c2715254a59c0c0172850c6e34a2a1cd6d7e4d53
[mesa.git] / src / glsl / ir_variable.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 "builtin_variables.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 static struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
43 {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
44 {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
45 {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
46 };
47
48 static struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
49 {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
50 };
51
52 static struct gl_builtin_uniform_element gl_Point_elements[] = {
53 {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
54 {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
55 {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
56 {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
57 {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
58 {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
59 {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
60 };
61
62 static struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
63 {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
64 {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
65 {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
66 {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
67 {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
68 };
69
70 static struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
71 {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
72 {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
73 {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
74 {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
75 {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
76 };
77
78 static struct gl_builtin_uniform_element gl_LightSource_elements[] = {
79 {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
80 {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
81 {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
82 {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
83 {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
84 {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
85 MAKE_SWIZZLE4(SWIZZLE_X,
86 SWIZZLE_Y,
87 SWIZZLE_Z,
88 SWIZZLE_Z)},
89 {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
90 {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
91 {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
92 {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
93 {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
94 {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
95 };
96
97 static struct gl_builtin_uniform_element gl_LightModel_elements[] = {
98 {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
99 };
100
101 static struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
102 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
103 };
104
105 static struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
106 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
107 };
108
109 static struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
110 {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
111 {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
112 {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
113 };
114
115 static struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
116 {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
117 {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
118 {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
119 };
120
121 static struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
122 {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
123 };
124
125 static struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
126 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
127 };
128
129 static struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
130 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
131 };
132
133 static struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
134 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
135 };
136
137 static struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
138 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
139 };
140
141 static struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
142 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
143 };
144
145 static struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
146 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
147 };
148
149 static struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
150 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
151 };
152
153 static struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
154 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
155 };
156
157 static struct gl_builtin_uniform_element gl_Fog_elements[] = {
158 {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
159 {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
160 {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
161 {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
162 {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
163 };
164
165 static struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
166 {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
167 };
168
169 static struct gl_builtin_uniform_element gl_MESABumpRotMatrix0_elements[] = {
170 {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_0}, SWIZZLE_XYZW},
171 };
172
173 static struct gl_builtin_uniform_element gl_MESABumpRotMatrix1_elements[] = {
174 {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_1}, SWIZZLE_XYZW},
175 };
176
177 static struct gl_builtin_uniform_element gl_MESAFogParamsOptimized_elements[] = {
178 {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
179 };
180
181 #define MATRIX(name, statevar, modifier) \
182 static struct gl_builtin_uniform_element name ## _elements[] = { \
183 { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW }, \
184 { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW }, \
185 { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW }, \
186 { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW }, \
187 }
188
189 MATRIX(gl_ModelViewMatrix,
190 STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE);
191 MATRIX(gl_ModelViewMatrixInverse,
192 STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS);
193 MATRIX(gl_ModelViewMatrixTranspose,
194 STATE_MODELVIEW_MATRIX, 0);
195 MATRIX(gl_ModelViewMatrixInverseTranspose,
196 STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE);
197
198 MATRIX(gl_ProjectionMatrix,
199 STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE);
200 MATRIX(gl_ProjectionMatrixInverse,
201 STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS);
202 MATRIX(gl_ProjectionMatrixTranspose,
203 STATE_PROJECTION_MATRIX, 0);
204 MATRIX(gl_ProjectionMatrixInverseTranspose,
205 STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE);
206
207 MATRIX(gl_ModelViewProjectionMatrix,
208 STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE);
209 MATRIX(gl_ModelViewProjectionMatrixInverse,
210 STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS);
211 MATRIX(gl_ModelViewProjectionMatrixTranspose,
212 STATE_MVP_MATRIX, 0);
213 MATRIX(gl_ModelViewProjectionMatrixInverseTranspose,
214 STATE_MVP_MATRIX, STATE_MATRIX_INVERSE);
215
216 MATRIX(gl_TextureMatrix,
217 STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE);
218 MATRIX(gl_TextureMatrixInverse,
219 STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS);
220 MATRIX(gl_TextureMatrixTranspose,
221 STATE_TEXTURE_MATRIX, 0);
222 MATRIX(gl_TextureMatrixInverseTranspose,
223 STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE);
224
225 static struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
226 { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
227 SWIZZLE_XYZW },
228 { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
229 SWIZZLE_XYZW },
230 { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
231 SWIZZLE_XYZW },
232 };
233
234 #undef MATRIX
235
236 #define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)}
237
238 const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
239 STATEVAR(gl_DepthRange),
240 STATEVAR(gl_ClipPlane),
241 STATEVAR(gl_Point),
242 STATEVAR(gl_FrontMaterial),
243 STATEVAR(gl_BackMaterial),
244 STATEVAR(gl_LightSource),
245 STATEVAR(gl_LightModel),
246 STATEVAR(gl_FrontLightModelProduct),
247 STATEVAR(gl_BackLightModelProduct),
248 STATEVAR(gl_FrontLightProduct),
249 STATEVAR(gl_BackLightProduct),
250 STATEVAR(gl_TextureEnvColor),
251 STATEVAR(gl_EyePlaneS),
252 STATEVAR(gl_EyePlaneT),
253 STATEVAR(gl_EyePlaneR),
254 STATEVAR(gl_EyePlaneQ),
255 STATEVAR(gl_ObjectPlaneS),
256 STATEVAR(gl_ObjectPlaneT),
257 STATEVAR(gl_ObjectPlaneR),
258 STATEVAR(gl_ObjectPlaneQ),
259 STATEVAR(gl_Fog),
260
261 STATEVAR(gl_ModelViewMatrix),
262 STATEVAR(gl_ModelViewMatrixInverse),
263 STATEVAR(gl_ModelViewMatrixTranspose),
264 STATEVAR(gl_ModelViewMatrixInverseTranspose),
265
266 STATEVAR(gl_ProjectionMatrix),
267 STATEVAR(gl_ProjectionMatrixInverse),
268 STATEVAR(gl_ProjectionMatrixTranspose),
269 STATEVAR(gl_ProjectionMatrixInverseTranspose),
270
271 STATEVAR(gl_ModelViewProjectionMatrix),
272 STATEVAR(gl_ModelViewProjectionMatrixInverse),
273 STATEVAR(gl_ModelViewProjectionMatrixTranspose),
274 STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
275
276 STATEVAR(gl_TextureMatrix),
277 STATEVAR(gl_TextureMatrixInverse),
278 STATEVAR(gl_TextureMatrixTranspose),
279 STATEVAR(gl_TextureMatrixInverseTranspose),
280
281 STATEVAR(gl_NormalMatrix),
282 STATEVAR(gl_NormalScale),
283
284 STATEVAR(gl_MESABumpRotMatrix0),
285 STATEVAR(gl_MESABumpRotMatrix1),
286 STATEVAR(gl_MESAFogParamsOptimized),
287
288 {NULL, NULL, 0}
289 };
290
291 static ir_variable *
292 add_variable(exec_list *instructions, glsl_symbol_table *symtab,
293 const char *name, const glsl_type *type,
294 enum ir_variable_mode mode, int slot)
295 {
296 ir_variable *var = new(symtab) ir_variable(type, name, mode);
297
298 switch (var->mode) {
299 case ir_var_auto:
300 case ir_var_in:
301 case ir_var_const_in:
302 case ir_var_uniform:
303 case ir_var_system_value:
304 var->read_only = true;
305 break;
306 case ir_var_inout:
307 case ir_var_out:
308 break;
309 default:
310 assert(0);
311 break;
312 }
313
314 var->location = slot;
315 var->explicit_location = (slot >= 0);
316
317 /* Once the variable is created an initialized, add it to the symbol table
318 * and add the declaration to the IR stream.
319 */
320 instructions->push_tail(var);
321
322 symtab->add_variable(var);
323 return var;
324 }
325
326 static ir_variable *
327 add_uniform(exec_list *instructions, glsl_symbol_table *symtab,
328 const char *name, const glsl_type *type)
329 {
330 return add_variable(instructions, symtab, name, type, ir_var_uniform, -1);
331 }
332
333 static void
334 add_builtin_variable(exec_list *instructions, glsl_symbol_table *symtab,
335 const builtin_variable *proto)
336 {
337 /* Create a new variable declaration from the description supplied by
338 * the caller.
339 */
340 const glsl_type *const type = symtab->get_type(proto->type);
341
342 assert(type != NULL);
343
344 add_variable(instructions, symtab, proto->name, type, proto->mode,
345 proto->slot);
346 }
347
348 static void
349 add_builtin_constant(exec_list *instructions, glsl_symbol_table *symtab,
350 const char *name, int value)
351 {
352 ir_variable *const var = add_variable(instructions, symtab,
353 name, glsl_type::int_type,
354 ir_var_auto, -1);
355 var->constant_value = new(var) ir_constant(value);
356 }
357
358 /* Several constants in GLSL ES have different names than normal desktop GLSL.
359 * Therefore, this function should only be called on the ES path.
360 */
361 static void
362 generate_100ES_uniforms(exec_list *instructions,
363 struct _mesa_glsl_parse_state *state)
364 {
365 glsl_symbol_table *const symtab = state->symbols;
366
367 add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
368 state->Const.MaxVertexAttribs);
369 add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformVectors",
370 state->Const.MaxVertexUniformComponents);
371 add_builtin_constant(instructions, symtab, "gl_MaxVaryingVectors",
372 state->Const.MaxVaryingFloats / 4);
373 add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
374 state->Const.MaxVertexTextureImageUnits);
375 add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
376 state->Const.MaxCombinedTextureImageUnits);
377 add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
378 state->Const.MaxTextureImageUnits);
379 add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformVectors",
380 state->Const.MaxFragmentUniformComponents);
381
382 add_uniform(instructions, symtab, "gl_DepthRange",
383 state->symbols->get_type("gl_DepthRangeParameters"));
384 }
385
386 static void
387 generate_110_uniforms(exec_list *instructions,
388 struct _mesa_glsl_parse_state *state)
389 {
390 glsl_symbol_table *const symtab = state->symbols;
391
392 for (unsigned i = 0
393 ; i < Elements(builtin_110_deprecated_uniforms)
394 ; i++) {
395 add_builtin_variable(instructions, symtab,
396 & builtin_110_deprecated_uniforms[i]);
397 }
398
399 add_builtin_constant(instructions, symtab, "gl_MaxLights",
400 state->Const.MaxLights);
401 add_builtin_constant(instructions, symtab, "gl_MaxClipPlanes",
402 state->Const.MaxClipPlanes);
403 add_builtin_constant(instructions, symtab, "gl_MaxTextureUnits",
404 state->Const.MaxTextureUnits);
405 add_builtin_constant(instructions, symtab, "gl_MaxTextureCoords",
406 state->Const.MaxTextureCoords);
407 add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
408 state->Const.MaxVertexAttribs);
409 add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformComponents",
410 state->Const.MaxVertexUniformComponents);
411 add_builtin_constant(instructions, symtab, "gl_MaxVaryingFloats",
412 state->Const.MaxVaryingFloats);
413 add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
414 state->Const.MaxVertexTextureImageUnits);
415 add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
416 state->Const.MaxCombinedTextureImageUnits);
417 add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
418 state->Const.MaxTextureImageUnits);
419 add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformComponents",
420 state->Const.MaxFragmentUniformComponents);
421
422 const glsl_type *const mat4_array_type =
423 glsl_type::get_array_instance(glsl_type::mat4_type,
424 state->Const.MaxTextureCoords);
425
426 add_uniform(instructions, symtab, "gl_TextureMatrix", mat4_array_type);
427 add_uniform(instructions, symtab, "gl_TextureMatrixInverse", mat4_array_type);
428 add_uniform(instructions, symtab, "gl_TextureMatrixTranspose", mat4_array_type);
429 add_uniform(instructions, symtab, "gl_TextureMatrixInverseTranspose", mat4_array_type);
430
431 add_uniform(instructions, symtab, "gl_DepthRange",
432 symtab->get_type("gl_DepthRangeParameters"));
433
434 add_uniform(instructions, symtab, "gl_ClipPlane",
435 glsl_type::get_array_instance(glsl_type::vec4_type,
436 state->Const.MaxClipPlanes));
437 add_uniform(instructions, symtab, "gl_Point",
438 symtab->get_type("gl_PointParameters"));
439
440 const glsl_type *const material_parameters_type =
441 symtab->get_type("gl_MaterialParameters");
442 add_uniform(instructions, symtab, "gl_FrontMaterial", material_parameters_type);
443 add_uniform(instructions, symtab, "gl_BackMaterial", material_parameters_type);
444
445 const glsl_type *const light_source_array_type =
446 glsl_type::get_array_instance(symtab->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
447
448 add_uniform(instructions, symtab, "gl_LightSource", light_source_array_type);
449
450 const glsl_type *const light_model_products_type =
451 symtab->get_type("gl_LightModelProducts");
452 add_uniform(instructions, symtab, "gl_FrontLightModelProduct",
453 light_model_products_type);
454 add_uniform(instructions, symtab, "gl_BackLightModelProduct",
455 light_model_products_type);
456
457 const glsl_type *const light_products_type =
458 glsl_type::get_array_instance(symtab->get_type("gl_LightProducts"),
459 state->Const.MaxLights);
460 add_uniform(instructions, symtab, "gl_FrontLightProduct", light_products_type);
461 add_uniform(instructions, symtab, "gl_BackLightProduct", light_products_type);
462
463 add_uniform(instructions, symtab, "gl_TextureEnvColor",
464 glsl_type::get_array_instance(glsl_type::vec4_type,
465 state->Const.MaxTextureUnits));
466
467 const glsl_type *const texcoords_vec4 =
468 glsl_type::get_array_instance(glsl_type::vec4_type,
469 state->Const.MaxTextureCoords);
470 add_uniform(instructions, symtab, "gl_EyePlaneS", texcoords_vec4);
471 add_uniform(instructions, symtab, "gl_EyePlaneT", texcoords_vec4);
472 add_uniform(instructions, symtab, "gl_EyePlaneR", texcoords_vec4);
473 add_uniform(instructions, symtab, "gl_EyePlaneQ", texcoords_vec4);
474 add_uniform(instructions, symtab, "gl_ObjectPlaneS", texcoords_vec4);
475 add_uniform(instructions, symtab, "gl_ObjectPlaneT", texcoords_vec4);
476 add_uniform(instructions, symtab, "gl_ObjectPlaneR", texcoords_vec4);
477 add_uniform(instructions, symtab, "gl_ObjectPlaneQ", texcoords_vec4);
478
479 add_uniform(instructions, symtab, "gl_Fog",
480 symtab->get_type("gl_FogParameters"));
481 }
482
483 /* This function should only be called for ES, not desktop GL. */
484 static void
485 generate_100ES_vs_variables(exec_list *instructions,
486 struct _mesa_glsl_parse_state *state)
487 {
488 for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
489 add_builtin_variable(instructions, state->symbols,
490 & builtin_core_vs_variables[i]);
491 }
492
493 generate_100ES_uniforms(instructions, state);
494
495 generate_ARB_draw_buffers_variables(instructions, state, false,
496 vertex_shader);
497 }
498
499
500 static void
501 generate_110_vs_variables(exec_list *instructions,
502 struct _mesa_glsl_parse_state *state)
503 {
504 for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
505 add_builtin_variable(instructions, state->symbols,
506 & builtin_core_vs_variables[i]);
507 }
508
509 for (unsigned i = 0
510 ; i < Elements(builtin_110_deprecated_vs_variables)
511 ; i++) {
512 add_builtin_variable(instructions, state->symbols,
513 & builtin_110_deprecated_vs_variables[i]);
514 }
515 generate_110_uniforms(instructions, state);
516
517 /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
518 *
519 * "As with all arrays, indices used to subscript gl_TexCoord must
520 * either be an integral constant expressions, or this array must be
521 * re-declared by the shader with a size. The size can be at most
522 * gl_MaxTextureCoords. Using indexes close to 0 may aid the
523 * implementation in preserving varying resources."
524 */
525 const glsl_type *const vec4_array_type =
526 glsl_type::get_array_instance(glsl_type::vec4_type, 0);
527
528 add_variable(instructions, state->symbols,
529 "gl_TexCoord", vec4_array_type, ir_var_out, VERT_RESULT_TEX0);
530
531 generate_ARB_draw_buffers_variables(instructions, state, false,
532 vertex_shader);
533 }
534
535
536 static void
537 generate_120_vs_variables(exec_list *instructions,
538 struct _mesa_glsl_parse_state *state)
539 {
540 /* GLSL version 1.20 did not add any built-in variables in the vertex
541 * shader.
542 */
543 generate_110_vs_variables(instructions, state);
544 }
545
546
547 static void
548 generate_130_vs_variables(exec_list *instructions,
549 struct _mesa_glsl_parse_state *state)
550 {
551 generate_120_vs_variables(instructions, state);
552
553 for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) {
554 add_builtin_variable(instructions, state->symbols,
555 & builtin_130_vs_variables[i]);
556 }
557
558 const glsl_type *const clip_distance_array_type =
559 glsl_type::get_array_instance(glsl_type::float_type,
560 state->Const.MaxClipPlanes);
561
562 /* FINISHME: gl_ClipDistance needs a real location assigned. */
563 add_variable(instructions, state->symbols,
564 "gl_ClipDistance", clip_distance_array_type, ir_var_out, -1);
565
566 }
567
568
569 static void
570 initialize_vs_variables(exec_list *instructions,
571 struct _mesa_glsl_parse_state *state)
572 {
573
574 switch (state->language_version) {
575 case 100:
576 generate_100ES_vs_variables(instructions, state);
577 break;
578 case 110:
579 generate_110_vs_variables(instructions, state);
580 break;
581 case 120:
582 generate_120_vs_variables(instructions, state);
583 break;
584 case 130:
585 generate_130_vs_variables(instructions, state);
586 break;
587 }
588
589 if (state->ARB_draw_instanced_enable)
590 generate_ARB_draw_instanced_variables(instructions, state, false,
591 vertex_shader);
592 }
593
594
595 /* This function should only be called for ES, not desktop GL. */
596 static void
597 generate_100ES_fs_variables(exec_list *instructions,
598 struct _mesa_glsl_parse_state *state)
599 {
600 for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
601 add_builtin_variable(instructions, state->symbols,
602 & builtin_core_fs_variables[i]);
603 }
604
605 for (unsigned i = 0; i < Elements(builtin_100ES_fs_variables); i++) {
606 add_builtin_variable(instructions, state->symbols,
607 & builtin_100ES_fs_variables[i]);
608 }
609
610 generate_100ES_uniforms(instructions, state);
611
612 generate_ARB_draw_buffers_variables(instructions, state, false,
613 fragment_shader);
614 }
615
616 static void
617 generate_110_fs_variables(exec_list *instructions,
618 struct _mesa_glsl_parse_state *state)
619 {
620 for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
621 add_builtin_variable(instructions, state->symbols,
622 & builtin_core_fs_variables[i]);
623 }
624
625 for (unsigned i = 0; i < Elements(builtin_110_fs_variables); i++) {
626 add_builtin_variable(instructions, state->symbols,
627 & builtin_110_fs_variables[i]);
628 }
629
630 for (unsigned i = 0
631 ; i < Elements(builtin_110_deprecated_fs_variables)
632 ; i++) {
633 add_builtin_variable(instructions, state->symbols,
634 & builtin_110_deprecated_fs_variables[i]);
635 }
636 generate_110_uniforms(instructions, state);
637
638 /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
639 *
640 * "As with all arrays, indices used to subscript gl_TexCoord must
641 * either be an integral constant expressions, or this array must be
642 * re-declared by the shader with a size. The size can be at most
643 * gl_MaxTextureCoords. Using indexes close to 0 may aid the
644 * implementation in preserving varying resources."
645 */
646 const glsl_type *const vec4_array_type =
647 glsl_type::get_array_instance(glsl_type::vec4_type, 0);
648
649 add_variable(instructions, state->symbols,
650 "gl_TexCoord", vec4_array_type, ir_var_in, FRAG_ATTRIB_TEX0);
651
652 generate_ARB_draw_buffers_variables(instructions, state, false,
653 fragment_shader);
654 }
655
656
657 static void
658 generate_ARB_draw_buffers_variables(exec_list *instructions,
659 struct _mesa_glsl_parse_state *state,
660 bool warn, _mesa_glsl_parser_targets target)
661 {
662 /* gl_MaxDrawBuffers is available in all shader stages.
663 */
664 ir_variable *const mdb =
665 add_variable(instructions, state->symbols,
666 "gl_MaxDrawBuffers", glsl_type::int_type, ir_var_auto, -1);
667
668 if (warn)
669 mdb->warn_extension = "GL_ARB_draw_buffers";
670
671 mdb->constant_value = new(mdb)
672 ir_constant(int(state->Const.MaxDrawBuffers));
673
674
675 /* gl_FragData is only available in the fragment shader.
676 */
677 if (target == fragment_shader) {
678 const glsl_type *const vec4_array_type =
679 glsl_type::get_array_instance(glsl_type::vec4_type,
680 state->Const.MaxDrawBuffers);
681
682 ir_variable *const fd =
683 add_variable(instructions, state->symbols,
684 "gl_FragData", vec4_array_type,
685 ir_var_out, FRAG_RESULT_DATA0);
686
687 if (warn)
688 fd->warn_extension = "GL_ARB_draw_buffers";
689 }
690 }
691
692
693 static void
694 generate_ARB_draw_instanced_variables(exec_list *instructions,
695 struct _mesa_glsl_parse_state *state,
696 bool warn,
697 _mesa_glsl_parser_targets target)
698 {
699 /* gl_InstanceIDARB is only available in the vertex shader.
700 */
701 if (target == vertex_shader) {
702 ir_variable *const inst =
703 add_variable(instructions, state->symbols,
704 "gl_InstanceIDARB", glsl_type::int_type,
705 ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID);
706
707 if (warn)
708 inst->warn_extension = "GL_ARB_draw_instanced";
709 }
710 }
711
712
713 static void
714 generate_ARB_shader_stencil_export_variables(exec_list *instructions,
715 struct _mesa_glsl_parse_state *state,
716 bool warn)
717 {
718 /* gl_FragStencilRefARB is only available in the fragment shader.
719 */
720 ir_variable *const fd =
721 add_variable(instructions, state->symbols,
722 "gl_FragStencilRefARB", glsl_type::int_type,
723 ir_var_out, FRAG_RESULT_STENCIL);
724
725 if (warn)
726 fd->warn_extension = "GL_ARB_shader_stencil_export";
727 }
728
729 static void
730 generate_120_fs_variables(exec_list *instructions,
731 struct _mesa_glsl_parse_state *state)
732 {
733 generate_110_fs_variables(instructions, state);
734
735 for (unsigned i = 0
736 ; i < Elements(builtin_120_fs_variables)
737 ; i++) {
738 add_builtin_variable(instructions, state->symbols,
739 & builtin_120_fs_variables[i]);
740 }
741 }
742
743 static void
744 generate_130_fs_variables(exec_list *instructions,
745 struct _mesa_glsl_parse_state *state)
746 {
747 generate_120_fs_variables(instructions, state);
748
749 const glsl_type *const clip_distance_array_type =
750 glsl_type::get_array_instance(glsl_type::float_type,
751 state->Const.MaxClipPlanes);
752
753 /* FINISHME: gl_ClipDistance needs a real location assigned. */
754 add_variable(instructions, state->symbols,
755 "gl_ClipDistance", clip_distance_array_type, ir_var_in, -1);
756 }
757
758 static void
759 initialize_fs_variables(exec_list *instructions,
760 struct _mesa_glsl_parse_state *state)
761 {
762
763 switch (state->language_version) {
764 case 100:
765 generate_100ES_fs_variables(instructions, state);
766 break;
767 case 110:
768 generate_110_fs_variables(instructions, state);
769 break;
770 case 120:
771 generate_120_fs_variables(instructions, state);
772 break;
773 case 130:
774 generate_130_fs_variables(instructions, state);
775 break;
776 }
777
778 if (state->ARB_shader_stencil_export_enable)
779 generate_ARB_shader_stencil_export_variables(instructions, state,
780 state->ARB_shader_stencil_export_warn);
781 }
782
783 void
784 _mesa_glsl_initialize_variables(exec_list *instructions,
785 struct _mesa_glsl_parse_state *state)
786 {
787 switch (state->target) {
788 case vertex_shader:
789 initialize_vs_variables(instructions, state);
790 break;
791 case geometry_shader:
792 break;
793 case fragment_shader:
794 initialize_fs_variables(instructions, state);
795 break;
796 }
797 }