glsl: Skip processing of expression trees in discard simplification.
[mesa.git] / src / glsl / builtin_variables.h
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 "main/core.h" /* for slot numbers */
25
26 struct builtin_variable {
27 enum ir_variable_mode mode;
28 int slot;
29 const char *type;
30 const char *name;
31 };
32
33 static const builtin_variable builtin_core_vs_variables[] = {
34 { ir_var_out, VERT_RESULT_HPOS, "vec4", "gl_Position" },
35 { ir_var_out, VERT_RESULT_PSIZ, "float", "gl_PointSize" },
36 };
37
38 static const builtin_variable builtin_core_fs_variables[] = {
39 { ir_var_in, FRAG_ATTRIB_WPOS, "vec4", "gl_FragCoord" },
40 { ir_var_in, FRAG_ATTRIB_FACE, "bool", "gl_FrontFacing" },
41 { ir_var_out, FRAG_RESULT_COLOR, "vec4", "gl_FragColor" },
42 };
43
44 static const builtin_variable builtin_100ES_fs_variables[] = {
45 { ir_var_in, FRAG_ATTRIB_PNTC, "vec2", "gl_PointCoord" },
46 };
47
48 static const builtin_variable builtin_110_fs_variables[] = {
49 { ir_var_out, FRAG_RESULT_DEPTH, "float", "gl_FragDepth" },
50 };
51
52 static const builtin_variable builtin_110_deprecated_fs_variables[] = {
53 { ir_var_in, FRAG_ATTRIB_COL0, "vec4", "gl_Color" },
54 { ir_var_in, FRAG_ATTRIB_COL1, "vec4", "gl_SecondaryColor" },
55 { ir_var_in, FRAG_ATTRIB_FOGC, "float", "gl_FogFragCoord" },
56 };
57
58 static const builtin_variable builtin_110_deprecated_vs_variables[] = {
59 { ir_var_in, VERT_ATTRIB_POS, "vec4", "gl_Vertex" },
60 { ir_var_in, VERT_ATTRIB_NORMAL, "vec3", "gl_Normal" },
61 { ir_var_in, VERT_ATTRIB_COLOR0, "vec4", "gl_Color" },
62 { ir_var_in, VERT_ATTRIB_COLOR1, "vec4", "gl_SecondaryColor" },
63 { ir_var_in, VERT_ATTRIB_TEX0, "vec4", "gl_MultiTexCoord0" },
64 { ir_var_in, VERT_ATTRIB_TEX1, "vec4", "gl_MultiTexCoord1" },
65 { ir_var_in, VERT_ATTRIB_TEX2, "vec4", "gl_MultiTexCoord2" },
66 { ir_var_in, VERT_ATTRIB_TEX3, "vec4", "gl_MultiTexCoord3" },
67 { ir_var_in, VERT_ATTRIB_TEX4, "vec4", "gl_MultiTexCoord4" },
68 { ir_var_in, VERT_ATTRIB_TEX5, "vec4", "gl_MultiTexCoord5" },
69 { ir_var_in, VERT_ATTRIB_TEX6, "vec4", "gl_MultiTexCoord6" },
70 { ir_var_in, VERT_ATTRIB_TEX7, "vec4", "gl_MultiTexCoord7" },
71 { ir_var_in, VERT_ATTRIB_FOG, "float", "gl_FogCoord" },
72 { ir_var_out, VERT_RESULT_HPOS, "vec4", "gl_ClipVertex" },
73 { ir_var_out, VERT_RESULT_COL0, "vec4", "gl_FrontColor" },
74 { ir_var_out, VERT_RESULT_BFC0, "vec4", "gl_BackColor" },
75 { ir_var_out, VERT_RESULT_COL1, "vec4", "gl_FrontSecondaryColor" },
76 { ir_var_out, VERT_RESULT_BFC1, "vec4", "gl_BackSecondaryColor" },
77 { ir_var_out, VERT_RESULT_FOGC, "float", "gl_FogFragCoord" },
78 };
79
80 static const builtin_variable builtin_120_fs_variables[] = {
81 { ir_var_in, FRAG_ATTRIB_PNTC, "vec2", "gl_PointCoord" },
82 };
83
84 static const builtin_variable builtin_130_vs_variables[] = {
85 { ir_var_in, -1, "int", "gl_VertexID" },
86 };
87
88 static const builtin_variable builtin_110_deprecated_uniforms[] = {
89 { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrix" },
90 { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrix" },
91 { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrix" },
92 { ir_var_uniform, -1, "mat3", "gl_NormalMatrix" },
93 { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixInverse" },
94 { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixInverse" },
95 { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixInverse" },
96 { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixTranspose" },
97 { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixTranspose" },
98 { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixTranspose" },
99 { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixInverseTranspose" },
100 { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixInverseTranspose" },
101 { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixInverseTranspose" },
102 { ir_var_uniform, -1, "float", "gl_NormalScale" },
103 { ir_var_uniform, -1, "gl_LightModelParameters", "gl_LightModel"},
104
105 /* Mesa-internal ATI_envmap_bumpmap state. */
106 { ir_var_uniform, -1, "vec2", "gl_MESABumpRotMatrix0"},
107 { ir_var_uniform, -1, "vec2", "gl_MESABumpRotMatrix1"},
108 { ir_var_uniform, -1, "vec4", "gl_MESAFogParamsOptimized"},
109 };
110