df560fbbf655c30b45d61f5a65192b127d6d5701
[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 void add_varying(int slot, const glsl_type *type, const char *name,
394 const char *name_as_gs_input);
395
396 exec_list * const instructions;
397 struct _mesa_glsl_parse_state * const state;
398 glsl_symbol_table * const symtab;
399
400 /**
401 * True if compatibility-profile-only variables should be included. (In
402 * desktop GL, these are always included when the GLSL version is 1.30 and
403 * or below).
404 */
405 const bool compatibility;
406
407 const glsl_type * const bool_t;
408 const glsl_type * const int_t;
409 const glsl_type * const float_t;
410 const glsl_type * const vec2_t;
411 const glsl_type * const vec3_t;
412 const glsl_type * const vec4_t;
413 const glsl_type * const mat3_t;
414 const glsl_type * const mat4_t;
415
416 per_vertex_accumulator per_vertex_in;
417 per_vertex_accumulator per_vertex_out;
418 };
419
420
421 builtin_variable_generator::builtin_variable_generator(
422 exec_list *instructions, struct _mesa_glsl_parse_state *state)
423 : instructions(instructions), state(state), symtab(state->symbols),
424 compatibility(!state->is_version(140, 100)),
425 bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
426 float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
427 vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
428 mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
429 {
430 }
431
432
433 ir_variable *
434 builtin_variable_generator::add_variable(const char *name,
435 const glsl_type *type,
436 enum ir_variable_mode mode, int slot)
437 {
438 ir_variable *var = new(symtab) ir_variable(type, name, mode);
439 var->data.how_declared = ir_var_declared_implicitly;
440
441 switch (var->data.mode) {
442 case ir_var_auto:
443 case ir_var_shader_in:
444 case ir_var_uniform:
445 case ir_var_system_value:
446 var->data.read_only = true;
447 break;
448 case ir_var_shader_out:
449 break;
450 default:
451 /* The only variables that are added using this function should be
452 * uniforms, shader inputs, and shader outputs, constants (which use
453 * ir_var_auto), and system values.
454 */
455 assert(0);
456 break;
457 }
458
459 var->data.location = slot;
460 var->data.explicit_location = (slot >= 0);
461 var->data.explicit_index = 0;
462
463 /* Once the variable is created an initialized, add it to the symbol table
464 * and add the declaration to the IR stream.
465 */
466 instructions->push_tail(var);
467
468 symtab->add_variable(var);
469 return var;
470 }
471
472
473 ir_variable *
474 builtin_variable_generator::add_uniform(const glsl_type *type,
475 const char *name)
476 {
477 ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1);
478
479 unsigned i;
480 for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
481 if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
482 break;
483 }
484 }
485
486 assert(_mesa_builtin_uniform_desc[i].name != NULL);
487 const struct gl_builtin_uniform_desc* const statevar =
488 &_mesa_builtin_uniform_desc[i];
489
490 const unsigned array_count = type->is_array() ? type->length : 1;
491 uni->num_state_slots = array_count * statevar->num_elements;
492
493 ir_state_slot *slots =
494 ralloc_array(uni, ir_state_slot, uni->num_state_slots);
495
496 uni->state_slots = slots;
497
498 for (unsigned a = 0; a < array_count; a++) {
499 for (unsigned j = 0; j < statevar->num_elements; j++) {
500 struct gl_builtin_uniform_element *element = &statevar->elements[j];
501
502 memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
503 if (type->is_array()) {
504 if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
505 strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
506 slots->tokens[2] = a;
507 } else {
508 slots->tokens[1] = a;
509 }
510 }
511
512 slots->swizzle = element->swizzle;
513 slots++;
514 }
515 }
516
517 return uni;
518 }
519
520
521 ir_variable *
522 builtin_variable_generator::add_const(const char *name, int value)
523 {
524 ir_variable *const var = add_variable(name, glsl_type::int_type,
525 ir_var_auto, -1);
526 var->constant_value = new(var) ir_constant(value);
527 var->constant_initializer = new(var) ir_constant(value);
528 var->data.has_initializer = true;
529 return var;
530 }
531
532
533 void
534 builtin_variable_generator::generate_constants()
535 {
536 add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
537 add_const("gl_MaxVertexTextureImageUnits",
538 state->Const.MaxVertexTextureImageUnits);
539 add_const("gl_MaxCombinedTextureImageUnits",
540 state->Const.MaxCombinedTextureImageUnits);
541 add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
542 add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
543
544 /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
545 * GL counts them in units of "components" or "floats".
546 */
547 if (state->es_shader) {
548 add_const("gl_MaxVertexUniformVectors",
549 state->Const.MaxVertexUniformComponents / 4);
550 add_const("gl_MaxFragmentUniformVectors",
551 state->Const.MaxFragmentUniformComponents / 4);
552
553 /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
554 * vertex and fragment shader constants.
555 */
556 if (state->is_version(0, 300)) {
557 add_const("gl_MaxVertexOutputVectors",
558 state->ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4);
559 add_const("gl_MaxFragmentInputVectors",
560 state->ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4);
561 } else {
562 add_const("gl_MaxVaryingVectors",
563 state->ctx->Const.MaxVarying);
564 }
565 } else {
566 add_const("gl_MaxVertexUniformComponents",
567 state->Const.MaxVertexUniformComponents);
568
569 /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
570 * removed
571 */
572 add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4);
573
574 add_const("gl_MaxFragmentUniformComponents",
575 state->Const.MaxFragmentUniformComponents);
576 }
577
578 /* Texel offsets were introduced in ARB_shading_language_420pack (which
579 * requires desktop GLSL version 130), and adopted into desktop GLSL
580 * version 4.20 and GLSL ES version 3.00.
581 */
582 if ((state->is_version(130, 0) &&
583 state->ARB_shading_language_420pack_enable) ||
584 state->is_version(420, 300)) {
585 add_const("gl_MinProgramTexelOffset",
586 state->Const.MinProgramTexelOffset);
587 add_const("gl_MaxProgramTexelOffset",
588 state->Const.MaxProgramTexelOffset);
589 }
590
591 if (state->is_version(130, 0)) {
592 add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
593 add_const("gl_MaxVaryingComponents", state->ctx->Const.MaxVarying * 4);
594 }
595
596 if (state->is_version(150, 0)) {
597 add_const("gl_MaxVertexOutputComponents",
598 state->Const.MaxVertexOutputComponents);
599 add_const("gl_MaxGeometryInputComponents",
600 state->Const.MaxGeometryInputComponents);
601 add_const("gl_MaxGeometryOutputComponents",
602 state->Const.MaxGeometryOutputComponents);
603 add_const("gl_MaxFragmentInputComponents",
604 state->Const.MaxFragmentInputComponents);
605 add_const("gl_MaxGeometryTextureImageUnits",
606 state->Const.MaxGeometryTextureImageUnits);
607 add_const("gl_MaxGeometryOutputVertices",
608 state->Const.MaxGeometryOutputVertices);
609 add_const("gl_MaxGeometryTotalOutputComponents",
610 state->Const.MaxGeometryTotalOutputComponents);
611 add_const("gl_MaxGeometryUniformComponents",
612 state->Const.MaxGeometryUniformComponents);
613
614 /* Note: the GLSL 1.50-4.40 specs require
615 * gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
616 * But they do not define what it means (and there does not appear to be
617 * any corresponding constant in the GL specs). However,
618 * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
619 * be the maximum number of components available for use as geometry
620 * outputs. So we assume this is a synonym for
621 * gl_MaxGeometryOutputComponents.
622 */
623 add_const("gl_MaxGeometryVaryingComponents",
624 state->Const.MaxGeometryOutputComponents);
625 }
626
627 if (compatibility) {
628 /* Note: gl_MaxLights stopped being listed as an explicit constant in
629 * GLSL 1.30, however it continues to be referred to (as a minimum size
630 * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
631 * this seems like it was probably an oversight.
632 */
633 add_const("gl_MaxLights", state->Const.MaxLights);
634
635 add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
636
637 /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
638 * 1.50, however this seems like it was probably an oversight.
639 */
640 add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
641
642 /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
643 * re-introduced in GLSL 1.50, so this seems like it was probably an
644 * oversight.
645 */
646 add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
647 }
648
649 if (state->ARB_shader_atomic_counters_enable) {
650 add_const("gl_MaxVertexAtomicCounters",
651 state->Const.MaxVertexAtomicCounters);
652 add_const("gl_MaxGeometryAtomicCounters",
653 state->Const.MaxGeometryAtomicCounters);
654 add_const("gl_MaxFragmentAtomicCounters",
655 state->Const.MaxFragmentAtomicCounters);
656 add_const("gl_MaxCombinedAtomicCounters",
657 state->Const.MaxCombinedAtomicCounters);
658 add_const("gl_MaxAtomicCounterBindings",
659 state->Const.MaxAtomicBufferBindings);
660 add_const("gl_MaxTessControlAtomicCounters", 0);
661 add_const("gl_MaxTessEvaluationAtomicCounters", 0);
662 }
663 }
664
665
666 /**
667 * Generate uniform variables (which exist in all types of shaders).
668 */
669 void
670 builtin_variable_generator::generate_uniforms()
671 {
672 add_uniform(int_t, "gl_NumSamples");
673 add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
674 add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
675 add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
676
677 if (compatibility) {
678 add_uniform(mat4_t, "gl_ModelViewMatrix");
679 add_uniform(mat4_t, "gl_ProjectionMatrix");
680 add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
681 add_uniform(mat3_t, "gl_NormalMatrix");
682 add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
683 add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
684 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
685 add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
686 add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
687 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
688 add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
689 add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
690 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
691 add_uniform(float_t, "gl_NormalScale");
692 add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
693 add_uniform(vec2_t, "gl_BumpRotMatrix0MESA");
694 add_uniform(vec2_t, "gl_BumpRotMatrix1MESA");
695 add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
696
697 const glsl_type *const mat4_array_type =
698 array(mat4_t, state->Const.MaxTextureCoords);
699 add_uniform(mat4_array_type, "gl_TextureMatrix");
700 add_uniform(mat4_array_type, "gl_TextureMatrixInverse");
701 add_uniform(mat4_array_type, "gl_TextureMatrixTranspose");
702 add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
703
704 add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
705 add_uniform(type("gl_PointParameters"), "gl_Point");
706
707 const glsl_type *const material_parameters_type =
708 type("gl_MaterialParameters");
709 add_uniform(material_parameters_type, "gl_FrontMaterial");
710 add_uniform(material_parameters_type, "gl_BackMaterial");
711
712 add_uniform(array(type("gl_LightSourceParameters"),
713 state->Const.MaxLights),
714 "gl_LightSource");
715
716 const glsl_type *const light_model_products_type =
717 type("gl_LightModelProducts");
718 add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
719 add_uniform(light_model_products_type, "gl_BackLightModelProduct");
720
721 const glsl_type *const light_products_type =
722 array(type("gl_LightProducts"), state->Const.MaxLights);
723 add_uniform(light_products_type, "gl_FrontLightProduct");
724 add_uniform(light_products_type, "gl_BackLightProduct");
725
726 add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
727 "gl_TextureEnvColor");
728
729 const glsl_type *const texcoords_vec4 =
730 array(vec4_t, state->Const.MaxTextureCoords);
731 add_uniform(texcoords_vec4, "gl_EyePlaneS");
732 add_uniform(texcoords_vec4, "gl_EyePlaneT");
733 add_uniform(texcoords_vec4, "gl_EyePlaneR");
734 add_uniform(texcoords_vec4, "gl_EyePlaneQ");
735 add_uniform(texcoords_vec4, "gl_ObjectPlaneS");
736 add_uniform(texcoords_vec4, "gl_ObjectPlaneT");
737 add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
738 add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
739
740 add_uniform(type("gl_FogParameters"), "gl_Fog");
741 }
742 }
743
744
745 /**
746 * Generate variables which only exist in vertex shaders.
747 */
748 void
749 builtin_variable_generator::generate_vs_special_vars()
750 {
751 if (state->is_version(130, 300))
752 add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
753 if (state->ARB_draw_instanced_enable)
754 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
755 if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
756 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
757 if (state->AMD_vertex_shader_layer_enable)
758 add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
759 if (compatibility) {
760 add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
761 add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
762 add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
763 add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
764 add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
765 add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
766 add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
767 add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
768 add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
769 add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
770 add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
771 add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
772 add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
773 }
774 }
775
776
777 /**
778 * Generate variables which only exist in geometry shaders.
779 */
780 void
781 builtin_variable_generator::generate_gs_special_vars()
782 {
783 add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
784 if (state->ARB_viewport_array_enable)
785 add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
786
787 /* Although gl_PrimitiveID appears in tessellation control and tessellation
788 * evaluation shaders, it has a different function there than it has in
789 * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
790 * as special geometry shader variables.
791 *
792 * Note that although the general convention of suffixing geometry shader
793 * input varyings with "In" was not adopted into GLSL 1.50, it is used in
794 * the specific case of gl_PrimitiveIDIn. So we don't need to treat
795 * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
796 */
797 ir_variable *var;
798 var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
799 var->data.interpolation = INTERP_QUALIFIER_FLAT;
800 var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
801 var->data.interpolation = INTERP_QUALIFIER_FLAT;
802 }
803
804
805 /**
806 * Generate variables which only exist in fragment shaders.
807 */
808 void
809 builtin_variable_generator::generate_fs_special_vars()
810 {
811 add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
812 add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
813 if (state->is_version(120, 100))
814 add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
815
816 if (state->is_version(150, 0)) {
817 ir_variable *var =
818 add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
819 var->data.interpolation = INTERP_QUALIFIER_FLAT;
820 }
821
822 /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
823 * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
824 * They were removed from GLSL ES 3.00.
825 */
826 if (compatibility || !state->is_version(420, 300)) {
827 add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor");
828 add_output(FRAG_RESULT_DATA0,
829 array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
830 }
831
832 /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
833 * ES 1.00.
834 */
835 if (state->is_version(110, 300))
836 add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth");
837
838 if (state->ARB_shader_stencil_export_enable) {
839 ir_variable *const var =
840 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
841 if (state->ARB_shader_stencil_export_warn)
842 var->warn_extension = "GL_ARB_shader_stencil_export";
843 }
844
845 if (state->AMD_shader_stencil_export_enable) {
846 ir_variable *const var =
847 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
848 if (state->AMD_shader_stencil_export_warn)
849 var->warn_extension = "GL_AMD_shader_stencil_export";
850 }
851
852 if (state->ARB_sample_shading_enable) {
853 add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, "gl_SampleID");
854 add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, "gl_SamplePosition");
855 /* From the ARB_sample_shading specification:
856 * "The number of elements in the array is ceil(<s>/32), where
857 * <s> is the maximum number of color samples supported by the
858 * implementation."
859 * Since no drivers expose more than 32x MSAA, we can simply set
860 * the array size to 1 rather than computing it.
861 */
862 add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), "gl_SampleMask");
863 }
864
865 if (state->ARB_gpu_shader5_enable) {
866 add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1), "gl_SampleMaskIn");
867 }
868 }
869
870
871 /**
872 * Generate variables which only exist in compute shaders.
873 */
874 void
875 builtin_variable_generator::generate_cs_special_vars()
876 {
877 /* TODO: finish this. */
878 }
879
880
881 /**
882 * Add a single "varying" variable. The variable's type and direction (input
883 * or output) are adjusted as appropriate for the type of shader being
884 * compiled. For geometry shaders using {ARB,EXT}_geometry_shader4,
885 * name_as_gs_input is used for the input (to avoid ambiguity).
886 */
887 void
888 builtin_variable_generator::add_varying(int slot, const glsl_type *type,
889 const char *name,
890 const char *name_as_gs_input)
891 {
892 switch (state->stage) {
893 case MESA_SHADER_GEOMETRY:
894 this->per_vertex_in.add_field(slot, type, name);
895 /* FALLTHROUGH */
896 case MESA_SHADER_VERTEX:
897 this->per_vertex_out.add_field(slot, type, name);
898 break;
899 case MESA_SHADER_FRAGMENT:
900 add_input(slot, type, name);
901 break;
902 case MESA_SHADER_COMPUTE:
903 /* Compute shaders don't have varyings. */
904 break;
905 }
906 }
907
908
909 /**
910 * Generate variables that are used to communicate data from one shader stage
911 * to the next ("varyings").
912 */
913 void
914 builtin_variable_generator::generate_varyings()
915 {
916 #define ADD_VARYING(loc, type, name) \
917 add_varying(loc, type, name, name "In")
918
919 /* gl_Position and gl_PointSize are not visible from fragment shaders. */
920 if (state->stage != MESA_SHADER_FRAGMENT) {
921 ADD_VARYING(VARYING_SLOT_POS, vec4_t, "gl_Position");
922 ADD_VARYING(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
923 }
924
925 if (state->is_version(130, 0)) {
926 ADD_VARYING(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
927 "gl_ClipDistance");
928 }
929
930 if (compatibility) {
931 ADD_VARYING(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
932 ADD_VARYING(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
933 if (state->stage == MESA_SHADER_FRAGMENT) {
934 ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_Color");
935 ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
936 } else {
937 ADD_VARYING(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
938 ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
939 ADD_VARYING(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
940 ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
941 ADD_VARYING(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
942 }
943 }
944
945 if (state->stage == MESA_SHADER_GEOMETRY) {
946 const glsl_type *per_vertex_in_type =
947 this->per_vertex_in.construct_interface_instance();
948 add_variable("gl_in", array(per_vertex_in_type, 0),
949 ir_var_shader_in, -1);
950 }
951 if (state->stage == MESA_SHADER_VERTEX || state->stage == MESA_SHADER_GEOMETRY) {
952 const glsl_type *per_vertex_out_type =
953 this->per_vertex_out.construct_interface_instance();
954 const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
955 for (unsigned i = 0; i < per_vertex_out_type->length; i++) {
956 ir_variable *var =
957 add_variable(fields[i].name, fields[i].type, ir_var_shader_out,
958 fields[i].location);
959 var->data.interpolation = fields[i].interpolation;
960 var->data.centroid = fields[i].centroid;
961 var->data.sample = fields[i].sample;
962 var->init_interface_type(per_vertex_out_type);
963 }
964 }
965 }
966
967
968 }; /* Anonymous namespace */
969
970
971 void
972 _mesa_glsl_initialize_variables(exec_list *instructions,
973 struct _mesa_glsl_parse_state *state)
974 {
975 builtin_variable_generator gen(instructions, state);
976
977 gen.generate_constants();
978 gen.generate_uniforms();
979
980 gen.generate_varyings();
981
982 switch (state->stage) {
983 case MESA_SHADER_VERTEX:
984 gen.generate_vs_special_vars();
985 break;
986 case MESA_SHADER_GEOMETRY:
987 gen.generate_gs_special_vars();
988 break;
989 case MESA_SHADER_FRAGMENT:
990 gen.generate_fs_special_vars();
991 break;
992 case MESA_SHADER_COMPUTE:
993 gen.generate_cs_special_vars();
994 break;
995 }
996 }