glsl: Make gl_ClipDistance[] implicitly sized.
[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 ir_variable *const uni =
331 add_variable(instructions, symtab, name, type, ir_var_uniform, -1);
332
333 unsigned i;
334 for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
335 if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
336 break;
337 }
338 }
339
340 assert(_mesa_builtin_uniform_desc[i].name != NULL);
341 const struct gl_builtin_uniform_desc* const statevar =
342 &_mesa_builtin_uniform_desc[i];
343
344 const unsigned array_count = type->is_array() ? type->length : 1;
345 uni->num_state_slots = array_count * statevar->num_elements;
346
347 ir_state_slot *slots =
348 ralloc_array(uni, ir_state_slot, uni->num_state_slots);
349
350 uni->state_slots = slots;
351
352 for (unsigned a = 0; a < array_count; a++) {
353 for (unsigned j = 0; j < statevar->num_elements; j++) {
354 struct gl_builtin_uniform_element *element = &statevar->elements[j];
355
356 memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
357 if (type->is_array()) {
358 slots->tokens[1] = a;
359 }
360
361 slots->swizzle = element->swizzle;
362 slots++;
363 }
364 }
365
366 return uni;
367 }
368
369 static void
370 add_builtin_variable(exec_list *instructions, glsl_symbol_table *symtab,
371 const builtin_variable *proto)
372 {
373 /* Create a new variable declaration from the description supplied by
374 * the caller.
375 */
376 const glsl_type *const type = symtab->get_type(proto->type);
377
378 assert(type != NULL);
379
380 if (proto->mode == ir_var_uniform) {
381 add_uniform(instructions, symtab, proto->name, type);
382 } else {
383 add_variable(instructions, symtab, proto->name, type, proto->mode,
384 proto->slot);
385 }
386 }
387
388 static void
389 add_builtin_constant(exec_list *instructions, glsl_symbol_table *symtab,
390 const char *name, int value)
391 {
392 ir_variable *const var = add_variable(instructions, symtab,
393 name, glsl_type::int_type,
394 ir_var_auto, -1);
395 var->constant_value = new(var) ir_constant(value);
396 }
397
398 /* Several constants in GLSL ES have different names than normal desktop GLSL.
399 * Therefore, this function should only be called on the ES path.
400 */
401 static void
402 generate_100ES_uniforms(exec_list *instructions,
403 struct _mesa_glsl_parse_state *state)
404 {
405 glsl_symbol_table *const symtab = state->symbols;
406
407 add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
408 state->Const.MaxVertexAttribs);
409 add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformVectors",
410 state->Const.MaxVertexUniformComponents);
411 add_builtin_constant(instructions, symtab, "gl_MaxVaryingVectors",
412 state->Const.MaxVaryingFloats / 4);
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_MaxFragmentUniformVectors",
420 state->Const.MaxFragmentUniformComponents);
421
422 add_uniform(instructions, symtab, "gl_DepthRange",
423 state->symbols->get_type("gl_DepthRangeParameters"));
424 }
425
426 static void
427 generate_110_uniforms(exec_list *instructions,
428 struct _mesa_glsl_parse_state *state)
429 {
430 glsl_symbol_table *const symtab = state->symbols;
431
432 for (unsigned i = 0
433 ; i < Elements(builtin_110_deprecated_uniforms)
434 ; i++) {
435 add_builtin_variable(instructions, symtab,
436 & builtin_110_deprecated_uniforms[i]);
437 }
438
439 add_builtin_constant(instructions, symtab, "gl_MaxLights",
440 state->Const.MaxLights);
441 add_builtin_constant(instructions, symtab, "gl_MaxClipPlanes",
442 state->Const.MaxClipPlanes);
443 add_builtin_constant(instructions, symtab, "gl_MaxTextureUnits",
444 state->Const.MaxTextureUnits);
445 add_builtin_constant(instructions, symtab, "gl_MaxTextureCoords",
446 state->Const.MaxTextureCoords);
447 add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
448 state->Const.MaxVertexAttribs);
449 add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformComponents",
450 state->Const.MaxVertexUniformComponents);
451 add_builtin_constant(instructions, symtab, "gl_MaxVaryingFloats",
452 state->Const.MaxVaryingFloats);
453 add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
454 state->Const.MaxVertexTextureImageUnits);
455 add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
456 state->Const.MaxCombinedTextureImageUnits);
457 add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
458 state->Const.MaxTextureImageUnits);
459 add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformComponents",
460 state->Const.MaxFragmentUniformComponents);
461
462 const glsl_type *const mat4_array_type =
463 glsl_type::get_array_instance(glsl_type::mat4_type,
464 state->Const.MaxTextureCoords);
465
466 add_uniform(instructions, symtab, "gl_TextureMatrix", mat4_array_type);
467 add_uniform(instructions, symtab, "gl_TextureMatrixInverse", mat4_array_type);
468 add_uniform(instructions, symtab, "gl_TextureMatrixTranspose", mat4_array_type);
469 add_uniform(instructions, symtab, "gl_TextureMatrixInverseTranspose", mat4_array_type);
470
471 add_uniform(instructions, symtab, "gl_DepthRange",
472 symtab->get_type("gl_DepthRangeParameters"));
473
474 add_uniform(instructions, symtab, "gl_ClipPlane",
475 glsl_type::get_array_instance(glsl_type::vec4_type,
476 state->Const.MaxClipPlanes));
477 add_uniform(instructions, symtab, "gl_Point",
478 symtab->get_type("gl_PointParameters"));
479
480 const glsl_type *const material_parameters_type =
481 symtab->get_type("gl_MaterialParameters");
482 add_uniform(instructions, symtab, "gl_FrontMaterial", material_parameters_type);
483 add_uniform(instructions, symtab, "gl_BackMaterial", material_parameters_type);
484
485 const glsl_type *const light_source_array_type =
486 glsl_type::get_array_instance(symtab->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
487
488 add_uniform(instructions, symtab, "gl_LightSource", light_source_array_type);
489
490 const glsl_type *const light_model_products_type =
491 symtab->get_type("gl_LightModelProducts");
492 add_uniform(instructions, symtab, "gl_FrontLightModelProduct",
493 light_model_products_type);
494 add_uniform(instructions, symtab, "gl_BackLightModelProduct",
495 light_model_products_type);
496
497 const glsl_type *const light_products_type =
498 glsl_type::get_array_instance(symtab->get_type("gl_LightProducts"),
499 state->Const.MaxLights);
500 add_uniform(instructions, symtab, "gl_FrontLightProduct", light_products_type);
501 add_uniform(instructions, symtab, "gl_BackLightProduct", light_products_type);
502
503 add_uniform(instructions, symtab, "gl_TextureEnvColor",
504 glsl_type::get_array_instance(glsl_type::vec4_type,
505 state->Const.MaxTextureUnits));
506
507 const glsl_type *const texcoords_vec4 =
508 glsl_type::get_array_instance(glsl_type::vec4_type,
509 state->Const.MaxTextureCoords);
510 add_uniform(instructions, symtab, "gl_EyePlaneS", texcoords_vec4);
511 add_uniform(instructions, symtab, "gl_EyePlaneT", texcoords_vec4);
512 add_uniform(instructions, symtab, "gl_EyePlaneR", texcoords_vec4);
513 add_uniform(instructions, symtab, "gl_EyePlaneQ", texcoords_vec4);
514 add_uniform(instructions, symtab, "gl_ObjectPlaneS", texcoords_vec4);
515 add_uniform(instructions, symtab, "gl_ObjectPlaneT", texcoords_vec4);
516 add_uniform(instructions, symtab, "gl_ObjectPlaneR", texcoords_vec4);
517 add_uniform(instructions, symtab, "gl_ObjectPlaneQ", texcoords_vec4);
518
519 add_uniform(instructions, symtab, "gl_Fog",
520 symtab->get_type("gl_FogParameters"));
521 }
522
523 /* This function should only be called for ES, not desktop GL. */
524 static void
525 generate_100ES_vs_variables(exec_list *instructions,
526 struct _mesa_glsl_parse_state *state)
527 {
528 for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
529 add_builtin_variable(instructions, state->symbols,
530 & builtin_core_vs_variables[i]);
531 }
532
533 generate_100ES_uniforms(instructions, state);
534
535 generate_ARB_draw_buffers_variables(instructions, state, false,
536 vertex_shader);
537 }
538
539
540 static void
541 generate_110_vs_variables(exec_list *instructions,
542 struct _mesa_glsl_parse_state *state)
543 {
544 for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
545 add_builtin_variable(instructions, state->symbols,
546 & builtin_core_vs_variables[i]);
547 }
548
549 for (unsigned i = 0
550 ; i < Elements(builtin_110_deprecated_vs_variables)
551 ; i++) {
552 add_builtin_variable(instructions, state->symbols,
553 & builtin_110_deprecated_vs_variables[i]);
554 }
555 generate_110_uniforms(instructions, state);
556
557 /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
558 *
559 * "As with all arrays, indices used to subscript gl_TexCoord must
560 * either be an integral constant expressions, or this array must be
561 * re-declared by the shader with a size. The size can be at most
562 * gl_MaxTextureCoords. Using indexes close to 0 may aid the
563 * implementation in preserving varying resources."
564 */
565 const glsl_type *const vec4_array_type =
566 glsl_type::get_array_instance(glsl_type::vec4_type, 0);
567
568 add_variable(instructions, state->symbols,
569 "gl_TexCoord", vec4_array_type, ir_var_out, VERT_RESULT_TEX0);
570
571 generate_ARB_draw_buffers_variables(instructions, state, false,
572 vertex_shader);
573 }
574
575
576 static void
577 generate_120_vs_variables(exec_list *instructions,
578 struct _mesa_glsl_parse_state *state)
579 {
580 /* GLSL version 1.20 did not add any built-in variables in the vertex
581 * shader.
582 */
583 generate_110_vs_variables(instructions, state);
584 }
585
586
587 static void
588 generate_130_vs_variables(exec_list *instructions,
589 struct _mesa_glsl_parse_state *state)
590 {
591 generate_120_vs_variables(instructions, state);
592
593 for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) {
594 add_builtin_variable(instructions, state->symbols,
595 & builtin_130_vs_variables[i]);
596 }
597
598 /* From the GLSL 1.30 spec, section 7.1 (Vertex Shader Special
599 * Variables):
600 *
601 * The gl_ClipDistance array is predeclared as unsized and must
602 * be sized by the shader either redeclaring it with a size or
603 * indexing it only with integral constant expressions.
604 *
605 * We represent this in Mesa by initially declaring the array as
606 * size 0.
607 */
608 const glsl_type *const clip_distance_array_type =
609 glsl_type::get_array_instance(glsl_type::float_type, 0);
610
611 /* FINISHME: gl_ClipDistance needs a real location assigned. */
612 add_variable(instructions, state->symbols,
613 "gl_ClipDistance", clip_distance_array_type, ir_var_out, -1);
614
615 }
616
617
618 static void
619 initialize_vs_variables(exec_list *instructions,
620 struct _mesa_glsl_parse_state *state)
621 {
622
623 switch (state->language_version) {
624 case 100:
625 generate_100ES_vs_variables(instructions, state);
626 break;
627 case 110:
628 generate_110_vs_variables(instructions, state);
629 break;
630 case 120:
631 generate_120_vs_variables(instructions, state);
632 break;
633 case 130:
634 generate_130_vs_variables(instructions, state);
635 break;
636 }
637
638 if (state->ARB_draw_instanced_enable)
639 generate_ARB_draw_instanced_variables(instructions, state, false,
640 vertex_shader);
641 }
642
643
644 /* This function should only be called for ES, not desktop GL. */
645 static void
646 generate_100ES_fs_variables(exec_list *instructions,
647 struct _mesa_glsl_parse_state *state)
648 {
649 for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
650 add_builtin_variable(instructions, state->symbols,
651 & builtin_core_fs_variables[i]);
652 }
653
654 for (unsigned i = 0; i < Elements(builtin_100ES_fs_variables); i++) {
655 add_builtin_variable(instructions, state->symbols,
656 & builtin_100ES_fs_variables[i]);
657 }
658
659 generate_100ES_uniforms(instructions, state);
660
661 generate_ARB_draw_buffers_variables(instructions, state, false,
662 fragment_shader);
663 }
664
665 static void
666 generate_110_fs_variables(exec_list *instructions,
667 struct _mesa_glsl_parse_state *state)
668 {
669 for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
670 add_builtin_variable(instructions, state->symbols,
671 & builtin_core_fs_variables[i]);
672 }
673
674 for (unsigned i = 0; i < Elements(builtin_110_fs_variables); i++) {
675 add_builtin_variable(instructions, state->symbols,
676 & builtin_110_fs_variables[i]);
677 }
678
679 for (unsigned i = 0
680 ; i < Elements(builtin_110_deprecated_fs_variables)
681 ; i++) {
682 add_builtin_variable(instructions, state->symbols,
683 & builtin_110_deprecated_fs_variables[i]);
684 }
685 generate_110_uniforms(instructions, state);
686
687 /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
688 *
689 * "As with all arrays, indices used to subscript gl_TexCoord must
690 * either be an integral constant expressions, or this array must be
691 * re-declared by the shader with a size. The size can be at most
692 * gl_MaxTextureCoords. Using indexes close to 0 may aid the
693 * implementation in preserving varying resources."
694 */
695 const glsl_type *const vec4_array_type =
696 glsl_type::get_array_instance(glsl_type::vec4_type, 0);
697
698 add_variable(instructions, state->symbols,
699 "gl_TexCoord", vec4_array_type, ir_var_in, FRAG_ATTRIB_TEX0);
700
701 generate_ARB_draw_buffers_variables(instructions, state, false,
702 fragment_shader);
703 }
704
705
706 static void
707 generate_ARB_draw_buffers_variables(exec_list *instructions,
708 struct _mesa_glsl_parse_state *state,
709 bool warn, _mesa_glsl_parser_targets target)
710 {
711 /* gl_MaxDrawBuffers is available in all shader stages.
712 */
713 ir_variable *const mdb =
714 add_variable(instructions, state->symbols,
715 "gl_MaxDrawBuffers", glsl_type::int_type, ir_var_auto, -1);
716
717 if (warn)
718 mdb->warn_extension = "GL_ARB_draw_buffers";
719
720 mdb->constant_value = new(mdb)
721 ir_constant(int(state->Const.MaxDrawBuffers));
722
723
724 /* gl_FragData is only available in the fragment shader.
725 */
726 if (target == fragment_shader) {
727 const glsl_type *const vec4_array_type =
728 glsl_type::get_array_instance(glsl_type::vec4_type,
729 state->Const.MaxDrawBuffers);
730
731 ir_variable *const fd =
732 add_variable(instructions, state->symbols,
733 "gl_FragData", vec4_array_type,
734 ir_var_out, FRAG_RESULT_DATA0);
735
736 if (warn)
737 fd->warn_extension = "GL_ARB_draw_buffers";
738 }
739 }
740
741
742 static void
743 generate_ARB_draw_instanced_variables(exec_list *instructions,
744 struct _mesa_glsl_parse_state *state,
745 bool warn,
746 _mesa_glsl_parser_targets target)
747 {
748 /* gl_InstanceIDARB is only available in the vertex shader.
749 */
750 if (target == vertex_shader) {
751 ir_variable *const inst =
752 add_variable(instructions, state->symbols,
753 "gl_InstanceIDARB", glsl_type::int_type,
754 ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID);
755
756 if (warn)
757 inst->warn_extension = "GL_ARB_draw_instanced";
758 }
759 }
760
761
762 static void
763 generate_ARB_shader_stencil_export_variables(exec_list *instructions,
764 struct _mesa_glsl_parse_state *state,
765 bool warn)
766 {
767 /* gl_FragStencilRefARB is only available in the fragment shader.
768 */
769 ir_variable *const fd =
770 add_variable(instructions, state->symbols,
771 "gl_FragStencilRefARB", glsl_type::int_type,
772 ir_var_out, FRAG_RESULT_STENCIL);
773
774 if (warn)
775 fd->warn_extension = "GL_ARB_shader_stencil_export";
776 }
777
778 static void
779 generate_AMD_shader_stencil_export_variables(exec_list *instructions,
780 struct _mesa_glsl_parse_state *state,
781 bool warn)
782 {
783 /* gl_FragStencilRefAMD is only available in the fragment shader.
784 */
785 ir_variable *const fd =
786 add_variable(instructions, state->symbols,
787 "gl_FragStencilRefAMD", glsl_type::int_type,
788 ir_var_out, FRAG_RESULT_STENCIL);
789
790 if (warn)
791 fd->warn_extension = "GL_AMD_shader_stencil_export";
792 }
793
794 static void
795 generate_120_fs_variables(exec_list *instructions,
796 struct _mesa_glsl_parse_state *state)
797 {
798 generate_110_fs_variables(instructions, state);
799
800 for (unsigned i = 0
801 ; i < Elements(builtin_120_fs_variables)
802 ; i++) {
803 add_builtin_variable(instructions, state->symbols,
804 & builtin_120_fs_variables[i]);
805 }
806 }
807
808 static void
809 generate_130_fs_variables(exec_list *instructions,
810 struct _mesa_glsl_parse_state *state)
811 {
812 generate_120_fs_variables(instructions, state);
813
814 /* From the GLSL 1.30 spec, section 7.2 (Fragment Shader Special
815 * Variables):
816 *
817 * The built-in input variable gl_ClipDistance array contains linearly
818 * interpolated values for the vertex values written by the vertex shader
819 * to the gl_ClipDistance vertex output variable. This array must be
820 * sized in the fragment shader either implicitly or explicitly to be the
821 * same size as it was sized in the vertex shader.
822 *
823 * In other words, the array must be pre-declared as implicitly sized. We
824 * represent this in Mesa by initially declaring the array as size 0.
825 */
826 const glsl_type *const clip_distance_array_type =
827 glsl_type::get_array_instance(glsl_type::float_type, 0);
828
829 /* FINISHME: gl_ClipDistance needs a real location assigned. */
830 add_variable(instructions, state->symbols,
831 "gl_ClipDistance", clip_distance_array_type, ir_var_in, -1);
832 }
833
834 static void
835 initialize_fs_variables(exec_list *instructions,
836 struct _mesa_glsl_parse_state *state)
837 {
838
839 switch (state->language_version) {
840 case 100:
841 generate_100ES_fs_variables(instructions, state);
842 break;
843 case 110:
844 generate_110_fs_variables(instructions, state);
845 break;
846 case 120:
847 generate_120_fs_variables(instructions, state);
848 break;
849 case 130:
850 generate_130_fs_variables(instructions, state);
851 break;
852 }
853
854 if (state->ARB_shader_stencil_export_enable)
855 generate_ARB_shader_stencil_export_variables(instructions, state,
856 state->ARB_shader_stencil_export_warn);
857
858 if (state->AMD_shader_stencil_export_enable)
859 generate_AMD_shader_stencil_export_variables(instructions, state,
860 state->AMD_shader_stencil_export_warn);
861 }
862
863 void
864 _mesa_glsl_initialize_variables(exec_list *instructions,
865 struct _mesa_glsl_parse_state *state)
866 {
867 switch (state->target) {
868 case vertex_shader:
869 initialize_vs_variables(instructions, state);
870 break;
871 case geometry_shader:
872 break;
873 case fragment_shader:
874 initialize_fs_variables(instructions, state);
875 break;
876 }
877 }