mesa: remove support for GL_APPLE_client_storage extension
[mesa.git] / src / glsl / ir_variable.cpp
index 68d9ab2055dc3d6d0bd075c9835b91065edb0fc8..e0b6f38f1c910def256831837a548dd42ddbf998 100644 (file)
 #include "glsl_parser_extras.h"
 #include "glsl_symbol_table.h"
 #include "builtin_variables.h"
+#include "main/uniforms.h"
+#include "program/prog_parameter.h"
+#include "program/prog_statevars.h"
+#include "program/prog_instruction.h"
 
 static void generate_ARB_draw_buffers_variables(exec_list *,
                                                struct _mesa_glsl_parse_state *,
@@ -35,6 +39,255 @@ generate_ARB_draw_instanced_variables(exec_list *,
                                       struct _mesa_glsl_parse_state *,
                                       bool, _mesa_glsl_parser_targets);
 
+static struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
+   {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
+   {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
+   {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
+};
+
+static struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
+   {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
+};
+
+static struct gl_builtin_uniform_element gl_Point_elements[] = {
+   {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
+   {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
+   {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
+   {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
+   {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
+   {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
+   {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
+};
+
+static struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
+   {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
+   {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
+   {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
+   {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
+   {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
+};
+
+static struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
+   {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
+   {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
+   {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
+   {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
+   {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
+};
+
+static struct gl_builtin_uniform_element gl_LightSource_elements[] = {
+   {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
+   {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
+   {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
+   {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
+   {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
+   {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
+    MAKE_SWIZZLE4(SWIZZLE_X,
+                 SWIZZLE_Y,
+                 SWIZZLE_Z,
+                 SWIZZLE_Z)},
+   {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
+   {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
+   {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
+   {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
+   {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
+   {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
+};
+
+static struct gl_builtin_uniform_element gl_LightModel_elements[] = {
+   {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
+   {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
+   {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
+   {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
+   {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
+   {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
+   {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
+   {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
+   {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
+   {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
+   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
+   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
+   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
+   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
+   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
+   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
+   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
+   {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_Fog_elements[] = {
+   {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
+   {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
+   {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
+   {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
+   {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
+};
+
+static struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
+   {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
+};
+
+static struct gl_builtin_uniform_element gl_MESABumpRotMatrix0_elements[] = {
+   {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_0}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_MESABumpRotMatrix1_elements[] = {
+   {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_1}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_MESAFogParamsOptimized_elements[] = {
+   {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
+};
+
+#define MATRIX(name, statevar, modifier)                               \
+   static struct gl_builtin_uniform_element name ## _elements[] = {    \
+      { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW },          \
+      { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW },          \
+      { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW },          \
+      { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW },          \
+   }
+
+MATRIX(gl_ModelViewMatrix,
+       STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE);
+MATRIX(gl_ModelViewMatrixInverse,
+       STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS);
+MATRIX(gl_ModelViewMatrixTranspose,
+       STATE_MODELVIEW_MATRIX, 0);
+MATRIX(gl_ModelViewMatrixInverseTranspose,
+       STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE);
+
+MATRIX(gl_ProjectionMatrix,
+       STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE);
+MATRIX(gl_ProjectionMatrixInverse,
+       STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS);
+MATRIX(gl_ProjectionMatrixTranspose,
+       STATE_PROJECTION_MATRIX, 0);
+MATRIX(gl_ProjectionMatrixInverseTranspose,
+       STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE);
+
+MATRIX(gl_ModelViewProjectionMatrix,
+       STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE);
+MATRIX(gl_ModelViewProjectionMatrixInverse,
+       STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS);
+MATRIX(gl_ModelViewProjectionMatrixTranspose,
+       STATE_MVP_MATRIX, 0);
+MATRIX(gl_ModelViewProjectionMatrixInverseTranspose,
+       STATE_MVP_MATRIX, STATE_MATRIX_INVERSE);
+
+MATRIX(gl_TextureMatrix,
+       STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE);
+MATRIX(gl_TextureMatrixInverse,
+       STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS);
+MATRIX(gl_TextureMatrixTranspose,
+       STATE_TEXTURE_MATRIX, 0);
+MATRIX(gl_TextureMatrixInverseTranspose,
+       STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE);
+
+static struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
+   { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
+     SWIZZLE_XYZW },
+   { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
+     SWIZZLE_XYZW },
+   { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
+     SWIZZLE_XYZW },
+};
+
+#undef MATRIX
+
+#define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)}
+
+const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
+   STATEVAR(gl_DepthRange),
+   STATEVAR(gl_ClipPlane),
+   STATEVAR(gl_Point),
+   STATEVAR(gl_FrontMaterial),
+   STATEVAR(gl_BackMaterial),
+   STATEVAR(gl_LightSource),
+   STATEVAR(gl_LightModel),
+   STATEVAR(gl_FrontLightModelProduct),
+   STATEVAR(gl_BackLightModelProduct),
+   STATEVAR(gl_FrontLightProduct),
+   STATEVAR(gl_BackLightProduct),
+   STATEVAR(gl_TextureEnvColor),
+   STATEVAR(gl_EyePlaneS),
+   STATEVAR(gl_EyePlaneT),
+   STATEVAR(gl_EyePlaneR),
+   STATEVAR(gl_EyePlaneQ),
+   STATEVAR(gl_ObjectPlaneS),
+   STATEVAR(gl_ObjectPlaneT),
+   STATEVAR(gl_ObjectPlaneR),
+   STATEVAR(gl_ObjectPlaneQ),
+   STATEVAR(gl_Fog),
+
+   STATEVAR(gl_ModelViewMatrix),
+   STATEVAR(gl_ModelViewMatrixInverse),
+   STATEVAR(gl_ModelViewMatrixTranspose),
+   STATEVAR(gl_ModelViewMatrixInverseTranspose),
+
+   STATEVAR(gl_ProjectionMatrix),
+   STATEVAR(gl_ProjectionMatrixInverse),
+   STATEVAR(gl_ProjectionMatrixTranspose),
+   STATEVAR(gl_ProjectionMatrixInverseTranspose),
+
+   STATEVAR(gl_ModelViewProjectionMatrix),
+   STATEVAR(gl_ModelViewProjectionMatrixInverse),
+   STATEVAR(gl_ModelViewProjectionMatrixTranspose),
+   STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
+
+   STATEVAR(gl_TextureMatrix),
+   STATEVAR(gl_TextureMatrixInverse),
+   STATEVAR(gl_TextureMatrixTranspose),
+   STATEVAR(gl_TextureMatrixInverseTranspose),
+
+   STATEVAR(gl_NormalMatrix),
+   STATEVAR(gl_NormalScale),
+
+   STATEVAR(gl_MESABumpRotMatrix0),
+   STATEVAR(gl_MESABumpRotMatrix1),
+   STATEVAR(gl_MESAFogParamsOptimized),
+
+   {NULL, NULL, 0}
+};
+
 static ir_variable *
 add_variable(exec_list *instructions, glsl_symbol_table *symtab,
             const char *name, const glsl_type *type,
@@ -74,7 +327,43 @@ static ir_variable *
 add_uniform(exec_list *instructions, glsl_symbol_table *symtab,
            const char *name, const glsl_type *type)
 {
-   return add_variable(instructions, symtab, name, type, ir_var_uniform, -1);
+   ir_variable *const uni =
+      add_variable(instructions, symtab, name, type, ir_var_uniform, -1);
+
+   unsigned i;
+   for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
+      if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
+        break;
+      }
+   }
+
+   assert(_mesa_builtin_uniform_desc[i].name != NULL);
+   const struct gl_builtin_uniform_desc* const statevar =
+      &_mesa_builtin_uniform_desc[i];
+
+   const unsigned array_count = type->is_array() ? type->length : 1;
+   uni->num_state_slots = array_count * statevar->num_elements;
+
+   ir_state_slot *slots =
+      ralloc_array(uni, ir_state_slot, uni->num_state_slots);
+
+   uni->state_slots = slots;
+
+   for (unsigned a = 0; a < array_count; a++) {
+      for (unsigned j = 0; j < statevar->num_elements; j++) {
+        struct gl_builtin_uniform_element *element = &statevar->elements[j];
+
+        memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
+        if (type->is_array()) {
+           slots->tokens[1] = a;
+        }
+
+        slots->swizzle = element->swizzle;
+        slots++;
+      }
+   }
+
+   return uni;
 }
 
 static void
@@ -88,8 +377,12 @@ add_builtin_variable(exec_list *instructions, glsl_symbol_table *symtab,
 
    assert(type != NULL);
 
-   add_variable(instructions, symtab, proto->name, type, proto->mode,
-               proto->slot);
+   if (proto->mode == ir_var_uniform) {
+      add_uniform(instructions, symtab, proto->name, type);
+   } else {
+      add_variable(instructions, symtab, proto->name, type, proto->mode,
+                  proto->slot);
+   }
 }
 
 static void
@@ -291,6 +584,17 @@ generate_120_vs_variables(exec_list *instructions,
 }
 
 
+static void
+generate_130_uniforms(exec_list *instructions,
+                     struct _mesa_glsl_parse_state *state)
+{
+   glsl_symbol_table *const symtab = state->symbols;
+
+   add_builtin_constant(instructions, symtab, "gl_MaxClipDistances",
+                        state->Const.MaxClipPlanes);
+}
+
+
 static void
 generate_130_vs_variables(exec_list *instructions,
                          struct _mesa_glsl_parse_state *state)
@@ -302,9 +606,20 @@ generate_130_vs_variables(exec_list *instructions,
                           & builtin_130_vs_variables[i]);
    }
 
+   generate_130_uniforms(instructions, state);
+
+   /* From the GLSL 1.30 spec, section 7.1 (Vertex Shader Special
+    * Variables):
+    *
+    *   The gl_ClipDistance array is predeclared as unsized and must
+    *   be sized by the shader either redeclaring it with a size or
+    *   indexing it only with integral constant expressions.
+    *
+    * We represent this in Mesa by initially declaring the array as
+    * size 0.
+    */
    const glsl_type *const clip_distance_array_type =
-      glsl_type::get_array_instance(glsl_type::float_type,
-                                   state->Const.MaxClipPlanes);
+      glsl_type::get_array_instance(glsl_type::float_type, 0);
 
    /* FINISHME: gl_ClipDistance needs a real location assigned. */
    add_variable(instructions, state->symbols,
@@ -473,6 +788,22 @@ generate_ARB_shader_stencil_export_variables(exec_list *instructions,
       fd->warn_extension = "GL_ARB_shader_stencil_export";
 }
 
+static void
+generate_AMD_shader_stencil_export_variables(exec_list *instructions,
+                                            struct _mesa_glsl_parse_state *state,
+                                            bool warn)
+{
+   /* gl_FragStencilRefAMD is only available in the fragment shader.
+    */
+   ir_variable *const fd =
+      add_variable(instructions, state->symbols,
+                  "gl_FragStencilRefAMD", glsl_type::int_type,
+                  ir_var_out, FRAG_RESULT_STENCIL);
+
+   if (warn)
+      fd->warn_extension = "GL_AMD_shader_stencil_export";
+}
+
 static void
 generate_120_fs_variables(exec_list *instructions,
                          struct _mesa_glsl_parse_state *state)
@@ -493,9 +824,22 @@ generate_130_fs_variables(exec_list *instructions,
 {
    generate_120_fs_variables(instructions, state);
 
+   generate_130_uniforms(instructions, state);
+
+   /* From the GLSL 1.30 spec, section 7.2 (Fragment Shader Special
+    * Variables):
+    *
+    *   The built-in input variable gl_ClipDistance array contains linearly
+    *   interpolated values for the vertex values written by the vertex shader
+    *   to the gl_ClipDistance vertex output variable. This array must be
+    *   sized in the fragment shader either implicitly or explicitly to be the
+    *   same size as it was sized in the vertex shader.
+    *
+    * In other words, the array must be pre-declared as implicitly sized.  We
+    * represent this in Mesa by initially declaring the array as size 0.
+    */
    const glsl_type *const clip_distance_array_type =
-      glsl_type::get_array_instance(glsl_type::float_type,
-                                   state->Const.MaxClipPlanes);
+      glsl_type::get_array_instance(glsl_type::float_type, 0);
 
    /* FINISHME: gl_ClipDistance needs a real location assigned. */
    add_variable(instructions, state->symbols,
@@ -525,6 +869,10 @@ initialize_fs_variables(exec_list *instructions,
    if (state->ARB_shader_stencil_export_enable)
       generate_ARB_shader_stencil_export_variables(instructions, state,
                                                   state->ARB_shader_stencil_export_warn);
+
+   if (state->AMD_shader_stencil_export_enable)
+      generate_AMD_shader_stencil_export_variables(instructions, state,
+                                                  state->AMD_shader_stencil_export_warn);
 }
 
 void