MaxGeometryOutputComponents.
621 */
622 add_const("gl_MaxGeometryVaryingComponents",
623 state->Const.MaxGeometryOutputComponents);
624 }
625
626 if (compatibility) {
627 /* Note: gl_MaxLights stopped being listed as an explicit constant in
628 * GLSL 1.30, however it continues to be referred to (as a minimum size
629 * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
630 * this seems like it was probably an oversight.
631 */
632 add_const("gl_MaxLights", state->Const.MaxLights);
633
634 add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
635
636 /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
637 * 1.50, however this seems like it was probably an oversight.
638 */
639 add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
640
641 /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
642 * re-introduced in GLSL 1.50, so this seems like it was probably an
643 * oversight.
644 */
645 add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
646 }
647
648 if (state->ARB_shader_atomic_counters_enable) {
649 add_const("gl_MaxVertexAtomicCounters",
650 state->Const.MaxVertexAtomicCounters);
651 add_const("gl_MaxGeometryAtomicCounters",
652 state->Const.MaxGeometryAtomicCounters);
653 add_const("gl_MaxFragmentAtomicCounters",
654 state->Const.MaxFragmentAtomicCounters);
655 add_const("gl_MaxCombinedAtomicCounters",
656 state->Const.MaxCombinedAtomicCounters);
657 add_const("gl_MaxAtomicCounterBindings",
658 state->Const.MaxAtomicBufferBindings);
659 add_const("gl_MaxTessControlAtomicCounters", 0);
660 add_const("gl_MaxTessEvaluationAtomicCounters", 0);
661 }
662 }
663
664
665 /**
666 * Generate uniform variables (which exist in all types of shaders).
667 */
668 void
669 builtin_variable_generator::generate_uniforms()
670 {
671 add_uniform(int_t, "gl_NumSamples");
672 add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
673 add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
674 add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
675
676 if (compatibility) {
677 add_uniform(mat4_t, "gl_ModelViewMatrix");
678 add_uniform(mat4_t, "gl_ProjectionMatrix");
679 add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
680 add_uniform(mat3_t, "gl_NormalMatrix");
681 add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
682 add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
683 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
684 add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
685 add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
686 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
687 add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
688 add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
689 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
690 add_uniform(float_t, "gl_NormalScale");
691 add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
692 add_uniform(vec2_t, "gl_BumpRotMatrix0MESA");
693 add_uniform(vec2_t, "gl_BumpRotMatrix1MESA");
694 add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
695
696 const glsl_type *const mat4_array_type =
697 array(mat4_t, state->Const.MaxTextureCoords);
698 add_uniform(mat4_array_type, "gl_TextureMatrix");
699 add_uniform(mat4_array_type, "gl_TextureMatrixInverse");
700 add_uniform(mat4_array_type, "gl_TextureMatrixTranspose");
701 add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
702
703 add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
704 add_uniform(type("gl_PointParameters"), "gl_Point");
705
706 const glsl_type *const material_parameters_type =
707 type("gl_MaterialParameters");
708 add_uniform(material_parameters_type, "gl_FrontMaterial");
709 add_uniform(material_parameters_type, "gl_BackMaterial");
710
711 add_uniform(array(type("gl_LightSourceParameters"),
712 state->Const.MaxLights),
713 "gl_LightSource");
714
715 const glsl_type *const light_model_products_type =
716 type("gl_LightModelProducts");
717 add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
718 add_uniform(light_model_products_type, "gl_BackLightModelProduct");
719
720 const glsl_type *const light_products_type =
721 array(type("gl_LightProducts"), state->Const.MaxLights);
722 add_uniform(light_products_type, "gl_FrontLightProduct");
723 add_uniform(light_products_type, "gl_BackLightProduct");
724
725 add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
726 "gl_TextureEnvColor");
727
728 const glsl_type *const texcoords_vec4 =
729 array(vec4_t, state->Const.MaxTextureCoords);
730 add_uniform(texcoords_vec4, "gl_EyePlaneS");
731 add_uniform(texcoords_vec4, "gl_EyePlaneT");
732 add_uniform(texcoords_vec4, "gl_EyePlaneR");
733 add_uniform(texcoords_vec4, "gl_EyePlaneQ");
734 add_uniform(texcoords_vec4, "gl_ObjectPlaneS");
735 add_uniform(texcoords_vec4, "gl_ObjectPlaneT");
736 add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
737 add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
738
739 add_uniform(type("gl_FogParameters"), "gl_Fog");
740 }
741 }
742
743
744 /**
745 * Generate variables which only exist in vertex shaders.
746 */
747 void
748 builtin_variable_generator::generate_vs_special_vars()
749 {
750 if (state->is_version(130, 300))
751 add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
752 if (state->ARB_draw_instanced_enable)
753 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
754 if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
755 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
756 if (state->AMD_vertex_shader_layer_enable)
757 add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
758 if (compatibility) {
759 add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
760 add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
761 add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
762 add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
763 add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
764 add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
765 add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
766 add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
767 add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
768 add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
769 add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
770 add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
771 add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
772 }
773 }
774
775
776 /**
777 * Generate variables which only exist in geometry shaders.
778 */
779 void
780 builtin_variable_generator::generate_gs_special_vars()
781 {
782 add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
783
784 /* Although gl_PrimitiveID appears in tessellation control and tessellation
785 * evaluation shaders, it has a different function there than it has in
786 * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
787 * as special geometry shader variables.
788 *
789 * Note that although the general convention of suffixing geometry shader
790 * input varyings with "In" was not adopted into GLSL 1.50, it is used in
791 * the specific case of gl_PrimitiveIDIn. So we don't need to treat
792 * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
793 */
794 ir_variable *var;
795 var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
796 var->interpolation = INTERP_QUALIFIER_FLAT;
797 var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
798 var->interpolation = INTERP_QUALIFIER_FLAT;
799 }
800
801
802 /**
803 * Generate variables which only exist in fragment shaders.
804 */
805 void
806 builtin_variable_generator::generate_fs_special_vars()
807 {
808 add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
809 add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
810 if (state->is_version(120, 100))
811 add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
812
813 if (state->is_version(150, 0)) {
814 ir_variable *var =
815 add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
816 var->interpolation = INTERP_QUALIFIER_FLAT;
817 }
818
819 /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
820 * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
821 * They were removed from GLSL ES 3.00.
822 */
823 if (compatibility || !state->is_version(420, 300)) {
824 add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor");
825 add_output(FRAG_RESULT_DATA0,
826 array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
827 }
828
829 /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
830 * ES 1.00.
831 */
832 if (state->is_version(110, 300))
833 add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth");
834
835 if (state->ARB_shader_stencil_export_enable) {
836 ir_variable *const var =
837 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
838 if (state->ARB_shader_stencil_export_warn)
839 var->warn_extension = "GL_ARB_shader_stencil_export";
840 }
841
842 if (state->AMD_shader_stencil_export_enable) {
843 ir_variable *const var =
844 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
845 if (state->AMD_shader_stencil_export_warn)
846 var->warn_extension = "GL_AMD_shader_stencil_export";
847 }
848
849 if (state->ARB_sample_shading_enable) {
850 add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, "gl_SampleID");
851 add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, "gl_SamplePosition");
852 /* From the ARB_sample_shading specification:
853 * "The number of elements in the array is ceil(<s>/32), where
854 * <s> is the maximum number of color samples supported by the
855 * implementation."
856 * Since no drivers expose more than 32x MSAA, we can simply set
857 * the array size to 1 rather than computing it.
858 */
859 add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), "gl_SampleMask");
860 }
861 }
862
863
864 /**
865 * Add a single "varying" variable. The variable's type and direction (input
866 * or output) are adjusted as appropriate for the type of shader being
867 * compiled. For geometry shaders using {ARB,EXT}_geometry_shader4,
868 * name_as_gs_input is used for the input (to avoid ambiguity).
869 */
870 void
871 builtin_variable_generator::add_varying(int slot, const glsl_type *type,
872 const char *name,
873 const char *name_as_gs_input)
874 {
875 switch (state->target) {
876 case geometry_shader:
877 this->per_vertex_in.add_field(slot, type, name);
878 /* FALLTHROUGH */
879 case vertex_shader:
880 this->per_vertex_out.add_field(slot, type, name);
881 break;
882 case fragment_shader:
883 add_input(slot, type, name);
884 break;
885 }
886 }
887
888
889 /**
890 * Generate variables that are used to communicate data from one shader stage
891 * to the next ("varyings").
892 */
893 void
894 builtin_variable_generator::generate_varyings()
895 {
896 #define ADD_VARYING(loc, type, name) \
897 add_varying(loc, type, name, name "In")
898
899 /* gl_Position and gl_PointSize are not visible from fragment shaders. */
900 if (state->target != fragment_shader) {
901 ADD_VARYING(VARYING_SLOT_POS, vec4_t, "gl_Position");
902 ADD_VARYING(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
903 }
904
905 if (state->is_version(130, 0)) {
906 ADD_VARYING(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
907 "gl_ClipDistance");
908 }
909
910 if (compatibility) {
911 ADD_VARYING(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
912 ADD_VARYING(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
913 if (state->target == fragment_shader) {
914 ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_Color");
915 ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
916 } else {
917 ADD_VARYING(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
918 ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
919 ADD_VARYING(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
920 ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
921 ADD_VARYING(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
922 }
923 }
924
925 if (state->target == geometry_shader) {
926 const glsl_type *per_vertex_in_type =
927 this->per_vertex_in.construct_interface_instance();
928 add_variable("gl_in", array(per_vertex_in_type, 0),
929 ir_var_shader_in, -1);
930 }
931 if (state->target == vertex_shader || state->target == geometry_shader) {
932 const glsl_type *per_vertex_out_type =
933 this->per_vertex_out.construct_interface_instance();
934 const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
935 for (unsigned i = 0; i < per_vertex_out_type->length; i++) {
936 ir_variable *var =
937 add_variable(fields[i].name, fields[i].type, ir_var_shader_out,
938 fields[i].location);
939 var->interpolation = fields[i].interpolation;
940 var->centroid = fields[i].centroid;
941 var->sample = fields[i].sample;
942 var->init_interface_type(per_vertex_out_type);
943 }
944 }
945 }
946
947
948 }; /* Anonymous namespace */
949
950
951 void
952 _mesa_glsl_initialize_variables(exec_list *instructions,
953 struct _mesa_glsl_parse_state *state)
954 {
955 builtin_variable_generator gen(instructions, state);
956
957 gen.generate_constants();
958 gen.generate_uniforms();
959
960 gen.generate_varyings();
961
962 switch (state->target) {
963 case vertex_shader:
964 gen.generate_vs_special_vars();
965 break;
966 case geometry_shader:
967 gen.generate_gs_special_vars();
968 break;
969 case fragment_shader:
970 gen.generate_fs_special_vars();
971 break;
972 }
973 }