glsl: Use accessors for ir_variable::warn_extension
[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_statevars.h"
30 #include "program/prog_instruction.h"
31
32 static const struct gl_builtin_uniform_element gl_NumSamples_elements[] = {
33 {NULL, {STATE_NUM_SAMPLES, 0, 0}, SWIZZLE_XXXX}
34 };
35
36 static const struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
37 {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
38 {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
39 {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
40 };
41
42 static const struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
43 {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
44 };
45
46 static const struct gl_builtin_uniform_element gl_Point_elements[] = {
47 {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
48 {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
49 {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
50 {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
51 {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
52 {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
53 {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
54 };
55
56 static const struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
57 {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
58 {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
59 {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
60 {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
61 {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
62 };
63
64 static const struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
65 {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
66 {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
67 {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
68 {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
69 {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
70 };
71
72 static const struct gl_builtin_uniform_element gl_LightSource_elements[] = {
73 {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
74 {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
75 {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
76 {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
77 {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
78 {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
79 MAKE_SWIZZLE4(SWIZZLE_X,
80 SWIZZLE_Y,
81 SWIZZLE_Z,
82 SWIZZLE_Z)},
83 {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
84 {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
85 {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
86 {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
87 {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
88 {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
89 };
90
91 static const struct gl_builtin_uniform_element gl_LightModel_elements[] = {
92 {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
93 };
94
95 static const struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
96 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
97 };
98
99 static const struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
100 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
101 };
102
103 static const struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
104 {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
105 {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
106 {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
107 };
108
109 static const struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
110 {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
111 {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
112 {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
113 };
114
115 static const struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
116 {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
117 };
118
119 static const struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
120 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
121 };
122
123 static const struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
124 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
125 };
126
127 static const struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
128 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
129 };
130
131 static const struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
132 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
133 };
134
135 static const struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
136 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
137 };
138
139 static const struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
140 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
141 };
142
143 static const struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
144 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
145 };
146
147 static const struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
148 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
149 };
150
151 static const struct gl_builtin_uniform_element gl_Fog_elements[] = {
152 {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
153 {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
154 {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
155 {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
156 {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
157 };
158
159 static const struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
160 {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
161 };
162
163 static const struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
164 {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
165 };
166
167 static const struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = {
168 {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW},
169 };
170
171 static const struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = {
172 {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, SWIZZLE_XYZW},
173 };
174
175 #define MATRIX(name, statevar, modifier) \
176 static const struct gl_builtin_uniform_element name ## _elements[] = { \
177 { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW }, \
178 { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW }, \
179 { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW }, \
180 { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW }, \
181 }
182
183 MATRIX(gl_ModelViewMatrix,
184 STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE);
185 MATRIX(gl_ModelViewMatrixInverse,
186 STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS);
187 MATRIX(gl_ModelViewMatrixTranspose,
188 STATE_MODELVIEW_MATRIX, 0);
189 MATRIX(gl_ModelViewMatrixInverseTranspose,
190 STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE);
191
192 MATRIX(gl_ProjectionMatrix,
193 STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE);
194 MATRIX(gl_ProjectionMatrixInverse,
195 STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS);
196 MATRIX(gl_ProjectionMatrixTranspose,
197 STATE_PROJECTION_MATRIX, 0);
198 MATRIX(gl_ProjectionMatrixInverseTranspose,
199 STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE);
200
201 MATRIX(gl_ModelViewProjectionMatrix,
202 STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE);
203 MATRIX(gl_ModelViewProjectionMatrixInverse,
204 STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS);
205 MATRIX(gl_ModelViewProjectionMatrixTranspose,
206 STATE_MVP_MATRIX, 0);
207 MATRIX(gl_ModelViewProjectionMatrixInverseTranspose,
208 STATE_MVP_MATRIX, STATE_MATRIX_INVERSE);
209
210 MATRIX(gl_TextureMatrix,
211 STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE);
212 MATRIX(gl_TextureMatrixInverse,
213 STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS);
214 MATRIX(gl_TextureMatrixTranspose,
215 STATE_TEXTURE_MATRIX, 0);
216 MATRIX(gl_TextureMatrixInverseTranspose,
217 STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE);
218
219 static const struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
220 { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
221 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
222 { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
223 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
224 { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
225 MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
226 };
227
228 #undef MATRIX
229
230 #define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)}
231
232 static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
233 STATEVAR(gl_NumSamples),
234 STATEVAR(gl_DepthRange),
235 STATEVAR(gl_ClipPlane),
236 STATEVAR(gl_Point),
237 STATEVAR(gl_FrontMaterial),
238 STATEVAR(gl_BackMaterial),
239 STATEVAR(gl_LightSource),
240 STATEVAR(gl_LightModel),
241 STATEVAR(gl_FrontLightModelProduct),
242 STATEVAR(gl_BackLightModelProduct),
243 STATEVAR(gl_FrontLightProduct),
244 STATEVAR(gl_BackLightProduct),
245 STATEVAR(gl_TextureEnvColor),
246 STATEVAR(gl_EyePlaneS),
247 STATEVAR(gl_EyePlaneT),
248 STATEVAR(gl_EyePlaneR),
249 STATEVAR(gl_EyePlaneQ),
250 STATEVAR(gl_ObjectPlaneS),
251 STATEVAR(gl_ObjectPlaneT),
252 STATEVAR(gl_ObjectPlaneR),
253 STATEVAR(gl_ObjectPlaneQ),
254 STATEVAR(gl_Fog),
255
256 STATEVAR(gl_ModelViewMatrix),
257 STATEVAR(gl_ModelViewMatrixInverse),
258 STATEVAR(gl_ModelViewMatrixTranspose),
259 STATEVAR(gl_ModelViewMatrixInverseTranspose),
260
261 STATEVAR(gl_ProjectionMatrix),
262 STATEVAR(gl_ProjectionMatrixInverse),
263 STATEVAR(gl_ProjectionMatrixTranspose),
264 STATEVAR(gl_ProjectionMatrixInverseTranspose),
265
266 STATEVAR(gl_ModelViewProjectionMatrix),
267 STATEVAR(gl_ModelViewProjectionMatrixInverse),
268 STATEVAR(gl_ModelViewProjectionMatrixTranspose),
269 STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
270
271 STATEVAR(gl_TextureMatrix),
272 STATEVAR(gl_TextureMatrixInverse),
273 STATEVAR(gl_TextureMatrixTranspose),
274 STATEVAR(gl_TextureMatrixInverseTranspose),
275
276 STATEVAR(gl_NormalMatrix),
277 STATEVAR(gl_NormalScale),
278
279 STATEVAR(gl_FogParamsOptimizedMESA),
280 STATEVAR(gl_CurrentAttribVertMESA),
281 STATEVAR(gl_CurrentAttribFragMESA),
282
283 {NULL, NULL, 0}
284 };
285
286
287 namespace {
288
289 /**
290 * Data structure that accumulates fields for the gl_PerVertex interface
291 * block.
292 */
293 class per_vertex_accumulator
294 {
295 public:
296 per_vertex_accumulator();
297 void add_field(int slot, const glsl_type *type, const char *name);
298 const glsl_type *construct_interface_instance() const;
299
300 private:
301 glsl_struct_field fields[10];
302 unsigned num_fields;
303 };
304
305
306 per_vertex_accumulator::per_vertex_accumulator()
307 : fields(),
308 num_fields(0)
309 {
310 }
311
312
313 void
314 per_vertex_accumulator::add_field(int slot, const glsl_type *type,
315 const char *name)
316 {
317 assert(this->num_fields < ARRAY_SIZE(this->fields));
318 this->fields[this->num_fields].type = type;
319 this->fields[this->num_fields].name = name;
320 this->fields[this->num_fields].matrix_layout = GLSL_MATRIX_LAYOUT_INHERITED;
321 this->fields[this->num_fields].location = slot;
322 this->fields[this->num_fields].interpolation = INTERP_QUALIFIER_NONE;
323 this->fields[this->num_fields].centroid = 0;
324 this->fields[this->num_fields].sample = 0;
325 this->num_fields++;
326 }
327
328
329 const glsl_type *
330 per_vertex_accumulator::construct_interface_instance() const
331 {
332 return glsl_type::get_interface_instance(this->fields, this->num_fields,
333 GLSL_INTERFACE_PACKING_STD140,
334 "gl_PerVertex");
335 }
336
337
338 class builtin_variable_generator
339 {
340 public:
341 builtin_variable_generator(exec_list *instructions,
342 struct _mesa_glsl_parse_state *state);
343 void generate_constants();
344 void generate_uniforms();
345 void generate_vs_special_vars();
346 void generate_gs_special_vars();
347 void generate_fs_special_vars();
348 void generate_cs_special_vars();
349 void generate_varyings();
350
351 private:
352 const glsl_type *array(const glsl_type *base, unsigned elements)
353 {
354 return glsl_type::get_array_instance(base, elements);
355 }
356
357 const glsl_type *type(const char *name)
358 {
359 return symtab->get_type(name);
360 }
361
362 ir_variable *add_input(int slot, const glsl_type *type, const char *name)
363 {
364 return add_variable(name, type, ir_var_shader_in, slot);
365 }
366
367 ir_variable *add_output(int slot, const glsl_type *type, const char *name)
368 {
369 return add_variable(name, type, ir_var_shader_out, slot);
370 }
371
372 ir_variable *add_system_value(int slot, const glsl_type *type,
373 const char *name)
374 {
375 return add_variable(name, type, ir_var_system_value, slot);
376 }
377
378 ir_variable *add_variable(const char *name, const glsl_type *type,
379 enum ir_variable_mode mode, int slot);
380 ir_variable *add_uniform(const glsl_type *type, const char *name);
381 ir_variable *add_const(const char *name, int value);
382 ir_variable *add_const_ivec3(const char *name, int x, int y, int z);
383 void add_varying(int slot, const glsl_type *type, const char *name,
384 const char *name_as_gs_input);
385
386 exec_list * const instructions;
387 struct _mesa_glsl_parse_state * const state;
388 glsl_symbol_table * const symtab;
389
390 /**
391 * True if compatibility-profile-only variables should be included. (In
392 * desktop GL, these are always included when the GLSL version is 1.30 and
393 * or below).
394 */
395 const bool compatibility;
396
397 const glsl_type * const bool_t;
398 const glsl_type * const int_t;
399 const glsl_type * const float_t;
400 const glsl_type * const vec2_t;
401 const glsl_type * const vec3_t;
402 const glsl_type * const vec4_t;
403 const glsl_type * const mat3_t;
404 const glsl_type * const mat4_t;
405
406 per_vertex_accumulator per_vertex_in;
407 per_vertex_accumulator per_vertex_out;
408 };
409
410
411 builtin_variable_generator::builtin_variable_generator(
412 exec_list *instructions, struct _mesa_glsl_parse_state *state)
413 : instructions(instructions), state(state), symtab(state->symbols),
414 compatibility(!state->is_version(140, 100)),
415 bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
416 float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
417 vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
418 mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
419 {
420 }
421
422
423 ir_variable *
424 builtin_variable_generator::add_variable(const char *name,
425 const glsl_type *type,
426 enum ir_variable_mode mode, int slot)
427 {
428 ir_variable *var = new(symtab) ir_variable(type, name, mode);
429 var->data.how_declared = ir_var_declared_implicitly;
430
431 switch (var->data.mode) {
432 case ir_var_auto:
433 case ir_var_shader_in:
434 case ir_var_uniform:
435 case ir_var_system_value:
436 var->data.read_only = true;
437 break;
438 case ir_var_shader_out:
439 break;
440 default:
441 /* The only variables that are added using this function should be
442 * uniforms, shader inputs, and shader outputs, constants (which use
443 * ir_var_auto), and system values.
444 */
445 assert(0);
446 break;
447 }
448
449 var->data.location = slot;
450 var->data.explicit_location = (slot >= 0);
451 var->data.explicit_index = 0;
452
453 /* Once the variable is created an initialized, add it to the symbol table
454 * and add the declaration to the IR stream.
455 */
456 instructions->push_tail(var);
457
458 symtab->add_variable(var);
459 return var;
460 }
461
462
463 ir_variable *
464 builtin_variable_generator::add_uniform(const glsl_type *type,
465 const char *name)
466 {
467 ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1);
468
469 unsigned i;
470 for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
471 if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
472 break;
473 }
474 }
475
476 assert(_mesa_builtin_uniform_desc[i].name != NULL);
477 const struct gl_builtin_uniform_desc* const statevar =
478 &_mesa_builtin_uniform_desc[i];
479
480 const unsigned array_count = type->is_array() ? type->length : 1;
481 uni->num_state_slots = array_count * statevar->num_elements;
482
483 ir_state_slot *slots =
484 ralloc_array(uni, ir_state_slot, uni->num_state_slots);
485
486 uni->state_slots = slots;
487
488 for (unsigned a = 0; a < array_count; a++) {
489 for (unsigned j = 0; j < statevar->num_elements; j++) {
490 const struct gl_builtin_uniform_element *element =
491 &statevar->elements[j];
492
493 memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
494 if (type->is_array()) {
495 if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
496 strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
497 slots->tokens[2] = a;
498 } else {
499 slots->tokens[1] = a;
500 }
501 }
502
503 slots->swizzle = element->swizzle;
504 slots++;
505 }
506 }
507
508 return uni;
509 }
510
511
512 ir_variable *
513 builtin_variable_generator::add_const(const char *name, int value)
514 {
515 ir_variable *const var = add_variable(name, glsl_type::int_type,
516 ir_var_auto, -1);
517 var->constant_value = new(var) ir_constant(value);
518 var->constant_initializer = new(var) ir_constant(value);
519 var->data.has_initializer = true;
520 return var;
521 }
522
523
524 ir_variable *
525 builtin_variable_generator::add_const_ivec3(const char *name, int x, int y,
526 int z)
527 {
528 ir_variable *const var = add_variable(name, glsl_type::ivec3_type,
529 ir_var_auto, -1);
530 ir_constant_data data;
531 memset(&data, 0, sizeof(data));
532 data.i[0] = x;
533 data.i[1] = y;
534 data.i[2] = z;
535 var->constant_value = new(var) ir_constant(glsl_type::ivec3_type, &data);
536 var->constant_initializer =
537 new(var) ir_constant(glsl_type::ivec3_type, &data);
538 var->data.has_initializer = true;
539 return var;
540 }
541
542
543 void
544 builtin_variable_generator::generate_constants()
545 {
546 add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
547 add_const("gl_MaxVertexTextureImageUnits",
548 state->Const.MaxVertexTextureImageUnits);
549 add_const("gl_MaxCombinedTextureImageUnits",
550 state->Const.MaxCombinedTextureImageUnits);
551 add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
552 add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
553
554 /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
555 * GL counts them in units of "components" or "floats".
556 */
557 if (state->es_shader) {
558 add_const("gl_MaxVertexUniformVectors",
559 state->Const.MaxVertexUniformComponents / 4);
560 add_const("gl_MaxFragmentUniformVectors",
561 state->Const.MaxFragmentUniformComponents / 4);
562
563 /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
564 * vertex and fragment shader constants.
565 */
566 if (state->is_version(0, 300)) {
567 add_const("gl_MaxVertexOutputVectors",
568 state->ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4);
569 add_const("gl_MaxFragmentInputVectors",
570 state->ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4);
571 } else {
572 add_const("gl_MaxVaryingVectors",
573 state->ctx->Const.MaxVarying);
574 }
575 } else {
576 add_const("gl_MaxVertexUniformComponents",
577 state->Const.MaxVertexUniformComponents);
578
579 /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
580 * removed
581 */
582 add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4);
583
584 add_const("gl_MaxFragmentUniformComponents",
585 state->Const.MaxFragmentUniformComponents);
586 }
587
588 /* Texel offsets were introduced in ARB_shading_language_420pack (which
589 * requires desktop GLSL version 130), and adopted into desktop GLSL
590 * version 4.20 and GLSL ES version 3.00.
591 */
592 if ((state->is_version(130, 0) &&
593 state->ARB_shading_language_420pack_enable) ||
594 state->is_version(420, 300)) {
595 add_const("gl_MinProgramTexelOffset",
596 state->Const.MinProgramTexelOffset);
597 add_const("gl_MaxProgramTexelOffset",
598 state->Const.MaxProgramTexelOffset);
599 }
600
601 if (state->is_version(130, 0)) {
602 add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
603 add_const("gl_MaxVaryingComponents", state->ctx->Const.MaxVarying * 4);
604 }
605
606 if (state->is_version(150, 0)) {
607 add_const("gl_MaxVertexOutputComponents",
608 state->Const.MaxVertexOutputComponents);
609 add_const("gl_MaxGeometryInputComponents",
610 state->Const.MaxGeometryInputComponents);
611 add_const("gl_MaxGeometryOutputComponents",
612 state->Const.MaxGeometryOutputComponents);
613 add_const("gl_MaxFragmentInputComponents",
614 state->Const.MaxFragmentInputComponents);
615 add_const("gl_MaxGeometryTextureImageUnits",
616 state->Const.MaxGeometryTextureImageUnits);
617 add_const("gl_MaxGeometryOutputVertices",
618 state->Const.MaxGeometryOutputVertices);
619 add_const("gl_MaxGeometryTotalOutputComponents",
620 state->Const.MaxGeometryTotalOutputComponents);
621 add_const("gl_MaxGeometryUniformComponents",
622 state->Const.MaxGeometryUniformComponents);
623
624 /* Note: the GLSL 1.50-4.40 specs require
625 * gl_MaxGeometryVaryingComponents to be present, and to be at least 64.
626 * But they do not define what it means (and there does not appear to be
627 * any corresponding constant in the GL specs). However,
628 * ARB_geometry_shader4 defines MAX_GEOMETRY_VARYING_COMPONENTS_ARB to
629 * be the maximum number of components available for use as geometry
630 * outputs. So we assume this is a synonym for
631 * gl_MaxGeometryOutputComponents.
632 */
633 add_const("gl_MaxGeometryVaryingComponents",
634 state->Const.MaxGeometryOutputComponents);
635 }
636
637 if (compatibility) {
638 /* Note: gl_MaxLights stopped being listed as an explicit constant in
639 * GLSL 1.30, however it continues to be referred to (as a minimum size
640 * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
641 * this seems like it was probably an oversight.
642 */
643 add_const("gl_MaxLights", state->Const.MaxLights);
644
645 add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
646
647 /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
648 * 1.50, however this seems like it was probably an oversight.
649 */
650 add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
651
652 /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
653 * re-introduced in GLSL 1.50, so this seems like it was probably an
654 * oversight.
655 */
656 add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
657 }
658
659 if (state->ARB_shader_atomic_counters_enable) {
660 add_const("gl_MaxVertexAtomicCounters",
661 state->Const.MaxVertexAtomicCounters);
662 add_const("gl_MaxGeometryAtomicCounters",
663 state->Const.MaxGeometryAtomicCounters);
664 add_const("gl_MaxFragmentAtomicCounters",
665 state->Const.MaxFragmentAtomicCounters);
666 add_const("gl_MaxCombinedAtomicCounters",
667 state->Const.MaxCombinedAtomicCounters);
668 add_const("gl_MaxAtomicCounterBindings",
669 state->Const.MaxAtomicBufferBindings);
670 add_const("gl_MaxTessControlAtomicCounters", 0);
671 add_const("gl_MaxTessEvaluationAtomicCounters", 0);
672 }
673
674 if (state->is_version(430, 0) || state->ARB_compute_shader_enable) {
675 add_const("gl_MaxComputeAtomicCounterBuffers", MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS);
676 add_const("gl_MaxComputeAtomicCounters", MAX_COMPUTE_ATOMIC_COUNTERS);
677 add_const("gl_MaxComputeImageUniforms", MAX_COMPUTE_IMAGE_UNIFORMS);
678 add_const("gl_MaxComputeTextureImageUnits", MAX_COMPUTE_TEXTURE_IMAGE_UNITS);
679 add_const("gl_MaxComputeUniformComponents", MAX_COMPUTE_UNIFORM_COMPONENTS);
680
681 add_const_ivec3("gl_MaxComputeWorkGroupCount",
682 state->Const.MaxComputeWorkGroupCount[0],
683 state->Const.MaxComputeWorkGroupCount[1],
684 state->Const.MaxComputeWorkGroupCount[2]);
685 add_const_ivec3("gl_MaxComputeWorkGroupSize",
686 state->Const.MaxComputeWorkGroupSize[0],
687 state->Const.MaxComputeWorkGroupSize[1],
688 state->Const.MaxComputeWorkGroupSize[2]);
689
690 /* From the GLSL 4.40 spec, section 7.1 (Built-In Language Variables):
691 *
692 * The built-in constant gl_WorkGroupSize is a compute-shader
693 * constant containing the local work-group size of the shader. The
694 * size of the work group in the X, Y, and Z dimensions is stored in
695 * the x, y, and z components. The constants values in
696 * gl_WorkGroupSize will match those specified in the required
697 * local_size_x, local_size_y, and local_size_z layout qualifiers
698 * for the current shader. This is a constant so that it can be
699 * used to size arrays of memory that can be shared within the local
700 * work group. It is a compile-time error to use gl_WorkGroupSize
701 * in a shader that does not declare a fixed local group size, or
702 * before that shader has declared a fixed local group size, using
703 * local_size_x, local_size_y, and local_size_z.
704 *
705 * To prevent the shader from trying to refer to gl_WorkGroupSize before
706 * the layout declaration, we don't define it here. Intead we define it
707 * in ast_cs_input_layout::hir().
708 */
709 }
710
711 if (state->is_version(420, 0) ||
712 state->ARB_shader_image_load_store_enable) {
713 add_const("gl_MaxImageUnits",
714 state->Const.MaxImageUnits);
715 add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs",
716 state->Const.MaxCombinedImageUnitsAndFragmentOutputs);
717 add_const("gl_MaxImageSamples",
718 state->Const.MaxImageSamples);
719 add_const("gl_MaxVertexImageUniforms",
720 state->Const.MaxVertexImageUniforms);
721 add_const("gl_MaxTessControlImageUniforms", 0);
722 add_const("gl_MaxTessEvaluationImageUniforms", 0);
723 add_const("gl_MaxGeometryImageUniforms",
724 state->Const.MaxGeometryImageUniforms);
725 add_const("gl_MaxFragmentImageUniforms",
726 state->Const.MaxFragmentImageUniforms);
727 add_const("gl_MaxCombinedImageUniforms",
728 state->Const.MaxCombinedImageUniforms);
729 }
730 }
731
732
733 /**
734 * Generate uniform variables (which exist in all types of shaders).
735 */
736 void
737 builtin_variable_generator::generate_uniforms()
738 {
739 add_uniform(int_t, "gl_NumSamples");
740 add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
741 add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
742 add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
743
744 if (compatibility) {
745 add_uniform(mat4_t, "gl_ModelViewMatrix");
746 add_uniform(mat4_t, "gl_ProjectionMatrix");
747 add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
748 add_uniform(mat3_t, "gl_NormalMatrix");
749 add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
750 add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
751 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
752 add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
753 add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
754 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
755 add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
756 add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
757 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
758 add_uniform(float_t, "gl_NormalScale");
759 add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
760 add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
761
762 const glsl_type *const mat4_array_type =
763 array(mat4_t, state->Const.MaxTextureCoords);
764 add_uniform(mat4_array_type, "gl_TextureMatrix");
765 add_uniform(mat4_array_type, "gl_TextureMatrixInverse");
766 add_uniform(mat4_array_type, "gl_TextureMatrixTranspose");
767 add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
768
769 add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
770 add_uniform(type("gl_PointParameters"), "gl_Point");
771
772 const glsl_type *const material_parameters_type =
773 type("gl_MaterialParameters");
774 add_uniform(material_parameters_type, "gl_FrontMaterial");
775 add_uniform(material_parameters_type, "gl_BackMaterial");
776
777 add_uniform(array(type("gl_LightSourceParameters"),
778 state->Const.MaxLights),
779 "gl_LightSource");
780
781 const glsl_type *const light_model_products_type =
782 type("gl_LightModelProducts");
783 add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
784 add_uniform(light_model_products_type, "gl_BackLightModelProduct");
785
786 const glsl_type *const light_products_type =
787 array(type("gl_LightProducts"), state->Const.MaxLights);
788 add_uniform(light_products_type, "gl_FrontLightProduct");
789 add_uniform(light_products_type, "gl_BackLightProduct");
790
791 add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
792 "gl_TextureEnvColor");
793
794 const glsl_type *const texcoords_vec4 =
795 array(vec4_t, state->Const.MaxTextureCoords);
796 add_uniform(texcoords_vec4, "gl_EyePlaneS");
797 add_uniform(texcoords_vec4, "gl_EyePlaneT");
798 add_uniform(texcoords_vec4, "gl_EyePlaneR");
799 add_uniform(texcoords_vec4, "gl_EyePlaneQ");
800 add_uniform(texcoords_vec4, "gl_ObjectPlaneS");
801 add_uniform(texcoords_vec4, "gl_ObjectPlaneT");
802 add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
803 add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
804
805 add_uniform(type("gl_FogParameters"), "gl_Fog");
806 }
807 }
808
809
810 /**
811 * Generate variables which only exist in vertex shaders.
812 */
813 void
814 builtin_variable_generator::generate_vs_special_vars()
815 {
816 if (state->is_version(130, 300))
817 add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
818 if (state->ARB_draw_instanced_enable)
819 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
820 if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
821 add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
822 if (state->AMD_vertex_shader_layer_enable)
823 add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
824 if (state->AMD_vertex_shader_viewport_index_enable)
825 add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
826 if (compatibility) {
827 add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
828 add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
829 add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
830 add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
831 add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
832 add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
833 add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
834 add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
835 add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
836 add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
837 add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
838 add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
839 add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
840 }
841 }
842
843
844 /**
845 * Generate variables which only exist in geometry shaders.
846 */
847 void
848 builtin_variable_generator::generate_gs_special_vars()
849 {
850 add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
851 if (state->ARB_viewport_array_enable)
852 add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
853 if (state->ARB_gpu_shader5_enable)
854 add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
855
856 /* Although gl_PrimitiveID appears in tessellation control and tessellation
857 * evaluation shaders, it has a different function there than it has in
858 * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
859 * as special geometry shader variables.
860 *
861 * Note that although the general convention of suffixing geometry shader
862 * input varyings with "In" was not adopted into GLSL 1.50, it is used in
863 * the specific case of gl_PrimitiveIDIn. So we don't need to treat
864 * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
865 */
866 ir_variable *var;
867 var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
868 var->data.interpolation = INTERP_QUALIFIER_FLAT;
869 var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
870 var->data.interpolation = INTERP_QUALIFIER_FLAT;
871 }
872
873
874 /**
875 * Generate variables which only exist in fragment shaders.
876 */
877 void
878 builtin_variable_generator::generate_fs_special_vars()
879 {
880 add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
881 add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
882 if (state->is_version(120, 100))
883 add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
884
885 if (state->is_version(150, 0)) {
886 ir_variable *var =
887 add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
888 var->data.interpolation = INTERP_QUALIFIER_FLAT;
889 }
890
891 /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
892 * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
893 * They were removed from GLSL ES 3.00.
894 */
895 if (compatibility || !state->is_version(420, 300)) {
896 add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor");
897 add_output(FRAG_RESULT_DATA0,
898 array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
899 }
900
901 /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
902 * ES 1.00.
903 */
904 if (state->is_version(110, 300))
905 add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth");
906
907 if (state->ARB_shader_stencil_export_enable) {
908 ir_variable *const var =
909 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
910 if (state->ARB_shader_stencil_export_warn)
911 var->enable_extension_warning("GL_ARB_shader_stencil_export");
912 }
913
914 if (state->AMD_shader_stencil_export_enable) {
915 ir_variable *const var =
916 add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
917 if (state->AMD_shader_stencil_export_warn)
918 var->enable_extension_warning("GL_AMD_shader_stencil_export");
919 }
920
921 if (state->ARB_sample_shading_enable) {
922 add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, "gl_SampleID");
923 add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, "gl_SamplePosition");
924 /* From the ARB_sample_shading specification:
925 * "The number of elements in the array is ceil(<s>/32), where
926 * <s> is the maximum number of color samples supported by the
927 * implementation."
928 * Since no drivers expose more than 32x MSAA, we can simply set
929 * the array size to 1 rather than computing it.
930 */
931 add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), "gl_SampleMask");
932 }
933
934 if (state->ARB_gpu_shader5_enable) {
935 add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1), "gl_SampleMaskIn");
936 }
937
938 if (state->ARB_fragment_layer_viewport_enable) {
939 add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer");
940 add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
941 }
942 }
943
944
945 /**
946 * Generate variables which only exist in compute shaders.
947 */
948 void
949 builtin_variable_generator::generate_cs_special_vars()
950 {
951 /* TODO: finish this. */
952 }
953
954
955 /**
956 * Add a single "varying" variable. The variable's type and direction (input
957 * or output) are adjusted as appropriate for the type of shader being
958 * compiled. For geometry shaders using {ARB,EXT}_geometry_shader4,
959 * name_as_gs_input is used for the input (to avoid ambiguity).
960 */
961 void
962 builtin_variable_generator::add_varying(int slot, const glsl_type *type,
963 const char *name,
964 const char *name_as_gs_input)
965 {
966 switch (state->stage) {
967 case MESA_SHADER_GEOMETRY:
968 this->per_vertex_in.add_field(slot, type, name);
969 /* FALLTHROUGH */
970 case MESA_SHADER_VERTEX:
971 this->per_vertex_out.add_field(slot, type, name);
972 break;
973 case MESA_SHADER_FRAGMENT:
974 add_input(slot, type, name);
975 break;
976 case MESA_SHADER_COMPUTE:
977 /* Compute shaders don't have varyings. */
978 break;
979 }
980 }
981
982
983 /**
984 * Generate variables that are used to communicate data from one shader stage
985 * to the next ("varyings").
986 */
987 void
988 builtin_variable_generator::generate_varyings()
989 {
990 #define ADD_VARYING(loc, type, name) \
991 add_varying(loc, type, name, name "In")
992
993 /* gl_Position and gl_PointSize are not visible from fragment shaders. */
994 if (state->stage != MESA_SHADER_FRAGMENT) {
995 ADD_VARYING(VARYING_SLOT_POS, vec4_t, "gl_Position");
996 ADD_VARYING(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
997 }
998
999 if (state->is_version(130, 0)) {
1000 ADD_VARYING(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
1001 "gl_ClipDistance");
1002 }
1003
1004 if (compatibility) {
1005 ADD_VARYING(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
1006 ADD_VARYING(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
1007 if (state->stage == MESA_SHADER_FRAGMENT) {
1008 ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_Color");
1009 ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
1010 } else {
1011 ADD_VARYING(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
1012 ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
1013 ADD_VARYING(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
1014 ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
1015 ADD_VARYING(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
1016 }
1017 }
1018
1019 if (state->stage == MESA_SHADER_GEOMETRY) {
1020 const glsl_type *per_vertex_in_type =
1021 this->per_vertex_in.construct_interface_instance();
1022 add_variable("gl_in", array(per_vertex_in_type, 0),
1023 ir_var_shader_in, -1);
1024 }
1025 if (state->stage == MESA_SHADER_VERTEX || state->stage == MESA_SHADER_GEOMETRY) {
1026 const glsl_type *per_vertex_out_type =
1027 this->per_vertex_out.construct_interface_instance();
1028 const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
1029 for (unsigned i = 0; i < per_vertex_out_type->length; i++) {
1030 ir_variable *var =
1031 add_variable(fields[i].name, fields[i].type, ir_var_shader_out,
1032 fields[i].location);
1033 var->data.interpolation = fields[i].interpolation;
1034 var->data.centroid = fields[i].centroid;
1035 var->data.sample = fields[i].sample;
1036 var->init_interface_type(per_vertex_out_type);
1037 }
1038 }
1039 }
1040
1041
1042 }; /* Anonymous namespace */
1043
1044
1045 void
1046 _mesa_glsl_initialize_variables(exec_list *instructions,
1047 struct _mesa_glsl_parse_state *state)
1048 {
1049 builtin_variable_generator gen(instructions, state);
1050
1051 gen.generate_constants();
1052 gen.generate_uniforms();
1053
1054 gen.generate_varyings();
1055
1056 switch (state->stage) {
1057 case MESA_SHADER_VERTEX:
1058 gen.generate_vs_special_vars();
1059 break;
1060 case MESA_SHADER_GEOMETRY:
1061 gen.generate_gs_special_vars();
1062 break;
1063 case MESA_SHADER_FRAGMENT:
1064 gen.generate_fs_special_vars();
1065 break;
1066 case MESA_SHADER_COMPUTE:
1067 gen.generate_cs_special_vars();
1068 break;
1069 }
1070 }