#define Elements(x) (sizeof(x)/sizeof(*(x)))
#endif
-static void generate_ARB_draw_buffers_fs_variables(exec_list *,
- struct _mesa_glsl_parse_state *, bool);
+static void generate_ARB_draw_buffers_variables(exec_list *,
+ struct _mesa_glsl_parse_state *,
+ bool, _mesa_glsl_parser_targets);
static ir_variable *
add_variable(const char *name, enum ir_variable_mode mode, int slot,
static void
generate_110_vs_variables(exec_list *instructions,
- glsl_symbol_table *symtab)
+ struct _mesa_glsl_parse_state *state)
{
for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
add_builtin_variable(& builtin_core_vs_variables[i],
- instructions, symtab);
+ instructions, state->symbols);
}
for (unsigned i = 0
; i < Elements(builtin_110_deprecated_vs_variables)
; i++) {
add_builtin_variable(& builtin_110_deprecated_vs_variables[i],
- instructions, symtab);
+ instructions, state->symbols);
}
- generate_110_uniforms(instructions, symtab);
+ generate_110_uniforms(instructions, state->symbols);
/* FINISHME: The size of this array is implementation dependent based on the
* FINISHME: value of GL_MAX_TEXTURE_COORDS. Every platform that supports
* FINISHME: for now.
*/
const glsl_type *const vec4_array_type =
- glsl_type::get_array_instance(symtab, glsl_type::vec4_type, 4);
+ glsl_type::get_array_instance(state->symbols, glsl_type::vec4_type, 4);
add_variable("gl_TexCoord", ir_var_out, VERT_RESULT_TEX0, vec4_array_type,
- instructions, symtab);
+ instructions, state->symbols);
+
+ generate_ARB_draw_buffers_variables(instructions, state, false,
+ vertex_shader);
}
static void
generate_120_vs_variables(exec_list *instructions,
- glsl_symbol_table *symtab)
+ struct _mesa_glsl_parse_state *state)
{
/* GLSL version 1.20 did not add any built-in variables in the vertex
* shader.
*/
- generate_110_vs_variables(instructions, symtab);
+ generate_110_vs_variables(instructions, state);
}
static void
generate_130_vs_variables(exec_list *instructions,
- glsl_symbol_table *symtab)
+ struct _mesa_glsl_parse_state *state)
{
- void *ctx = symtab;
- generate_120_vs_variables(instructions, symtab);
+ void *ctx = state->symbols;
+ generate_120_vs_variables(instructions, state);
for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) {
add_builtin_variable(& builtin_130_vs_variables[i],
- instructions, symtab);
+ instructions, state->symbols);
}
/* FINISHME: The size of this array is implementation dependent based on
/* FINISHME: gl_ClipDistance needs a real location assigned. */
add_variable("gl_ClipDistance", ir_var_out, -1, clip_distance_array_type,
- instructions, symtab);
+ instructions, state->symbols);
}
switch (state->language_version) {
case 110:
- generate_110_vs_variables(instructions, state->symbols);
+ generate_110_vs_variables(instructions, state);
break;
case 120:
- generate_120_vs_variables(instructions, state->symbols);
+ generate_120_vs_variables(instructions, state);
break;
case 130:
- generate_130_vs_variables(instructions, state->symbols);
+ generate_130_vs_variables(instructions, state);
break;
}
}
add_variable("gl_TexCoord", ir_var_in, FRAG_ATTRIB_TEX0, vec4_array_type,
instructions, state->symbols);
- generate_ARB_draw_buffers_fs_variables(instructions, state, false);
+ generate_ARB_draw_buffers_variables(instructions, state, false,
+ fragment_shader);
}
static void
-generate_ARB_draw_buffers_fs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state,
- bool warn)
+generate_ARB_draw_buffers_variables(exec_list *instructions,
+ struct _mesa_glsl_parse_state *state,
+ bool warn, _mesa_glsl_parser_targets target)
{
- assert(state->Const.MaxDrawBuffers >= 1);
-
+ /* gl_MaxDrawBuffers is available in all shader stages.
+ */
ir_variable *const mdb =
add_variable("gl_MaxDrawBuffers", ir_var_auto, -1,
glsl_type::int_type, instructions, state->symbols);
mdb->constant_value = new(mdb)
ir_constant(int(state->Const.MaxDrawBuffers));
- const glsl_type *const vec4_array_type =
- glsl_type::get_array_instance(state->symbols, glsl_type::vec4_type,
- state->Const.MaxDrawBuffers);
- ir_variable *const fd =
- add_variable("gl_FragData", ir_var_out, FRAG_RESULT_DATA0,
- vec4_array_type, instructions, state->symbols);
+ /* gl_FragData is only available in the fragment shader.
+ */
+ if (target == fragment_shader) {
+ const glsl_type *const vec4_array_type =
+ glsl_type::get_array_instance(state->symbols, glsl_type::vec4_type,
+ state->Const.MaxDrawBuffers);
+
+ ir_variable *const fd =
+ add_variable("gl_FragData", ir_var_out, FRAG_RESULT_DATA0,
+ vec4_array_type, instructions, state->symbols);
- if (warn)
- fd->warn_extension = "GL_ARB_draw_buffers";
+ if (warn)
+ fd->warn_extension = "GL_ARB_draw_buffers";
+ }
}