glsl: Hook up the current GLSL 1.30 types and builtins for 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 {
533 glsl_symbol_table *const symtab = state->symbols;
534
535 for (unsigned i = 0
536 ; i < Elements(builtin_110_deprecated_uniforms)
537 ; i++) {
538 add_builtin_variable(instructions, symtab,
539 & builtin_110_deprecated_uniforms[i]);
540 }
541
542 add_builtin_constant(instructions, symtab, "gl_MaxLights",
543 state->Const.MaxLights);
544 add_builtin_constant(instructions, symtab, "gl_MaxClipPlanes",
545 state->Const.MaxClipPlanes);
546 add_builtin_constant(instructions, symtab, "gl_MaxTextureUnits",
547 state->Const.MaxTextureUnits);
548 add_builtin_constant(instructions, symtab, "gl_MaxTextureCoords",
549 state->Const.MaxTextureCoords);
550 add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
551 state->Const.MaxVertexAttribs);
552 add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformComponents",
553 state->Const.MaxVertexUniformComponents);
554 add_builtin_constant(instructions, symtab, "gl_MaxVaryingFloats",
555 state->Const.MaxVaryingFloats);
556 add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
557 state->Const.MaxVertexTextureImageUnits);
558 add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
559 state->Const.MaxCombinedTextureImageUnits);
560 add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
561 state->Const.MaxTextureImageUnits);
562 add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformComponents",
563 state->Const.MaxFragmentUniformComponents);
564
565 const glsl_type *const mat4_array_type =
566 glsl_type::get_array_instance(glsl_type::mat4_type,
567 state->Const.MaxTextureCoords);
568
569 add_uniform(instructions, symtab, "gl_TextureMatrix", mat4_array_type);
570 add_uniform(instructions, symtab, "gl_TextureMatrixInverse", mat4_array_type);
571 add_uniform(instructions, symtab, "gl_TextureMatrixTranspose", mat4_array_type);
572 add_uniform(instructions, symtab, "gl_TextureMatrixInverseTranspose", mat4_array_type);
573
574 add_uniform(instructions, symtab, "gl_DepthRange",
575 symtab->get_type("gl_DepthRangeParameters"));
576
577 add_uniform(instructions, symtab, "gl_ClipPlane",
578 glsl_type::get_array_instance(glsl_type::vec4_type,
579 state->Const.MaxClipPlanes));
580 add_uniform(instructions, symtab, "gl_Point",
581 symtab->get_type("gl_PointParameters"));
582
583 const glsl_type *const material_parameters_type =
584 symtab->get_type("gl_MaterialParameters");
585 add_uniform(instructions, symtab, "gl_FrontMaterial", material_parameters_type);
586 add_uniform(instructions, symtab, "gl_BackMaterial", material_parameters_type);
587
588 const glsl_type *const light_source_array_type =
589 glsl_type::get_array_instance(symtab->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
590
591 add_uniform(instructions, symtab, "gl_LightSource", light_source_array_type);
592
593 const glsl_type *const light_model_products_type =
594 symtab->get_type("gl_LightModelProducts");
595 add_uniform(instructions, symtab, "gl_FrontLightModelProduct",
596 light_model_products_type);
597 add_uniform(instructions, symtab, "gl_BackLightModelProduct",
598 light_model_products_type);
599
600 const glsl_type *const light_products_type =
601 glsl_type::get_array_instance(symtab->get_type("gl_LightProducts"),
602 state->Const.MaxLights);
603 add_uniform(instructions, symtab, "gl_FrontLightProduct", light_products_type);
604 add_uniform(instructions, symtab, "gl_BackLightProduct", light_products_type);
605
606 add_uniform(instructions, symtab, "gl_TextureEnvColor",
607 glsl_type::get_array_instance(glsl_type::vec4_type,
608 state->Const.MaxTextureUnits));
609
610 const glsl_type *const texcoords_vec4 =
611 glsl_type::get_array_instance(glsl_type::vec4_type,
612 state->Const.MaxTextureCoords);
613 add_uniform(instructions, symtab, "gl_EyePlaneS", texcoords_vec4);
614 add_uniform(instructions, symtab, "gl_EyePlaneT", texcoords_vec4);
615 add_uniform(instructions, symtab, "gl_EyePlaneR", texcoords_vec4);
616 add_uniform(instructions, symtab, "gl_EyePlaneQ", texcoords_vec4);
617 add_uniform(instructions, symtab, "gl_ObjectPlaneS", texcoords_vec4);
618 add_uniform(instructions, symtab, "gl_ObjectPlaneT", texcoords_vec4);
619 add_uniform(instructions, symtab, "gl_ObjectPlaneR", texcoords_vec4);
620 add_uniform(instructions, symtab, "gl_ObjectPlaneQ", texcoords_vec4);
621
622 add_uniform(instructions, symtab, "gl_Fog",
623 symtab->get_type("gl_FogParameters"));
624
625 /* Mesa-internal current attrib state */
626 const glsl_type *const vert_attribs =
627 glsl_type::get_array_instance(glsl_type::vec4_type, VERT_ATTRIB_MAX);
628 add_uniform(instructions, symtab, "gl_CurrentAttribVertMESA", vert_attribs);
629 const glsl_type *const frag_attribs =
630 glsl_type::get_array_instance(glsl_type::vec4_type, FRAG_ATTRIB_MAX);
631 add_uniform(instructions, symtab, "gl_CurrentAttribFragMESA", frag_attribs);
632 }
633
634 /* This function should only be called for ES, not desktop GL. */
635 static void
636 generate_100ES_vs_variables(exec_list *instructions,
637 struct _mesa_glsl_parse_state *state)
638 {
639 for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
640 add_builtin_variable(instructions, state->symbols,
641 & builtin_core_vs_variables[i]);
642 }
643
644 generate_100ES_uniforms(instructions, state);
645
646 generate_ARB_draw_buffers_variables(instructions, state, false,
647 vertex_shader);
648 }
649
650
651 static void
652 generate_110_vs_variables(exec_list *instructions,
653 struct _mesa_glsl_parse_state *state)
654 {
655 for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
656 add_builtin_variable(instructions, state->symbols,
657 & builtin_core_vs_variables[i]);
658 }
659
660 for (unsigned i = 0
661 ; i < Elements(builtin_110_deprecated_vs_variables)
662 ; i++) {
663 add_builtin_variable(instructions, state->symbols,
664 & builtin_110_deprecated_vs_variables[i]);
665 }
666 generate_110_uniforms(instructions, state);
667
668 /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
669 *
670 * "As with all arrays, indices used to subscript gl_TexCoord must
671 * either be an integral constant expressions, or this array must be
672 * re-declared by the shader with a size. The size can be at most
673 * gl_MaxTextureCoords. Using indexes close to 0 may aid the
674 * implementation in preserving varying resources."
675 */
676 const glsl_type *const vec4_array_type =
677 glsl_type::get_array_instance(glsl_type::vec4_type, 0);
678
679 add_variable(instructions, state->symbols,
680 "gl_TexCoord", vec4_array_type, ir_var_out, VERT_RESULT_TEX0);
681
682 generate_ARB_draw_buffers_variables(instructions, state, false,
683 vertex_shader);
684 }
685
686
687 static void
688 generate_120_vs_variables(exec_list *instructions,
689 struct _mesa_glsl_parse_state *state)
690 {
691 /* GLSL version 1.20 did not add any built-in variables in the vertex
692 * shader.
693 */
694 generate_110_vs_variables(instructions, state);
695 }
696
697
698 static void
699 generate_130_uniforms(exec_list *instructions,
700 struct _mesa_glsl_parse_state *state)
701 {
702 glsl_symbol_table *const symtab = state->symbols;
703
704 add_builtin_constant(instructions, symtab, "gl_MaxClipDistances",
705 state->Const.MaxClipPlanes);
706 add_builtin_constant(instructions, symtab, "gl_MaxVaryingComponents",
707 state->Const.MaxVaryingFloats);
708 }
709
710
711 static void
712 generate_130_vs_variables(exec_list *instructions,
713 struct _mesa_glsl_parse_state *state)
714 {
715 generate_120_vs_variables(instructions, state);
716
717 for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) {
718 add_builtin_variable(instructions, state->symbols,
719 & builtin_130_vs_variables[i]);
720 }
721
722 generate_130_uniforms(instructions, state);
723
724 /* From the GLSL 1.30 spec, section 7.1 (Vertex Shader Special
725 * Variables):
726 *
727 * The gl_ClipDistance array is predeclared as unsized and must
728 * be sized by the shader either redeclaring it with a size or
729 * indexing it only with integral constant expressions.
730 *
731 * We represent this in Mesa by initially declaring the array as
732 * size 0.
733 */
734 const glsl_type *const clip_distance_array_type =
735 glsl_type::get_array_instance(glsl_type::float_type, 0);
736
737 add_variable(instructions, state->symbols,
738 "gl_ClipDistance", clip_distance_array_type, ir_var_out,
739 VERT_RESULT_CLIP_DIST0);
740
741 }
742
743
744 static void
745 initialize_vs_variables(exec_list *instructions,
746 struct _mesa_glsl_parse_state *state)
747 {
748
749 switch (state->language_version) {
750 case 100:
751 generate_100ES_vs_variables(instructions, state);
752 break;
753 case 110:
754 generate_110_vs_variables(instructions, state);
755 break;
756 case 120:
757 generate_120_vs_variables(instructions, state);
758 break;
759 case 130:
760 generate_130_vs_variables(instructions, state);
761 break;
762 case 140:
763 generate_130_vs_variables(instructions, state);
764 break;
765 }
766
767 if (state->ARB_draw_instanced_enable)
768 generate_ARB_draw_instanced_variables(instructions, state, false,
769 vertex_shader);
770 }
771
772
773 /* This function should only be called for ES, not desktop GL. */
774 static void
775 generate_100ES_fs_variables(exec_list *instructions,
776 struct _mesa_glsl_parse_state *state)
777 {
778 for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
779 add_builtin_variable(instructions, state->symbols,
780 & builtin_core_fs_variables[i]);
781 }
782
783 for (unsigned i = 0; i < Elements(builtin_100ES_fs_variables); i++) {
784 add_builtin_variable(instructions, state->symbols,
785 & builtin_100ES_fs_variables[i]);
786 }
787
788 generate_100ES_uniforms(instructions, state);
789
790 generate_ARB_draw_buffers_variables(instructions, state, false,
791 fragment_shader);
792 }
793
794 static void
795 generate_110_fs_variables(exec_list *instructions,
796 struct _mesa_glsl_parse_state *state)
797 {
798 for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
799 add_builtin_variable(instructions, state->symbols,
800 & builtin_core_fs_variables[i]);
801 }
802
803 for (unsigned i = 0; i < Elements(builtin_110_fs_variables); i++) {
804 add_builtin_variable(instructions, state->symbols,
805 & builtin_110_fs_variables[i]);
806 }
807
808 for (unsigned i = 0
809 ; i < Elements(builtin_110_deprecated_fs_variables)
810 ; i++) {
811 add_builtin_variable(instructions, state->symbols,
812 & builtin_110_deprecated_fs_variables[i]);
813 }
814 generate_110_uniforms(instructions, state);
815
816 /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
817 *
818 * "As with all arrays, indices used to subscript gl_TexCoord must
819 * either be an integral constant expressions, or this array must be
820 * re-declared by the shader with a size. The size can be at most
821 * gl_MaxTextureCoords. Using indexes close to 0 may aid the
822 * implementation in preserving varying resources."
823 */
824 const glsl_type *const vec4_array_type =
825 glsl_type::get_array_instance(glsl_type::vec4_type, 0);
826
827 add_variable(instructions, state->symbols,
828 "gl_TexCoord", vec4_array_type, ir_var_in, FRAG_ATTRIB_TEX0);
829
830 generate_ARB_draw_buffers_variables(instructions, state, false,
831 fragment_shader);
832 }
833
834
835 static void
836 generate_ARB_draw_buffers_variables(exec_list *instructions,
837 struct _mesa_glsl_parse_state *state,
838 bool warn, _mesa_glsl_parser_targets target)
839 {
840 /* gl_MaxDrawBuffers is available in all shader stages.
841 */
842 ir_variable *const mdb =
843 add_builtin_constant(instructions, state->symbols, "gl_MaxDrawBuffers",
844 state->Const.MaxDrawBuffers);
845
846 if (warn)
847 mdb->warn_extension = "GL_ARB_draw_buffers";
848
849 /* gl_FragData is only available in the fragment shader.
850 */
851 if (target == fragment_shader) {
852 const glsl_type *const vec4_array_type =
853 glsl_type::get_array_instance(glsl_type::vec4_type,
854 state->Const.MaxDrawBuffers);
855
856 ir_variable *const fd =
857 add_variable(instructions, state->symbols,
858 "gl_FragData", vec4_array_type,
859 ir_var_out, FRAG_RESULT_DATA0);
860
861 if (warn)
862 fd->warn_extension = "GL_ARB_draw_buffers";
863 }
864 }
865
866
867 static void
868 generate_ARB_draw_instanced_variables(exec_list *instructions,
869 struct _mesa_glsl_parse_state *state,
870 bool warn,
871 _mesa_glsl_parser_targets target)
872 {
873 /* gl_InstanceIDARB is only available in the vertex shader.
874 */
875 if (target == vertex_shader) {
876 ir_variable *inst =
877 add_variable(instructions, state->symbols,
878 "gl_InstanceIDARB", glsl_type::int_type,
879 ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID);
880
881 if (warn)
882 inst->warn_extension = "GL_ARB_draw_instanced";
883
884 /* Originally ARB_draw_instanced only specified that ARB decorated name.
885 * Since no vendor actually implemented that behavior and some apps use
886 * the undecorated name, the extension now specifies that both names are
887 * available.
888 */
889 inst = add_variable(instructions, state->symbols,
890 "gl_InstanceID", glsl_type::int_type,
891 ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID);
892
893 if (warn)
894 inst->warn_extension = "GL_ARB_draw_instanced";
895 }
896 }
897
898
899 static void
900 generate_ARB_shader_stencil_export_variables(exec_list *instructions,
901 struct _mesa_glsl_parse_state *state,
902 bool warn)
903 {
904 /* gl_FragStencilRefARB is only available in the fragment shader.
905 */
906 ir_variable *const fd =
907 add_variable(instructions, state->symbols,
908 "gl_FragStencilRefARB", glsl_type::int_type,
909 ir_var_out, FRAG_RESULT_STENCIL);
910
911 if (warn)
912 fd->warn_extension = "GL_ARB_shader_stencil_export";
913 }
914
915 static void
916 generate_AMD_shader_stencil_export_variables(exec_list *instructions,
917 struct _mesa_glsl_parse_state *state,
918 bool warn)
919 {
920 /* gl_FragStencilRefAMD is only available in the fragment shader.
921 */
922 ir_variable *const fd =
923 add_variable(instructions, state->symbols,
924 "gl_FragStencilRefAMD", glsl_type::int_type,
925 ir_var_out, FRAG_RESULT_STENCIL);
926
927 if (warn)
928 fd->warn_extension = "GL_AMD_shader_stencil_export";
929 }
930
931 static void
932 generate_120_fs_variables(exec_list *instructions,
933 struct _mesa_glsl_parse_state *state)
934 {
935 generate_110_fs_variables(instructions, state);
936
937 for (unsigned i = 0
938 ; i < Elements(builtin_120_fs_variables)
939 ; i++) {
940 add_builtin_variable(instructions, state->symbols,
941 & builtin_120_fs_variables[i]);
942 }
943 }
944
945 static void
946 generate_130_fs_variables(exec_list *instructions,
947 struct _mesa_glsl_parse_state *state)
948 {
949 generate_120_fs_variables(instructions, state);
950
951 generate_130_uniforms(instructions, state);
952
953 /* From the GLSL 1.30 spec, section 7.2 (Fragment Shader Special
954 * Variables):
955 *
956 * The built-in input variable gl_ClipDistance array contains linearly
957 * interpolated values for the vertex values written by the vertex shader
958 * to the gl_ClipDistance vertex output variable. This array must be
959 * sized in the fragment shader either implicitly or explicitly to be the
960 * same size as it was sized in the vertex shader.
961 *
962 * In other words, the array must be pre-declared as implicitly sized. We
963 * represent this in Mesa by initially declaring the array as size 0.
964 */
965 const glsl_type *const clip_distance_array_type =
966 glsl_type::get_array_instance(glsl_type::float_type, 0);
967
968 add_variable(instructions, state->symbols,
969 "gl_ClipDistance", clip_distance_array_type, ir_var_in,
970 FRAG_ATTRIB_CLIP_DIST0);
971 }
972
973 static void
974 initialize_fs_variables(exec_list *instructions,
975 struct _mesa_glsl_parse_state *state)
976 {
977
978 switch (state->language_version) {
979 case 100:
980 generate_100ES_fs_variables(instructions, state);
981 break;
982 case 110:
983 generate_110_fs_variables(instructions, state);
984 break;
985 case 120:
986 generate_120_fs_variables(instructions, state);
987 break;
988 case 130:
989 generate_130_fs_variables(instructions, state);
990 break;
991 case 140:
992 generate_130_fs_variables(instructions, state);
993 break;
994 }
995
996 if (state->ARB_shader_stencil_export_enable)
997 generate_ARB_shader_stencil_export_variables(instructions, state,
998 state->ARB_shader_stencil_export_warn);
999
1000 if (state->AMD_shader_stencil_export_enable)
1001 generate_AMD_shader_stencil_export_variables(instructions, state,
1002 state->AMD_shader_stencil_export_warn);
1003 }
1004
1005 void
1006 _mesa_glsl_initialize_variables(exec_list *instructions,
1007 struct _mesa_glsl_parse_state *state)
1008 {
1009 switch (state->target) {
1010 case vertex_shader:
1011 initialize_vs_variables(instructions, state);
1012 break;
1013 case geometry_shader:
1014 break;
1015 case fragment_shader:
1016 initialize_fs_variables(instructions, state);
1017 break;
1018 }
1019 }