glsl: Update builtin variables for GLSL 1.40.
[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 void generate_ARB_draw_buffers_variables(exec_list *,
34 struct _mesa_glsl_parse_state *,
35 bool, _mesa_glsl_parser_targets);
36
37 static void
38 generate_ARB_draw_instanced_variables(exec_list *,
39 struct _mesa_glsl_parse_state *,
40 bool, _mesa_glsl_parser_targets);
41
42 struct builtin_variable {
43 enum ir_variable_mode mode;
44 int slot;
45 const char *type;
46 const char *name;
47 };
48
49 static const builtin_variable builtin_core_vs_variables[] = {
50 { ir_var_out, VERT_RESULT_HPOS, "vec4", "gl_Position" },
51 { ir_var_out, VERT_RESULT_PSIZ, "float", "gl_PointSize" },
52 };
53
54 static const builtin_variable builtin_core_fs_variables[] = {
55 { ir_var_in, FRAG_ATTRIB_WPOS, "vec4", "gl_FragCoord" },
56 { ir_var_in, FRAG_ATTRIB_FACE, "bool", "gl_FrontFacing" },
57 { ir_var_out, FRAG_RESULT_COLOR, "vec4", "gl_FragColor" },
58 };
59
60 static const builtin_variable builtin_100ES_fs_variables[] = {
61 { ir_var_in, FRAG_ATTRIB_PNTC, "vec2", "gl_PointCoord" },
62 };
63
64 static const builtin_variable builtin_110_fs_variables[] = {
65 { ir_var_out, FRAG_RESULT_DEPTH, "float", "gl_FragDepth" },
66 };
67
68 static const builtin_variable builtin_110_deprecated_fs_variables[] = {
69 { ir_var_in, FRAG_ATTRIB_COL0, "vec4", "gl_Color" },
70 { ir_var_in, FRAG_ATTRIB_COL1, "vec4", "gl_SecondaryColor" },
71 { ir_var_in, FRAG_ATTRIB_FOGC, "float", "gl_FogFragCoord" },
72 };
73
74 static const builtin_variable builtin_110_deprecated_vs_variables[] = {
75 { ir_var_in, VERT_ATTRIB_POS, "vec4", "gl_Vertex" },
76 { ir_var_in, VERT_ATTRIB_NORMAL, "vec3", "gl_Normal" },
77 { ir_var_in, VERT_ATTRIB_COLOR0, "vec4", "gl_Color" },
78 { ir_var_in, VERT_ATTRIB_COLOR1, "vec4", "gl_SecondaryColor" },
79 { ir_var_in, VERT_ATTRIB_TEX0, "vec4", "gl_MultiTexCoord0" },
80 { ir_var_in, VERT_ATTRIB_TEX1, "vec4", "gl_MultiTexCoord1" },
81 { ir_var_in, VERT_ATTRIB_TEX2, "vec4", "gl_MultiTexCoord2" },
82 { ir_var_in, VERT_ATTRIB_TEX3, "vec4", "gl_MultiTexCoord3" },
83 { ir_var_in, VERT_ATTRIB_TEX4, "vec4", "gl_MultiTexCoord4" },
84 { ir_var_in, VERT_ATTRIB_TEX5, "vec4", "gl_MultiTexCoord5" },
85 { ir_var_in, VERT_ATTRIB_TEX6, "vec4", "gl_MultiTexCoord6" },
86 { ir_var_in, VERT_ATTRIB_TEX7, "vec4", "gl_MultiTexCoord7" },
87 { ir_var_in, VERT_ATTRIB_FOG, "float", "gl_FogCoord" },
88 { ir_var_out, VERT_RESULT_CLIP_VERTEX, "vec4", "gl_ClipVertex" },
89 { ir_var_out, VERT_RESULT_COL0, "vec4", "gl_FrontColor" },
90 { ir_var_out, VERT_RESULT_BFC0, "vec4", "gl_BackColor" },
91 { ir_var_out, VERT_RESULT_COL1, "vec4", "gl_FrontSecondaryColor" },
92 { ir_var_out, VERT_RESULT_BFC1, "vec4", "gl_BackSecondaryColor" },
93 { ir_var_out, VERT_RESULT_FOGC, "float", "gl_FogFragCoord" },
94 };
95
96 static const builtin_variable builtin_120_fs_variables[] = {
97 { ir_var_in, FRAG_ATTRIB_PNTC, "vec2", "gl_PointCoord" },
98 };
99
100 static const builtin_variable builtin_130_vs_variables[] = {
101 { ir_var_system_value, SYSTEM_VALUE_VERTEX_ID, "int", "gl_VertexID" },
102 };
103
104 static const builtin_variable builtin_110_deprecated_uniforms[] = {
105 { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrix" },
106 { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrix" },
107 { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrix" },
108 { ir_var_uniform, -1, "mat3", "gl_NormalMatrix" },
109 { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixInverse" },
110 { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixInverse" },
111 { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixInverse" },
112 { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixTranspose" },
113 { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixTranspose" },
114 { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixTranspose" },
115 { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixInverseTranspose" },
116 { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixInverseTranspose" },
117 { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixInverseTranspose" },
118 { ir_var_uniform, -1, "float", "gl_NormalScale" },
119 { ir_var_uniform, -1, "gl_LightModelParameters", "gl_LightModel"},
120
121 /* Mesa-internal ATI_envmap_bumpmap state. */
122 { ir_var_uniform, -1, "vec2", "gl_BumpRotMatrix0MESA"},
123 { ir_var_uniform, -1, "vec2", "gl_BumpRotMatrix1MESA"},
124 { ir_var_uniform, -1, "vec4", "gl_FogParamsOptimizedMESA"},
125 };
126
127 static struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
128 {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
129 {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
130 {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
131 };
132
133 static struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
134 {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
135 };
136
137 static struct gl_builtin_uniform_element gl_Point_elements[] = {
138 {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
139 {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
140 {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
141 {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
142 {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
143 {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
144 {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
145 };
146
147 static struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
148 {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
149 {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
150 {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
151 {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
152 {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
153 };
154
155 static struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
156 {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
157 {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
158 {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
159 {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
160 {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
161 };
162
163 static struct gl_builtin_uniform_element gl_LightSource_elements[] = {
164 {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
165 {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
166 {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
167 {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
168 {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
169 {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
170 MAKE_SWIZZLE4(SWIZZLE_X,
171 SWIZZLE_Y,
172 SWIZZLE_Z,
173 SWIZZLE_Z)},
174 {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
175 {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
176 {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
177 {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
178 {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
179 {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
180 };
181
182 static struct gl_builtin_uniform_element gl_LightModel_elements[] = {
183 {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
184 };
185
186 static struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
187 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
188 };
189
190 static struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
191 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
192 };
193
194 static struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
195 {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
196 {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
197 {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
198 };
199
200 static struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
201 {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
202 {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
203 {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
204 };
205
206 static struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
207 {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
208 };
209
210 static struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
211 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
212 };
213
214 static struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
215 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
216 };
217
218 static struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
219 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
220 };
221
222 static struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
223 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
224 };
225
226 static struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
227 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
228 };
229
230 static struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
231 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
232 };
233
234 static struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
235 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
236 };
237
238 static struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
239 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
240 };
241
242 static struct gl_builtin_uniform_element gl_Fog_elements[] = {
243 {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
244 {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
245 {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
246 {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
247 {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
248 };
249
250 static struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
251 {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
252 };
253
254 static struct gl_builtin_uniform_element gl_BumpRotMatrix0MESA_elements[] = {
255 {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_0}, SWIZZLE_XYZW},
256 };
257
258 static struct gl_builtin_uniform_element gl_BumpRotMatrix1MESA_elements[] = {
259 {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_1}, SWIZZLE_XYZW},
260 };
261
262 static struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
263 {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
264 };
265
266 static struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = {
267 {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW},
268 };
269
270 static struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = {
271 {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, SWIZZLE_XYZW},
272 };
273
274 #define MATRIX(name, statevar, modifier) \
275 static struct gl_builtin_uniform_element name ## _elements[] = { \
276 { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW }, \
277 { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW }, \
278 { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW }, \
279 { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW }, \
280 }
281
282 MATRIX(gl_ModelViewMatrix,
283 STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE);
284 MATRIX(gl_ModelViewMatrixInverse,
285 STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS);
286 MATRIX(gl_ModelViewMatrixTranspose,
287 STATE_MODELVIEW_MATRIX, 0);
288 MATRIX(gl_ModelViewMatrixInverseTranspose,
289 STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE);
290
291 MATRIX(gl_ProjectionMatrix,
292 STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE);
293 MATRIX(gl_ProjectionMatrixInverse,
294 STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS);
295 MATRIX(gl_ProjectionMatrixTranspose,
296 STATE_PROJECTION_MATRIX, 0);
297 MATRIX(gl_ProjectionMatrixInverseTranspose,
298 STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE);
299
300 MATRIX(gl_ModelViewProjectionMatrix,
301 STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE);
302 MATRIX(gl_ModelViewProjectionMatrixInverse,
303 STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS);
304 MATRIX(gl_ModelViewProjectionMatrixTranspose,
305 STATE_MVP_MATRIX, 0);
306 MATRIX(gl_ModelViewProjectionMatrixInverseTranspose,
307 STATE_MVP_MATRIX, STATE_MATRIX_INVERSE);
308
309 MATRIX(gl_TextureMatrix,
310 STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE);
311 MATRIX(gl_TextureMatrixInverse,
312 STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS);
313 MATRIX(gl_TextureMatrixTranspose,
314 STATE_TEXTURE_MATRIX, 0);
315 MATRIX(gl_TextureMatrixInverseTranspose,
316 STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE);
317
318 static struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
319 { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
320 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
321 { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
322 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
323 { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
324 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
325 };
326
327 #undef MATRIX
328
329 #define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)}
330
331 const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
332 STATEVAR(gl_DepthRange),
333 STATEVAR(gl_ClipPlane),
334 STATEVAR(gl_Point),
335 STATEVAR(gl_FrontMaterial),
336 STATEVAR(gl_BackMaterial),
337 STATEVAR(gl_LightSource),
338 STATEVAR(gl_LightModel),
339 STATEVAR(gl_FrontLightModelProduct),
340 STATEVAR(gl_BackLightModelProduct),
341 STATEVAR(gl_FrontLightProduct),
342 STATEVAR(gl_BackLightProduct),
343 STATEVAR(gl_TextureEnvColor),
344 STATEVAR(gl_EyePlaneS),
345 STATEVAR(gl_EyePlaneT),
346 STATEVAR(gl_EyePlaneR),
347 STATEVAR(gl_EyePlaneQ),
348 STATEVAR(gl_ObjectPlaneS),
349 STATEVAR(gl_ObjectPlaneT),
350 STATEVAR(gl_ObjectPlaneR),
351 STATEVAR(gl_ObjectPlaneQ),
352 STATEVAR(gl_Fog),
353
354 STATEVAR(gl_ModelViewMatrix),
355 STATEVAR(gl_ModelViewMatrixInverse),
356 STATEVAR(gl_ModelViewMatrixTranspose),
357 STATEVAR(gl_ModelViewMatrixInverseTranspose),
358
359 STATEVAR(gl_ProjectionMatrix),
360 STATEVAR(gl_ProjectionMatrixInverse),
361 STATEVAR(gl_ProjectionMatrixTranspose),
362 STATEVAR(gl_ProjectionMatrixInverseTranspose),
363
364 STATEVAR(gl_ModelViewProjectionMatrix),
365 STATEVAR(gl_ModelViewProjectionMatrixInverse),
366 STATEVAR(gl_ModelViewProjectionMatrixTranspose),
367 STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
368
369 STATEVAR(gl_TextureMatrix),
370 STATEVAR(gl_TextureMatrixInverse),
371 STATEVAR(gl_TextureMatrixTranspose),
372 STATEVAR(gl_TextureMatrixInverseTranspose),
373
374 STATEVAR(gl_NormalMatrix),
375 STATEVAR(gl_NormalScale),
376
377 STATEVAR(gl_BumpRotMatrix0MESA),
378 STATEVAR(gl_BumpRotMatrix1MESA),
379 STATEVAR(gl_FogParamsOptimizedMESA),
380 STATEVAR(gl_CurrentAttribVertMESA),
381 STATEVAR(gl_CurrentAttribFragMESA),
382
383 {NULL, NULL, 0}
384 };
385
386 static ir_variable *
387 add_variable(exec_list *instructions, glsl_symbol_table *symtab,
388 const char *name, const glsl_type *type,
389 enum ir_variable_mode mode, int slot)
390 {
391 ir_variable *var = new(symtab) ir_variable(type, name, mode);
392
393 switch (var->mode) {
394 case ir_var_auto:
395 case ir_var_in:
396 case ir_var_const_in:
397 case ir_var_uniform:
398 case ir_var_system_value:
399 var->read_only = true;
400 break;
401 case ir_var_inout:
402 case ir_var_out:
403 break;
404 default:
405 assert(0);
406 break;
407 }
408
409 var->location = slot;
410 var->explicit_location = (slot >= 0);
411
412 /* Once the variable is created an initialized, add it to the symbol table
413 * and add the declaration to the IR stream.
414 */
415 instructions->push_tail(var);
416
417 symtab->add_variable(var);
418 return var;
419 }
420
421 static ir_variable *
422 add_uniform(exec_list *instructions, glsl_symbol_table *symtab,
423 const char *name, const glsl_type *type)
424 {
425 ir_variable *const uni =
426 add_variable(instructions, symtab, name, type, ir_var_uniform, -1);
427
428 unsigned i;
429 for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
430 if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
431 break;
432 }
433 }
434
435 assert(_mesa_builtin_uniform_desc[i].name != NULL);
436 const struct gl_builtin_uniform_desc* const statevar =
437 &_mesa_builtin_uniform_desc[i];
438
439 const unsigned array_count = type->is_array() ? type->length : 1;
440 uni->num_state_slots = array_count * statevar->num_elements;
441
442 ir_state_slot *slots =
443 ralloc_array(uni, ir_state_slot, uni->num_state_slots);
444
445 uni->state_slots = slots;
446
447 for (unsigned a = 0; a < array_count; a++) {
448 for (unsigned j = 0; j < statevar->num_elements; j++) {
449 struct gl_builtin_uniform_element *element = &statevar->elements[j];
450
451 memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
452 if (type->is_array()) {
453 if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
454 strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
455 slots->tokens[2] = a;
456 } else {
457 slots->tokens[1] = a;
458 }
459 }
460
461 slots->swizzle = element->swizzle;
462 slots++;
463 }
464 }
465
466 return uni;
467 }
468
469 static void
470 add_builtin_variable(exec_list *instructions, glsl_symbol_table *symtab,
471 const builtin_variable *proto)
472 {
473 /* Create a new variable declaration from the description supplied by
474 * the caller.
475 */
476 const glsl_type *const type = symtab->get_type(proto->type);
477
478 assert(type != NULL);
479
480 if (proto->mode == ir_var_uniform) {
481 add_uniform(instructions, symtab, proto->name, type);
482 } else {
483 add_variable(instructions, symtab, proto->name, type, proto->mode,
484 proto->slot);
485 }
486 }
487
488 static ir_variable *
489 add_builtin_constant(exec_list *instructions, glsl_symbol_table *symtab,
490 const char *name, int value)
491 {
492 ir_variable *const var = add_variable(instructions, symtab,
493 name, glsl_type::int_type,
494 ir_var_auto, -1);
495 var->constant_value = new(var) ir_constant(value);
496 var->constant_initializer = new(var) ir_constant(value);
497 var->has_initializer = true;
498 return var;
499 }
500
501 /* Several constants in GLSL ES have different names than normal desktop GLSL.
502 * Therefore, this function should only be called on the ES path.
503 */
504 static void
505 generate_100ES_uniforms(exec_list *instructions,
506 struct _mesa_glsl_parse_state *state)
507 {
508 glsl_symbol_table *const symtab = state->symbols;
509
510 add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
511 state->Const.MaxVertexAttribs);
512 add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformVectors",
513 state->Const.MaxVertexUniformComponents);
514 add_builtin_constant(instructions, symtab, "gl_MaxVaryingVectors",
515 state->Const.MaxVaryingFloats / 4);
516 add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
517 state->Const.MaxVertexTextureImageUnits);
518 add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
519 state->Const.MaxCombinedTextureImageUnits);
520 add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
521 state->Const.MaxTextureImageUnits);
522 add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformVectors",
523 state->Const.MaxFragmentUniformComponents);
524
525 add_uniform(instructions, symtab, "gl_DepthRange",
526 state->symbols->get_type("gl_DepthRangeParameters"));
527 }
528
529 static void
530 generate_110_uniforms(exec_list *instructions,
531 struct _mesa_glsl_parse_state *state,
532 bool add_deprecated)
533 {
534 glsl_symbol_table *const symtab = state->symbols;
535
536 if (add_deprecated) {
537 for (unsigned i = 0
538 ; i < Elements(builtin_110_deprecated_uniforms)
539 ; i++) {
540 add_builtin_variable(instructions, symtab,
541 & builtin_110_deprecated_uniforms[i]);
542 }
543 }
544
545 if (add_deprecated) {
546 add_builtin_constant(instructions, symtab, "gl_MaxLights",
547 state->Const.MaxLights);
548 add_builtin_constant(instructions, symtab, "gl_MaxClipPlanes",
549 state->Const.MaxClipPlanes);
550 add_builtin_constant(instructions, symtab, "gl_MaxTextureUnits",
551 state->Const.MaxTextureUnits);
552 add_builtin_constant(instructions, symtab, "gl_MaxTextureCoords",
553 state->Const.MaxTextureCoords);
554 }
555 add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
556 state->Const.MaxVertexAttribs);
557 add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformComponents",
558 state->Const.MaxVertexUniformComponents);
559 add_builtin_constant(instructions, symtab, "gl_MaxVaryingFloats",
560 state->Const.MaxVaryingFloats);
561 add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
562 state->Const.MaxVertexTextureImageUnits);
563 add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
564 state->Const.MaxCombinedTextureImageUnits);
565 add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
566 state->Const.MaxTextureImageUnits);
567 add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformComponents",
568 state->Const.MaxFragmentUniformComponents);
569
570 if (add_deprecated) {
571 const glsl_type *const mat4_array_type =
572 glsl_type::get_array_instance(glsl_type::mat4_type,
573 state->Const.MaxTextureCoords);
574
575 add_uniform(instructions, symtab, "gl_TextureMatrix", mat4_array_type);
576 add_uniform(instructions, symtab, "gl_TextureMatrixInverse", mat4_array_type);
577 add_uniform(instructions, symtab, "gl_TextureMatrixTranspose", mat4_array_type);
578 add_uniform(instructions, symtab, "gl_TextureMatrixInverseTranspose", mat4_array_type);
579 }
580
581 add_uniform(instructions, symtab, "gl_DepthRange",
582 symtab->get_type("gl_DepthRangeParameters"));
583
584 if (add_deprecated) {
585 add_uniform(instructions, symtab, "gl_ClipPlane",
586 glsl_type::get_array_instance(glsl_type::vec4_type,
587 state->Const.MaxClipPlanes));
588 add_uniform(instructions, symtab, "gl_Point",
589 symtab->get_type("gl_PointParameters"));
590
591 const glsl_type *const material_parameters_type =
592 symtab->get_type("gl_MaterialParameters");
593 add_uniform(instructions, symtab, "gl_FrontMaterial", material_parameters_type);
594 add_uniform(instructions, symtab, "gl_BackMaterial", material_parameters_type);
595
596 const glsl_type *const light_source_array_type =
597 glsl_type::get_array_instance(symtab->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
598
599 add_uniform(instructions, symtab, "gl_LightSource", light_source_array_type);
600
601 const glsl_type *const light_model_products_type =
602 symtab->get_type("gl_LightModelProducts");
603 add_uniform(instructions, symtab, "gl_FrontLightModelProduct",
604 light_model_products_type);
605 add_uniform(instructions, symtab, "gl_BackLightModelProduct",
606 light_model_products_type);
607
608 const glsl_type *const light_products_type =
609 glsl_type::get_array_instance(symtab->get_type("gl_LightProducts"),
610 state->Const.MaxLights);
611 add_uniform(instructions, symtab, "gl_FrontLightProduct", light_products_type);
612 add_uniform(instructions, symtab, "gl_BackLightProduct", light_products_type);
613
614 add_uniform(instructions, symtab, "gl_TextureEnvColor",
615 glsl_type::get_array_instance(glsl_type::vec4_type,
616 state->Const.MaxTextureUnits));
617
618 const glsl_type *const texcoords_vec4 =
619 glsl_type::get_array_instance(glsl_type::vec4_type,
620 state->Const.MaxTextureCoords);
621 add_uniform(instructions, symtab, "gl_EyePlaneS", texcoords_vec4);
622 add_uniform(instructions, symtab, "gl_EyePlaneT", texcoords_vec4);
623 add_uniform(instructions, symtab, "gl_EyePlaneR", texcoords_vec4);
624 add_uniform(instructions, symtab, "gl_EyePlaneQ", texcoords_vec4);
625 add_uniform(instructions, symtab, "gl_ObjectPlaneS", texcoords_vec4);
626 add_uniform(instructions, symtab, "gl_ObjectPlaneT", texcoords_vec4);
627 add_uniform(instructions, symtab, "gl_ObjectPlaneR", texcoords_vec4);
628 add_uniform(instructions, symtab, "gl_ObjectPlaneQ", texcoords_vec4);
629
630 add_uniform(instructions, symtab, "gl_Fog",
631 symtab->get_type("gl_FogParameters"));
632 }
633
634 /* Mesa-internal current attrib state */
635 const glsl_type *const vert_attribs =
636 glsl_type::get_array_instance(glsl_type::vec4_type, VERT_ATTRIB_MAX);
637 add_uniform(instructions, symtab, "gl_CurrentAttribVertMESA", vert_attribs);
638 const glsl_type *const frag_attribs =
639 glsl_type::get_array_instance(glsl_type::vec4_type, FRAG_ATTRIB_MAX);
640 add_uniform(instructions, symtab, "gl_CurrentAttribFragMESA", frag_attribs);
641 }
642
643 /* This function should only be called for ES, not desktop GL. */
644 static void
645 generate_100ES_vs_variables(exec_list *instructions,
646 struct _mesa_glsl_parse_state *state)
647 {
648 for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
649 add_builtin_variable(instructions, state->symbols,
650 & builtin_core_vs_variables[i]);
651 }
652
653 generate_100ES_uniforms(instructions, state);
654
655 generate_ARB_draw_buffers_variables(instructions, state, false,
656 vertex_shader);
657 }
658
659
660 static void
661 generate_110_vs_variables(exec_list *instructions,
662 struct _mesa_glsl_parse_state *state,
663 bool add_deprecated)
664 {
665 for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
666 add_builtin_variable(instructions, state->symbols,
667 & builtin_core_vs_variables[i]);
668 }
669
670 if (add_deprecated) {
671 for (unsigned i = 0
672 ; i < Elements(builtin_110_deprecated_vs_variables)
673 ; i++) {
674 add_builtin_variable(instructions, state->symbols,
675 & builtin_110_deprecated_vs_variables[i]);
676 }
677 }
678 generate_110_uniforms(instructions, state, add_deprecated);
679
680 /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
681 *
682 * "As with all arrays, indices used to subscript gl_TexCoord must
683 * either be an integral constant expressions, or this array must be
684 * re-declared by the shader with a size. The size can be at most
685 * gl_MaxTextureCoords. Using indexes close to 0 may aid the
686 * implementation in preserving varying resources."
687 */
688 const glsl_type *const vec4_array_type =
689 glsl_type::get_array_instance(glsl_type::vec4_type, 0);
690
691 add_variable(instructions, state->symbols,
692 "gl_TexCoord", vec4_array_type, ir_var_out, VERT_RESULT_TEX0);
693
694 generate_ARB_draw_buffers_variables(instructions, state, false,
695 vertex_shader);
696 }
697
698
699 static void
700 generate_120_vs_variables(exec_list *instructions,
701 struct _mesa_glsl_parse_state *state,
702 bool add_deprecated)
703 {
704 /* GLSL version 1.20 did not add any built-in variables in the vertex
705 * shader.
706 */
707 generate_110_vs_variables(instructions, state, add_deprecated);
708 }
709
710
711 static void
712 generate_130_uniforms(exec_list *instructions,
713 struct _mesa_glsl_parse_state *state)
714 {
715 glsl_symbol_table *const symtab = state->symbols;
716
717 add_builtin_constant(instructions, symtab, "gl_MaxClipDistances",
718 state->Const.MaxClipPlanes);
719 add_builtin_constant(instructions, symtab, "gl_MaxVaryingComponents",
720 state->Const.MaxVaryingFloats);
721 }
722
723
724 static void
725 generate_130_vs_variables(exec_list *instructions,
726 struct _mesa_glsl_parse_state *state,
727 bool add_deprecated)
728 {
729 generate_120_vs_variables(instructions, state, add_deprecated);
730
731 for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) {
732 add_builtin_variable(instructions, state->symbols,
733 & builtin_130_vs_variables[i]);
734 }
735
736 generate_130_uniforms(instructions, state);
737
738 /* From the GLSL 1.30 spec, section 7.1 (Vertex Shader Special
739 * Variables):
740 *
741 * The gl_ClipDistance array is predeclared as unsized and must
742 * be sized by the shader either redeclaring it with a size or
743 * indexing it only with integral constant expressions.
744 *
745 * We represent this in Mesa by initially declaring the array as
746 * size 0.
747 */
748 const glsl_type *const clip_distance_array_type =
749 glsl_type::get_array_instance(glsl_type::float_type, 0);
750
751 add_variable(instructions, state->symbols,
752 "gl_ClipDistance", clip_distance_array_type, ir_var_out,
753 VERT_RESULT_CLIP_DIST0);
754
755 }
756
757
758 static void
759 initialize_vs_variables(exec_list *instructions,
760 struct _mesa_glsl_parse_state *state)
761 {
762
763 switch (state->language_version) {
764 case 100:
765 generate_100ES_vs_variables(instructions, state);
766 break;
767 case 110:
768 generate_110_vs_variables(instructions, state, true);
769 break;
770 case 120:
771 generate_120_vs_variables(instructions, state, true);
772 break;
773 case 130:
774 generate_130_vs_variables(instructions, state, true);
775 break;
776 case 140:
777 generate_130_vs_variables(instructions, state, false);
778 break;
779 }
780
781 generate_ARB_draw_instanced_variables(instructions, state, false,
782 vertex_shader);
783 }
784
785
786 /* This function should only be called for ES, not desktop GL. */
787 static void
788 generate_100ES_fs_variables(exec_list *instructions,
789 struct _mesa_glsl_parse_state *state)
790 {
791 for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
792 add_builtin_variable(instructions, state->symbols,
793 & builtin_core_fs_variables[i]);
794 }
795
796 for (unsigned i = 0; i < Elements(builtin_100ES_fs_variables); i++) {
797 add_builtin_variable(instructions, state->symbols,
798 & builtin_100ES_fs_variables[i]);
799 }
800
801 generate_100ES_uniforms(instructions, state);
802
803 generate_ARB_draw_buffers_variables(instructions, state, false,
804 fragment_shader);
805 }
806
807 static void
808 generate_110_fs_variables(exec_list *instructions,
809 struct _mesa_glsl_parse_state *state,
810 bool add_deprecated)
811 {
812 for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
813 add_builtin_variable(instructions, state->symbols,
814 & builtin_core_fs_variables[i]);
815 }
816
817 for (unsigned i = 0; i < Elements(builtin_110_fs_variables); i++) {
818 add_builtin_variable(instructions, state->symbols,
819 & builtin_110_fs_variables[i]);
820 }
821
822 if (add_deprecated) {
823 for (unsigned i = 0
824 ; i < Elements(builtin_110_deprecated_fs_variables)
825 ; i++) {
826 add_builtin_variable(instructions, state->symbols,
827 & builtin_110_deprecated_fs_variables[i]);
828 }
829 }
830
831 generate_110_uniforms(instructions, state, add_deprecated);
832
833 /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
834 *
835 * "As with all arrays, indices used to subscript gl_TexCoord must
836 * either be an integral constant expressions, or this array must be
837 * re-declared by the shader with a size. The size can be at most
838 * gl_MaxTextureCoords. Using indexes close to 0 may aid the
839 * implementation in preserving varying resources."
840 */
841 const glsl_type *const vec4_array_type =
842 glsl_type::get_array_instance(glsl_type::vec4_type, 0);
843
844 add_variable(instructions, state->symbols,
845 "gl_TexCoord", vec4_array_type, ir_var_in, FRAG_ATTRIB_TEX0);
846
847 generate_ARB_draw_buffers_variables(instructions, state, false,
848 fragment_shader);
849 }
850
851
852 static void
853 generate_ARB_draw_buffers_variables(exec_list *instructions,
854 struct _mesa_glsl_parse_state *state,
855 bool warn, _mesa_glsl_parser_targets target)
856 {
857 /* gl_MaxDrawBuffers is available in all shader stages.
858 */
859 ir_variable *const mdb =
860 add_builtin_constant(instructions, state->symbols, "gl_MaxDrawBuffers",
861 state->Const.MaxDrawBuffers);
862
863 if (warn)
864 mdb->warn_extension = "GL_ARB_draw_buffers";
865
866 /* gl_FragData is only available in the fragment shader.
867 */
868 if (target == fragment_shader) {
869 const glsl_type *const vec4_array_type =
870 glsl_type::get_array_instance(glsl_type::vec4_type,
871 state->Const.MaxDrawBuffers);
872
873 ir_variable *const fd =
874 add_variable(instructions, state->symbols,
875 "gl_FragData", vec4_array_type,
876 ir_var_out, FRAG_RESULT_DATA0);
877
878 if (warn)
879 fd->warn_extension = "GL_ARB_draw_buffers";
880 }
881 }
882
883
884 static void
885 generate_ARB_draw_instanced_variables(exec_list *instructions,
886 struct _mesa_glsl_parse_state *state,
887 bool warn,
888 _mesa_glsl_parser_targets target)
889 {
890 /* gl_InstanceIDARB is only available in the vertex shader.
891 */
892 if (target != vertex_shader)
893 return;
894
895 if (state->ARB_draw_instanced_enable) {
896 ir_variable *inst =
897 add_variable(instructions, state->symbols,
898 "gl_InstanceIDARB", glsl_type::int_type,
899 ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID);
900
901 if (warn)
902 inst->warn_extension = "GL_ARB_draw_instanced";
903 }
904
905 if (state->ARB_draw_instanced_enable || state->language_version >= 140) {
906 /* Originally ARB_draw_instanced only specified that ARB decorated name.
907 * Since no vendor actually implemented that behavior and some apps use
908 * the undecorated name, the extension now specifies that both names are
909 * available.
910 */
911 ir_variable *inst =
912 add_variable(instructions, state->symbols,
913 "gl_InstanceID", glsl_type::int_type,
914 ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID);
915
916 if (state->language_version < 140 && warn)
917 inst->warn_extension = "GL_ARB_draw_instanced";
918 }
919 }
920
921
922 static void
923 generate_ARB_shader_stencil_export_variables(exec_list *instructions,
924 struct _mesa_glsl_parse_state *state,
925 bool warn)
926 {
927 /* gl_FragStencilRefARB is only available in the fragment shader.
928 */
929 ir_variable *const fd =
930 add_variable(instructions, state->symbols,
931 "gl_FragStencilRefARB", glsl_type::int_type,
932 ir_var_out, FRAG_RESULT_STENCIL);
933
934 if (warn)
935 fd->warn_extension = "GL_ARB_shader_stencil_export";
936 }
937
938 static void
939 generate_AMD_shader_stencil_export_variables(exec_list *instructions,
940 struct _mesa_glsl_parse_state *state,
941 bool warn)
942 {
943 /* gl_FragStencilRefAMD is only available in the fragment shader.
944 */
945 ir_variable *const fd =
946 add_variable(instructions, state->symbols,
947 "gl_FragStencilRefAMD", glsl_type::int_type,
948 ir_var_out, FRAG_RESULT_STENCIL);
949
950 if (warn)
951 fd->warn_extension = "GL_AMD_shader_stencil_export";
952 }
953
954 static void
955 generate_120_fs_variables(exec_list *instructions,
956 struct _mesa_glsl_parse_state *state,
957 bool add_deprecated)
958 {
959 generate_110_fs_variables(instructions, state, add_deprecated);
960
961 for (unsigned i = 0
962 ; i < Elements(builtin_120_fs_variables)
963 ; i++) {
964 add_builtin_variable(instructions, state->symbols,
965 & builtin_120_fs_variables[i]);
966 }
967 }
968
969 static void
970 generate_fs_clipdistance(exec_list *instructions,
971 struct _mesa_glsl_parse_state *state)
972 {
973 /* From the GLSL 1.30 spec, section 7.2 (Fragment Shader Special
974 * Variables):
975 *
976 * The built-in input variable gl_ClipDistance array contains linearly
977 * interpolated values for the vertex values written by the vertex shader
978 * to the gl_ClipDistance vertex output variable. This array must be
979 * sized in the fragment shader either implicitly or explicitly to be the
980 * same size as it was sized in the vertex shader.
981 *
982 * In other words, the array must be pre-declared as implicitly sized. We
983 * represent this in Mesa by initially declaring the array as size 0.
984 */
985 const glsl_type *const clip_distance_array_type =
986 glsl_type::get_array_instance(glsl_type::float_type, 0);
987
988 add_variable(instructions, state->symbols,
989 "gl_ClipDistance", clip_distance_array_type, ir_var_in,
990 FRAG_ATTRIB_CLIP_DIST0);
991 }
992
993 static void
994 generate_130_fs_variables(exec_list *instructions,
995 struct _mesa_glsl_parse_state *state)
996 {
997 generate_120_fs_variables(instructions, state, true);
998
999 generate_130_uniforms(instructions, state);
1000 generate_fs_clipdistance(instructions, state);
1001 }
1002
1003
1004 static void
1005 generate_140_fs_variables(exec_list *instructions,
1006 struct _mesa_glsl_parse_state *state)
1007 {
1008 generate_120_fs_variables(instructions, state, false);
1009
1010 generate_130_uniforms(instructions, state);
1011 generate_fs_clipdistance(instructions, state);
1012 }
1013
1014 static void
1015 initialize_fs_variables(exec_list *instructions,
1016 struct _mesa_glsl_parse_state *state)
1017 {
1018
1019 switch (state->language_version) {
1020 case 100:
1021 generate_100ES_fs_variables(instructions, state);
1022 break;
1023 case 110:
1024 generate_110_fs_variables(instructions, state, true);
1025 break;
1026 case 120:
1027 generate_120_fs_variables(instructions, state, true);
1028 break;
1029 case 130:
1030 generate_130_fs_variables(instructions, state);
1031 break;
1032 case 140:
1033 generate_140_fs_variables(instructions, state);
1034 break;
1035 }
1036
1037 if (state->ARB_shader_stencil_export_enable)
1038 generate_ARB_shader_stencil_export_variables(instructions, state,
1039 state->ARB_shader_stencil_export_warn);
1040
1041 if (state->AMD_shader_stencil_export_enable)
1042 generate_AMD_shader_stencil_export_variables(instructions, state,
1043 state->AMD_shader_stencil_export_warn);
1044 }
1045
1046 void
1047 _mesa_glsl_initialize_variables(exec_list *instructions,
1048 struct _mesa_glsl_parse_state *state)
1049 {
1050 switch (state->target) {
1051 case vertex_shader:
1052 initialize_vs_variables(instructions, state);
1053 break;
1054 case geometry_shader:
1055 break;
1056 case fragment_shader:
1057 initialize_fs_variables(instructions, state);
1058 break;
1059 }
1060 }