glsl: add support for shader stencil export
[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
29 static void generate_ARB_draw_buffers_variables(exec_list *,
30 struct _mesa_glsl_parse_state *,
31 bool, _mesa_glsl_parser_targets);
32
33 static ir_variable *
34 add_variable(const char *name, enum ir_variable_mode mode, int slot,
35 const glsl_type *type, exec_list *instructions,
36 glsl_symbol_table *symtab)
37 {
38 ir_variable *var = new(symtab) ir_variable(type, name, mode);
39
40 switch (var->mode) {
41 case ir_var_auto:
42 case ir_var_in:
43 case ir_var_uniform:
44 var->read_only = true;
45 break;
46 case ir_var_inout:
47 case ir_var_out:
48 break;
49 default:
50 assert(0);
51 break;
52 }
53
54 var->location = slot;
55 var->explicit_location = (slot >= 0);
56
57 /* Once the variable is created an initialized, add it to the symbol table
58 * and add the declaration to the IR stream.
59 */
60 instructions->push_tail(var);
61
62 symtab->add_variable(var->name, var);
63 return var;
64 }
65
66 static ir_variable *
67 add_uniform(exec_list *instructions,
68 struct _mesa_glsl_parse_state *state,
69 const char *name, const glsl_type *type)
70 {
71 return add_variable(name, ir_var_uniform, -1, type, instructions,
72 state->symbols);
73 }
74
75 static void
76 add_builtin_variable(const builtin_variable *proto, exec_list *instructions,
77 glsl_symbol_table *symtab)
78 {
79 /* Create a new variable declaration from the description supplied by
80 * the caller.
81 */
82 const glsl_type *const type = symtab->get_type(proto->type);
83
84 assert(type != NULL);
85
86 add_variable(proto->name, proto->mode, proto->slot, type, instructions,
87 symtab);
88 }
89
90 static void
91 add_builtin_constant(exec_list *instructions,
92 struct _mesa_glsl_parse_state *state,
93 const char *name, int value)
94 {
95 ir_variable *const var = add_variable(name, ir_var_auto,
96 -1, glsl_type::int_type,
97 instructions, state->symbols);
98 var->constant_value = new(var) ir_constant(value);
99 }
100
101 /* Several constants in GLSL ES have different names than normal desktop GLSL.
102 * Therefore, this function should only be called on the ES path.
103 */
104 static void
105 generate_100ES_uniforms(exec_list *instructions,
106 struct _mesa_glsl_parse_state *state)
107 {
108 add_builtin_constant(instructions, state, "gl_MaxVertexAttribs",
109 state->Const.MaxVertexAttribs);
110 add_builtin_constant(instructions, state, "gl_MaxVertexUniformVectors",
111 state->Const.MaxVertexUniformComponents);
112 add_builtin_constant(instructions, state, "gl_MaxVaryingVectors",
113 state->Const.MaxVaryingFloats / 4);
114 add_builtin_constant(instructions, state, "gl_MaxVertexTextureImageUnits",
115 state->Const.MaxVertexTextureImageUnits);
116 add_builtin_constant(instructions, state, "gl_MaxCombinedTextureImageUnits",
117 state->Const.MaxCombinedTextureImageUnits);
118 add_builtin_constant(instructions, state, "gl_MaxTextureImageUnits",
119 state->Const.MaxTextureImageUnits);
120 add_builtin_constant(instructions, state, "gl_MaxFragmentUniformVectors",
121 state->Const.MaxFragmentUniformComponents);
122
123 add_uniform(instructions, state, "gl_DepthRange",
124 state->symbols->get_type("gl_DepthRangeParameters"));
125 }
126
127 static void
128 generate_110_uniforms(exec_list *instructions,
129 struct _mesa_glsl_parse_state *state)
130 {
131 for (unsigned i = 0
132 ; i < Elements(builtin_110_deprecated_uniforms)
133 ; i++) {
134 add_builtin_variable(& builtin_110_deprecated_uniforms[i],
135 instructions, state->symbols);
136 }
137
138 add_builtin_constant(instructions, state, "gl_MaxLights",
139 state->Const.MaxLights);
140 add_builtin_constant(instructions, state, "gl_MaxClipPlanes",
141 state->Const.MaxClipPlanes);
142 add_builtin_constant(instructions, state, "gl_MaxTextureUnits",
143 state->Const.MaxTextureUnits);
144 add_builtin_constant(instructions, state, "gl_MaxTextureCoords",
145 state->Const.MaxTextureCoords);
146 add_builtin_constant(instructions, state, "gl_MaxVertexAttribs",
147 state->Const.MaxVertexAttribs);
148 add_builtin_constant(instructions, state, "gl_MaxVertexUniformComponents",
149 state->Const.MaxVertexUniformComponents);
150 add_builtin_constant(instructions, state, "gl_MaxVaryingFloats",
151 state->Const.MaxVaryingFloats);
152 add_builtin_constant(instructions, state, "gl_MaxVertexTextureImageUnits",
153 state->Const.MaxVertexTextureImageUnits);
154 add_builtin_constant(instructions, state, "gl_MaxCombinedTextureImageUnits",
155 state->Const.MaxCombinedTextureImageUnits);
156 add_builtin_constant(instructions, state, "gl_MaxTextureImageUnits",
157 state->Const.MaxTextureImageUnits);
158 add_builtin_constant(instructions, state, "gl_MaxFragmentUniformComponents",
159 state->Const.MaxFragmentUniformComponents);
160
161 const glsl_type *const mat4_array_type =
162 glsl_type::get_array_instance(glsl_type::mat4_type,
163 state->Const.MaxTextureCoords);
164
165 add_uniform(instructions, state, "gl_TextureMatrix", mat4_array_type);
166 add_uniform(instructions, state, "gl_TextureMatrixInverse", mat4_array_type);
167 add_uniform(instructions, state, "gl_TextureMatrixTranspose", mat4_array_type);
168 add_uniform(instructions, state, "gl_TextureMatrixInverseTranspose", mat4_array_type);
169
170 add_uniform(instructions, state, "gl_DepthRange",
171 state->symbols->get_type("gl_DepthRangeParameters"));
172
173 add_uniform(instructions, state, "gl_ClipPlane",
174 glsl_type::get_array_instance(glsl_type::vec4_type,
175 state->Const.MaxClipPlanes));
176 add_uniform(instructions, state, "gl_Point",
177 state->symbols->get_type("gl_PointParameters"));
178
179 const glsl_type *const material_parameters_type =
180 state->symbols->get_type("gl_MaterialParameters");
181 add_uniform(instructions, state, "gl_FrontMaterial", material_parameters_type);
182 add_uniform(instructions, state, "gl_BackMaterial", material_parameters_type);
183
184 const glsl_type *const light_source_array_type =
185 glsl_type::get_array_instance(state->symbols->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
186
187 add_uniform(instructions, state, "gl_LightSource", light_source_array_type);
188
189 const glsl_type *const light_model_products_type =
190 state->symbols->get_type("gl_LightModelProducts");
191 add_uniform(instructions, state, "gl_FrontLightModelProduct",
192 light_model_products_type);
193 add_uniform(instructions, state, "gl_BackLightModelProduct",
194 light_model_products_type);
195
196 const glsl_type *const light_products_type =
197 glsl_type::get_array_instance(state->symbols->get_type("gl_LightProducts"),
198 state->Const.MaxLights);
199 add_uniform(instructions, state, "gl_FrontLightProduct", light_products_type);
200 add_uniform(instructions, state, "gl_BackLightProduct", light_products_type);
201
202 add_uniform(instructions, state, "gl_TextureEnvColor",
203 glsl_type::get_array_instance(glsl_type::vec4_type,
204 state->Const.MaxTextureUnits));
205
206 const glsl_type *const texcoords_vec4 =
207 glsl_type::get_array_instance(glsl_type::vec4_type,
208 state->Const.MaxTextureCoords);
209 add_uniform(instructions, state, "gl_EyePlaneS", texcoords_vec4);
210 add_uniform(instructions, state, "gl_EyePlaneT", texcoords_vec4);
211 add_uniform(instructions, state, "gl_EyePlaneR", texcoords_vec4);
212 add_uniform(instructions, state, "gl_EyePlaneQ", texcoords_vec4);
213 add_uniform(instructions, state, "gl_ObjectPlaneS", texcoords_vec4);
214 add_uniform(instructions, state, "gl_ObjectPlaneT", texcoords_vec4);
215 add_uniform(instructions, state, "gl_ObjectPlaneR", texcoords_vec4);
216 add_uniform(instructions, state, "gl_ObjectPlaneQ", texcoords_vec4);
217
218 add_uniform(instructions, state, "gl_Fog",
219 state->symbols->get_type("gl_FogParameters"));
220 }
221
222 /* This function should only be called for ES, not desktop GL. */
223 static void
224 generate_100ES_vs_variables(exec_list *instructions,
225 struct _mesa_glsl_parse_state *state)
226 {
227 for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
228 add_builtin_variable(& builtin_core_vs_variables[i],
229 instructions, state->symbols);
230 }
231
232 generate_100ES_uniforms(instructions, state);
233
234 generate_ARB_draw_buffers_variables(instructions, state, false,
235 vertex_shader);
236 }
237
238
239 static void
240 generate_110_vs_variables(exec_list *instructions,
241 struct _mesa_glsl_parse_state *state)
242 {
243 for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
244 add_builtin_variable(& builtin_core_vs_variables[i],
245 instructions, state->symbols);
246 }
247
248 for (unsigned i = 0
249 ; i < Elements(builtin_110_deprecated_vs_variables)
250 ; i++) {
251 add_builtin_variable(& builtin_110_deprecated_vs_variables[i],
252 instructions, state->symbols);
253 }
254 generate_110_uniforms(instructions, state);
255
256 /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
257 *
258 * "As with all arrays, indices used to subscript gl_TexCoord must
259 * either be an integral constant expressions, or this array must be
260 * re-declared by the shader with a size. The size can be at most
261 * gl_MaxTextureCoords. Using indexes close to 0 may aid the
262 * implementation in preserving varying resources."
263 */
264 const glsl_type *const vec4_array_type =
265 glsl_type::get_array_instance(glsl_type::vec4_type, 0);
266
267 add_variable("gl_TexCoord", ir_var_out, VERT_RESULT_TEX0, vec4_array_type,
268 instructions, state->symbols);
269
270 generate_ARB_draw_buffers_variables(instructions, state, false,
271 vertex_shader);
272 }
273
274
275 static void
276 generate_120_vs_variables(exec_list *instructions,
277 struct _mesa_glsl_parse_state *state)
278 {
279 /* GLSL version 1.20 did not add any built-in variables in the vertex
280 * shader.
281 */
282 generate_110_vs_variables(instructions, state);
283 }
284
285
286 static void
287 generate_130_vs_variables(exec_list *instructions,
288 struct _mesa_glsl_parse_state *state)
289 {
290 generate_120_vs_variables(instructions, state);
291
292 for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) {
293 add_builtin_variable(& builtin_130_vs_variables[i],
294 instructions, state->symbols);
295 }
296
297 const glsl_type *const clip_distance_array_type =
298 glsl_type::get_array_instance(glsl_type::float_type,
299 state->Const.MaxClipPlanes);
300
301 /* FINISHME: gl_ClipDistance needs a real location assigned. */
302 add_variable("gl_ClipDistance", ir_var_out, -1, clip_distance_array_type,
303 instructions, state->symbols);
304
305 }
306
307
308 static void
309 initialize_vs_variables(exec_list *instructions,
310 struct _mesa_glsl_parse_state *state)
311 {
312
313 switch (state->language_version) {
314 case 100:
315 generate_100ES_vs_variables(instructions, state);
316 break;
317 case 110:
318 generate_110_vs_variables(instructions, state);
319 break;
320 case 120:
321 generate_120_vs_variables(instructions, state);
322 break;
323 case 130:
324 generate_130_vs_variables(instructions, state);
325 break;
326 }
327 }
328
329 /* This function should only be called for ES, not desktop GL. */
330 static void
331 generate_100ES_fs_variables(exec_list *instructions,
332 struct _mesa_glsl_parse_state *state)
333 {
334 for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
335 add_builtin_variable(& builtin_core_fs_variables[i],
336 instructions, state->symbols);
337 }
338
339 for (unsigned i = 0; i < Elements(builtin_100ES_fs_variables); i++) {
340 add_builtin_variable(& builtin_100ES_fs_variables[i],
341 instructions, state->symbols);
342 }
343
344 generate_100ES_uniforms(instructions, state);
345
346 generate_ARB_draw_buffers_variables(instructions, state, false,
347 fragment_shader);
348 }
349
350 static void
351 generate_110_fs_variables(exec_list *instructions,
352 struct _mesa_glsl_parse_state *state)
353 {
354 for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
355 add_builtin_variable(& builtin_core_fs_variables[i],
356 instructions, state->symbols);
357 }
358
359 for (unsigned i = 0; i < Elements(builtin_110_fs_variables); i++) {
360 add_builtin_variable(& builtin_110_fs_variables[i],
361 instructions, state->symbols);
362 }
363
364 for (unsigned i = 0
365 ; i < Elements(builtin_110_deprecated_fs_variables)
366 ; i++) {
367 add_builtin_variable(& builtin_110_deprecated_fs_variables[i],
368 instructions, state->symbols);
369 }
370 generate_110_uniforms(instructions, state);
371
372 /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
373 *
374 * "As with all arrays, indices used to subscript gl_TexCoord must
375 * either be an integral constant expressions, or this array must be
376 * re-declared by the shader with a size. The size can be at most
377 * gl_MaxTextureCoords. Using indexes close to 0 may aid the
378 * implementation in preserving varying resources."
379 */
380 const glsl_type *const vec4_array_type =
381 glsl_type::get_array_instance(glsl_type::vec4_type, 0);
382
383 add_variable("gl_TexCoord", ir_var_in, FRAG_ATTRIB_TEX0, vec4_array_type,
384 instructions, state->symbols);
385
386 generate_ARB_draw_buffers_variables(instructions, state, false,
387 fragment_shader);
388 }
389
390
391 static void
392 generate_ARB_draw_buffers_variables(exec_list *instructions,
393 struct _mesa_glsl_parse_state *state,
394 bool warn, _mesa_glsl_parser_targets target)
395 {
396 /* gl_MaxDrawBuffers is available in all shader stages.
397 */
398 ir_variable *const mdb =
399 add_variable("gl_MaxDrawBuffers", ir_var_auto, -1,
400 glsl_type::int_type, instructions, state->symbols);
401
402 if (warn)
403 mdb->warn_extension = "GL_ARB_draw_buffers";
404
405 mdb->constant_value = new(mdb)
406 ir_constant(int(state->Const.MaxDrawBuffers));
407
408
409 /* gl_FragData is only available in the fragment shader.
410 */
411 if (target == fragment_shader) {
412 const glsl_type *const vec4_array_type =
413 glsl_type::get_array_instance(glsl_type::vec4_type,
414 state->Const.MaxDrawBuffers);
415
416 ir_variable *const fd =
417 add_variable("gl_FragData", ir_var_out, FRAG_RESULT_DATA0,
418 vec4_array_type, instructions, state->symbols);
419
420 if (warn)
421 fd->warn_extension = "GL_ARB_draw_buffers";
422 }
423 }
424
425 static void
426 generate_ARB_shader_stencil_export_variables(exec_list *instructions,
427 struct _mesa_glsl_parse_state *state,
428 bool warn)
429 {
430 /* gl_FragStencilRefARB is only available in the fragment shader.
431 */
432 ir_variable *const fd =
433 add_variable("gl_FragStencilRefARB", ir_var_out, FRAG_RESULT_STENCIL,
434 glsl_type::int_type, instructions, state->symbols);
435
436 if (warn)
437 fd->warn_extension = "GL_ARB_shader_stencil_export";
438 }
439
440 static void
441 generate_120_fs_variables(exec_list *instructions,
442 struct _mesa_glsl_parse_state *state)
443 {
444 generate_110_fs_variables(instructions, state);
445
446 for (unsigned i = 0
447 ; i < Elements(builtin_120_fs_variables)
448 ; i++) {
449 add_builtin_variable(& builtin_120_fs_variables[i],
450 instructions, state->symbols);
451 }
452 }
453
454 static void
455 generate_130_fs_variables(exec_list *instructions,
456 struct _mesa_glsl_parse_state *state)
457 {
458 generate_120_fs_variables(instructions, state);
459
460 const glsl_type *const clip_distance_array_type =
461 glsl_type::get_array_instance(glsl_type::float_type,
462 state->Const.MaxClipPlanes);
463
464 /* FINISHME: gl_ClipDistance needs a real location assigned. */
465 add_variable("gl_ClipDistance", ir_var_in, -1, clip_distance_array_type,
466 instructions, state->symbols);
467 }
468
469 static void
470 initialize_fs_variables(exec_list *instructions,
471 struct _mesa_glsl_parse_state *state)
472 {
473
474 switch (state->language_version) {
475 case 100:
476 generate_100ES_fs_variables(instructions, state);
477 break;
478 case 110:
479 generate_110_fs_variables(instructions, state);
480 break;
481 case 120:
482 generate_120_fs_variables(instructions, state);
483 break;
484 case 130:
485 generate_130_fs_variables(instructions, state);
486 break;
487 }
488
489 if (state->ARB_shader_stencil_export_enable)
490 generate_ARB_shader_stencil_export_variables(instructions, state,
491 state->ARB_shader_stencil_export_warn);
492 }
493
494 void
495 _mesa_glsl_initialize_variables(exec_list *instructions,
496 struct _mesa_glsl_parse_state *state)
497 {
498 switch (state->target) {
499 case vertex_shader:
500 initialize_vs_variables(instructions, state);
501 break;
502 case geometry_shader:
503 break;
504 case fragment_shader:
505 initialize_fs_variables(instructions, state);
506 break;
507 case ir_shader:
508 fprintf(stderr, "ir reader has no builtin variables");
509 exit(1);
510 break;
511 }
512 }