glsl: Link glcpp with math library.
[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->num_fields++;
336 }
337
338
339 const glsl_type *
340 per_vertex_accumulator::construct_interface_instance() const
341 {
342 return glsl_type::get_interface_instance(this->fields, this->num_fields,
343 GLSL_INTERFACE_PACKING_STD140,
344 "gl_PerVertex");
345 }
346
347
348 class builtin_variable_generator
349 {
350 public:
351 builtin_variable_generator(exec_list *instructions,
352 struct _mesa_glsl_parse_state *state);
353 void generate_constants();
354 void generate_uniforms();
355 void generate_vs_special_vars();
356 void generate_gs_special_vars();
357 void generate_fs_special_vars();
358 void generate_varyings();
359
360 private:
361 const glsl_type *array(const glsl_type *base, unsigned elements)
362 {
363 return glsl_type::get_array_instance(base, elements);
364 }
365
366 const glsl_type *type(const char *name)
367 {
368 return symtab->get_type(name);
369 }
370
371 ir_variable *add_input(int slot, const glsl_type *type, const char *name)
372 {
373 return add_variable(name, type, ir_var_shader_in, slot);
374 }
375
376 ir_variable *add_output(int slot, const glsl_type *type, const char *name)
377 {
378 return add_variable(name, type, ir_var_shader_out, slot);
379 }
380
381 ir_variable *add_system_value(int slot, const glsl_type *type,
382 const char *name)
383 {
384 return add_variable(name, type, ir_var_system_value, slot);
385 }
386
387 ir_variable *add_variable(const char *name, const glsl_type *type,
388 enum ir_variable_mode mode, int slot);
389 ir_variable *add_uniform(const glsl_type *type, const char *name);
390 ir_variable *add_const(const char *name, int value);
391 void add_varying(int slot, const glsl_type *type, const char *name,
392 const char *name_as_gs_input);
393
394 exec_list * const instructions;
395 struct _mesa_glsl_parse_state * const state;
396 glsl_symbol_table * const symtab;
397
398 /**
399 * True if compatibility-profile-only variables should be included. (In
400 * desktop GL, these are always included when the GLSL version is 1.30 and
401 * or below).
402 */
403 const bool compatibility;
404
405 const glsl_type * const bool_t;
406 const glsl_type * const int_t;
407 const glsl_type * const float_t;
408 const glsl_type * const vec2_t;
409 const glsl_type * const vec3_t;
410 const glsl_type * const vec4_t;
411 const glsl_type * const mat3_t;
412 const glsl_type * const mat4_t;
413
414 per_vertex_accumulator per_vertex_in;
415 per_vertex_accumulator per_vertex_out;
416 };
417
418
419 builtin_variable_generator::builtin_variable_generator(
420 exec_list *instructions, struct _mesa_glsl_parse_state *state)
421 : instructions(instructions), state(state), symtab(state->symbols),
422 compatibility(!state->is_version(140, 100)),
423 bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
424 float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
425 vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
426 mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
427 {
428 }
429
430
431 ir_variable *
432 builtin_variable_generator::add_variable(const char *name,
433 const glsl_type *type,
434 enum ir_variable_mode mode, int slot)
435 {
436 ir_variable *var = new(symtab) ir_variable(type, name, mode);
437 var->how_declared = ir_var_declared_implicitly;
438
439 switch (var->mode) {
440 case ir_var_auto:
441 case ir_var_shader_in:
442 case ir_var_uniform:
443 case ir_var_system_value:
444 var->read_only = true;
445 break;
446 case ir_var_shader_out:
447 break;
448 default:
449 /* The only variables that are added using this function should be
450 * uniforms, shader inputs, and shader outputs, constants (which use
451 * ir_var_auto), and system values.
452 */
453 assert(0);
454 break;
455 }
456
457 var->location = slot;
458 var->explicit_location = (slot >= 0);
459 var->explicit_index = 0;
460
461 /* Once the variable is created an initialized, add it to the symbol table
462 * and add the declaration to the IR stream.
463 */
464 instructions->push_tail(var);
465
466 symtab->add_variable(var);
467 return var;
468 }
469
470
471 ir_variable *
472 builtin_variable_generator::add_uniform(const glsl_type *type,
473 const char *name)
474 {
475 ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1);
476
477 unsigned i;
478 for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
479 if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
480 break;
481 }
482 }
483
484 assert(_mesa_builtin_uniform_desc[i].name != NULL);
485 const struct gl_builtin_uniform_desc* const statevar =
486 &_mesa_builtin_uniform_desc[i];
487
488 const unsigned array_count = type->is_array() ? type->length : 1;
489 uni->num_state_slots = array_count * statevar->num_elements;
490
491 ir_state_slot *slots =
492 ralloc_array(uni, ir_state_slot, uni->num_state_slots);
493
494 uni->state_slots = slots;
495
496 for (unsigned a = 0; a < array_count; a++) {
497 for (unsigned j = 0; j < statevar->num_elements; j++) {
498 struct gl_builtin_uniform_element *element = &statevar->elements[j];
499
500 memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
501 if (type->is_array()) {
502 if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
503 strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
504 slots->tokens[2] = a;
505 } else {
506 slots->tokens[1] = a;
507 }
508 }
509
510 slots->swizzle = element->swizzle;
511 slots++;
512 }
513 }
514
515 return uni;
516 }
517
518
519 ir_variable *
520 builtin_variable_generator::add_const(const char *name, int value)
521 {
522 ir_variable *const var = add_variable(name, glsl_type::int_type,
523 ir_var_auto, -1);
524 var->constant_value = new(var) ir_constant(value);
525 var->constant_initializer = new(var) ir_constant(value);
526 var->has_initializer = true;
527 return var;
528 }
529
530
531 void
532 builtin_variable_generator::generate_constants()
533 {
534 add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
535 add_const("gl_MaxVertexTextureImageUnits",
536 state->Const.MaxVertexTextureImageUnits);
537 add_const("gl_MaxCombinedTextureImageUnits",
538 state->Const.MaxCombinedTextureImageUnits);
539 add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
540 add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
541
542 /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
543 * GL counts them in units of "components" or "floats".
544 */
545 if (state->es_shader) {
546 add_const("gl_MaxVertexUniformVectors",
547 state->Const.MaxVertexUniformComponents / 4);
548 add_const("gl_MaxFragmentUniformVectors",
549 state->Const.MaxFragmentUniformComponents / 4);
550
551 /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
552 * vertex and fragment shader constants.
553 */
554 if (state->is_version(0, 300)) {
555 add_const("gl_MaxVertexOutputVectors",
556 state->ctx->Const.VertexProgram.MaxOutputComponents / 4);
557 add_const("gl_MaxFragmentInputVectors",
558 state->ctx->Const.FragmentProgram.MaxInputComponents / 4);
559 } else {
560 add_const("gl_MaxVaryingVectors",
561 state->ctx->Const.MaxVarying);
562 }
563 } else {
564 add_const("gl_MaxVertexUniformComponents",
565 state->Const.MaxVertexUniformComponents);
566
567 /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
568 * removed
569 */
570 add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4);
571
572 add_const("gl_MaxFragmentUniformComponents",
573 state->Const.MaxFragmentUniformComponents);
574 }
575
576 /* Texel offsets were introduced in ARB_shading_language_420pack (which
577 * requires desktop GLSL version 130), and adopted into desktop GLSL
578 * version 4.20 and GLSL ES version 3.00.
579 */
580 if ((state->is_version(130, 0) &&
581 state->ARB_shading_language_420pack_enable) ||
582 state->is_version(420, 300)) {
583 add_const("gl_MinProgramTexelOffset",
584 state->Const.MinProgramTexelOffset);
585 add_const("gl_MaxProgramTexelOffset",
586 state->Const.MaxProgramTexelOffset);
587 }
588
589 if (state->is_version(130, 0)) {
590 add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
591 add_const("gl_MaxVaryingComponents", state->ctx->Const.MaxVarying * 4);
592 }
593
594 if (state->is_version(150, 0)) {
595 add_const("gl_MaxVertexOutputComponents",
596 state->Const.MaxVertexOutputComponents);
597 add_const("gl_MaxGeometryInputComponents",
598 state->Const.MaxGeometryInputComponents);
599 add_const("gl_MaxGeometryOutputComponents",
600 state->Const.MaxGeometryOutputComponents);
601 add_const("gl_MaxFragmentInputComponents",
602 state->Const.MaxFragmentInputComponents);
603 add_const("gl_MaxGeometryTextureImageUnits",
604 state->Const.MaxGeometryTextureImageUnits);
605 add_const("gl_MaxGeometryOutputVertices",
606 state->Const.MaxGeometryOutputVertices);
607 add_const("gl_MaxGeometryTotalOutputComponents",
608 state->Const.MaxGeometryTotalOutputComponents);
609 add_const("gl_MaxGeometryUniformComponents",
610 state->Const.MaxGeometryUniformComponents);
611
612 /* Note: the GLSL 1.50-4.40 specs require
613 * gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
614 * But they do not define what it means (and there does not appear to be
615 * any corresponding constant in the GL specs). However,
616 * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
617 * be the maximum number of components available for use as geometry
618 * outputs. So we assume this is a synonym for
619 * gl_MaxGeometryOutputComponents.
620 */
621 add_const("gl_MaxGeometryVaryingComponents",
622 state->Const.MaxGeometryOutputComponents);
623 }
624
625 if (compatibility) {
626 /* Note: gl_MaxLights stopped being listed as an explicit constant in
627 * GLSL 1.30, however it continues to be referred to (as a minimum size
628 * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
629 * this seems like it was probably an oversight.
630 */
631 add_const("gl_MaxLights", state->Const.MaxLights);
632
633 add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
634
635 /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
636 * 1.50, however this seems like it was probably an oversight.
637 */
638 add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
639
640 /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
641 * re-introduced in GLSL 1.50, so this seems like it was probably an
642 * oversight.
643 */
644 add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
645 }
646
647 if (state->ARB_shader_atomic_counters_enable) {
648 add_const("gl_MaxVertexAtomicCounters",
649 state->Const.MaxVertexAtomicCounters);
650 add_const("gl_MaxGeometryAtomicCounters",
651 state->Const.MaxGeometryAtomicCounters);
652 add_const("gl_MaxFragmentAtomicCounters",
653 state->Const.MaxFragmentAtomicCounters);
654 add_const("gl_MaxCombinedAtomicCounters",
655 state->Const.MaxCombinedAtomicCounters);
656 add_const("gl_MaxAtomicCounterBindings",
657 state->Const.MaxAtomicBufferBindings);
658 add_const("gl_MaxTessControlAtomicCounters", 0);
659 add_const("gl_MaxTessEvaluationAtomicCounters", 0);
660 }
661 }
662
663
664 /**
665 * Generate uniform variables (which exist in all types of shaders).
666 */
667 void
668 builtin_variable_generator::generate_uniforms()
669 {
670 add_uniform(int_t, "gl_NumSamples");
671 add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
672 add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
673 add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
674
675 if (compatibility) {
676 add_uniform(mat4_t, "gl_ModelViewMatrix");
677 add_uniform(mat4_t, "gl_ProjectionMatrix");
678 add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
679 add_uniform(mat3_t, "gl_NormalMatrix");
680 add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
681 add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
682 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
683 add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
684 add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
685 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
686 add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
687 add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
688 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
689 add_uniform(float_t, "gl_NormalScale");
690 add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
691 add_uniform(vec2_t, "gl_BumpRotMatrix0MESA");
692 add_uniform(vec2_t, "gl_BumpRotMatrix1MESA");
693 add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
694
695 const glsl_type *const mat4_array_type =
696 array(mat4_t, state->Const.MaxTextureCoords);
697 add_uniform(mat4_array_type, "gl_TextureMatrix");
698 add_uniform(mat4_array_type, "gl_TextureMatrixInverse");
699 add_uniform(mat4_array_type, "gl_TextureMatrixTranspose");
700 add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
701
702 add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
703 add_uniform(type("gl_PointParameters"), "gl_Point");
704
705 const glsl_type *const material_parameters_type =
706 type("gl_MaterialParameters");
707 add_uniform(material_parameters_type, "gl_FrontMaterial");
708 add_uniform(material_parameters_type, "gl_BackMaterial");
709
710 add_uniform(array(type("gl_LightSourceParameters"),
711 state->Const.MaxLights),
712 "gl_LightSource");
713
714 const glsl_type *const light_model_products_type =
715 type("gl_LightModelProducts");
716 add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
717 add_uniform(light_model_products_type, "gl_BackLightModelProduct");
718
719 const glsl_type *const light_products_type =
720 array(type("gl_LightProducts"), state->Const.MaxLights);
721 add_uniform(light_products_type, "gl_FrontLightProduct");
722 add_uniform(light_products_type, "gl_BackLightProduct");
723
724 add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
725 "gl_TextureEnvColor");
726
727 const glsl_type *const texcoords_vec4 =
728 array(vec4_t, state->Const.MaxTextureCoords);
729 add_uniform(texcoords_vec4, "gl_EyePlaneS");
730 add_uniform(texcoords_vec4, "gl_EyePlaneT");
731 add_uniform(texcoords_vec4, "gl_EyePlaneR");
732 add_uniform(texcoords_vec4, "gl_EyePlaneQ");
733 add_uniform(texcoords_vec4, "gl_ObjectPlaneS");
734 add_uniform(texcoords_vec4, "gl_ObjectPlaneT");
735 add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
736 add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
737
738 add_uniform(type("gl_FogParameters"), "gl_Fog");
739 }
740 }
741
742
743 /**
744 * Generate variables which only exist in vertex shaders.
745 */
746 void
747 builtin_variable_generator::generate_vs_special_vars()
748 {
749 if (state->is_version(130, 300))
750 add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
751 if (state->ARB_draw_instanced_enable)
752 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
753 if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
754 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
755 if (state->AMD_vertex_shader_layer_enable)
756 add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
757 if (compatibility) {
758 add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
759 add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
760 add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
761 add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
762 add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
763 add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
764 add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
765 add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
766 add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
767 add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
768 add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
769 add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
770 add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
771 }
772 }
773
774
775 /**
776 * Generate variables which only exist in geometry shaders.
777 */
778 void
779 builtin_variable_generator::generate_gs_special_vars()
780 {
781 add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
782
783 /* Although gl_PrimitiveID appears in tessellation control and tessellation
784 * evaluation shaders, it has a different function there than it has in
785 * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
786 * as special geometry shader variables.
787 *
788 * Note that although the general convention of suffixing geometry shader
789 * input varyings with "In" was not adopted into GLSL 1.50, it is used in
790 * the specific case of gl_PrimitiveIDIn. So we don't need to treat
791 * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
792 */
793 ir_variable *var;
794 var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
795 var->interpolation = INTERP_QUALIFIER_FLAT;
796 var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
797 var->interpolation = INTERP_QUALIFIER_FLAT;
798 }
799
800
801 /**
802 * Generate variables which only exist in fragment shaders.
803 */
804 void
805 builtin_variable_generator::generate_fs_special_vars()
806 {
807 add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
808 add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
809 if (state->is_version(120, 100))
810 add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
811
812 if (state->is_version(150, 0)) {
813 ir_variable *var =
814 add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
815 var->interpolation = INTERP_QUALIFIER_FLAT;
816 }
817
818 /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
819 * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
820 * They were removed from GLSL ES 3.00.
821 */
822 if (compatibility || !state->is_version(420, 300)) {
823 add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor");
824 add_output(FRAG_RESULT_DATA0,
825 array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
826 }
827
828 /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
829 * ES 1.00.
830 */
831 if (state->is_version(110, 300))
832 add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth");
833
834 if (state->ARB_shader_stencil_export_enable) {
835 ir_variable *const var =
836 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
837 if (state->ARB_shader_stencil_export_warn)
838 var->warn_extension = "GL_ARB_shader_stencil_export";
839 }
840
841 if (state->AMD_shader_stencil_export_enable) {
842 ir_variable *const var =
843 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
844 if (state->AMD_shader_stencil_export_warn)
845 var->warn_extension = "GL_AMD_shader_stencil_export";
846 }
847
848 if (state->ARB_sample_shading_enable) {
849 add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, "gl_SampleID");
850 add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, "gl_SamplePosition");
851 /* From the ARB_sample_shading specification:
852 * "The number of elements in the array is ceil(<s>/32), where
853 * <s> is the maximum number of color samples supported by the
854 * implementation."
855 * Since no drivers expose more than 32x MSAA, we can simply set
856 * the array size to 1 rather than computing it.
857 */
858 add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), "gl_SampleMask");
859 }
860 }
861
862
863 /**
864 * Add a single "varying" variable. The variable's type and direction (input
865 * or output) are adjusted as appropriate for the type of shader being
866 * compiled. For geometry shaders using {ARB,EXT}_geometry_shader4,
867 * name_as_gs_input is used for the input (to avoid ambiguity).
868 */
869 void
870 builtin_variable_generator::add_varying(int slot, const glsl_type *type,
871 const char *name,
872 const char *name_as_gs_input)
873 {
874 switch (state->target) {
875 case geometry_shader:
876 this->per_vertex_in.add_field(slot, type, name);
877 /* FALLTHROUGH */
878 case vertex_shader:
879 this->per_vertex_out.add_field(slot, type, name);
880 break;
881 case fragment_shader:
882 add_input(slot, type, name);
883 break;
884 }
885 }
886
887
888 /**
889 * Generate variables that are used to communicate data from one shader stage
890 * to the next ("varyings").
891 */
892 void
893 builtin_variable_generator::generate_varyings()
894 {
895 #define ADD_VARYING(loc, type, name) \
896 add_varying(loc, type, name, name "In")
897
898 /* gl_Position and gl_PointSize are not visible from fragment shaders. */
899 if (state->target != fragment_shader) {
900 ADD_VARYING(VARYING_SLOT_POS, vec4_t, "gl_Position");
901 ADD_VARYING(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
902 }
903
904 if (state->is_version(130, 0)) {
905 ADD_VARYING(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
906 "gl_ClipDistance");
907 }
908
909 if (compatibility) {
910 ADD_VARYING(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
911 ADD_VARYING(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
912 if (state->target == fragment_shader) {
913 ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_Color");
914 ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
915 } else {
916 ADD_VARYING(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
917 ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
918 ADD_VARYING(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
919 ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
920 ADD_VARYING(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
921 }
922 }
923
924 if (state->target == geometry_shader) {
925 const glsl_type *per_vertex_in_type =
926 this->per_vertex_in.construct_interface_instance();
927 add_variable("gl_in", array(per_vertex_in_type, 0),
928 ir_var_shader_in, -1);
929 }
930 if (state->target == vertex_shader || state->target == geometry_shader) {
931 const glsl_type *per_vertex_out_type =
932 this->per_vertex_out.construct_interface_instance();
933 const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
934 for (unsigned i = 0; i < per_vertex_out_type->length; i++) {
935 ir_variable *var =
936 add_variable(fields[i].name, fields[i].type, ir_var_shader_out,
937 fields[i].location);
938 var->interpolation = fields[i].interpolation;
939 var->centroid = fields[i].centroid;
940 var->init_interface_type(per_vertex_out_type);
941 }
942 }
943 }
944
945
946 }; /* Anonymous namespace */
947
948
949 void
950 _mesa_glsl_initialize_variables(exec_list *instructions,
951 struct _mesa_glsl_parse_state *state)
952 {
953 builtin_variable_generator gen(instructions, state);
954
955 gen.generate_constants();
956 gen.generate_uniforms();
957
958 gen.generate_varyings();
959
960 switch (state->target) {
961 case vertex_shader:
962 gen.generate_vs_special_vars();
963 break;
964 case geometry_shader:
965 gen.generate_gs_special_vars();
966 break;
967 case fragment_shader:
968 gen.generate_fs_special_vars();
969 break;
970 }
971 }