return var;
}
+static ir_variable *
+add_uniform(exec_list *instructions,
+ struct _mesa_glsl_parse_state *state,
+ const char *name, const glsl_type *type)
+{
+ return add_variable(name, ir_var_uniform, -1, type, instructions,
+ state->symbols);
+}
static void
add_builtin_variable(const builtin_variable *proto, exec_list *instructions,
glsl_type::get_array_instance(glsl_type::mat4_type,
state->Const.MaxTextureCoords);
- add_variable("gl_TextureMatrix", ir_var_uniform, -1, mat4_array_type,
- instructions, state->symbols);
+ add_uniform(instructions, state, "gl_TextureMatrix", mat4_array_type);
- /* FINISHME: Add support for gl_DepthRangeParameters */
- /* FINISHME: Add support for gl_ClipPlane[] */
- /* FINISHME: Add support for gl_PointParameters */
+ add_uniform(instructions, state, "gl_DepthRangeParameters",
+ state->symbols->get_type("gl_DepthRangeParameters"));
- /* FINISHME: Add support for gl_MaterialParameters
- * FINISHME: (glFrontMaterial, glBackMaterial)
- */
+ add_uniform(instructions, state, "gl_ClipPlane",
+ glsl_type::get_array_instance(glsl_type::vec4_type,
+ state->Const.MaxClipPlanes));
+ add_uniform(instructions, state, "gl_Point",
+ state->symbols->get_type("gl_PointParameters"));
+
+ const glsl_type *const material_parameters_type =
+ state->symbols->get_type("gl_MaterialParameters");
+ add_uniform(instructions, state, "gl_FrontMaterial", material_parameters_type);
+ add_uniform(instructions, state, "gl_BackMaterial", material_parameters_type);
const glsl_type *const light_source_array_type =
glsl_type::get_array_instance(state->symbols->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
- add_variable("gl_LightSource", ir_var_uniform, -1, light_source_array_type,
- instructions, state->symbols);
+ add_uniform(instructions, state, "gl_LightSource", light_source_array_type);
+
+ const glsl_type *const light_model_products_type =
+ state->symbols->get_type("gl_LightModelProducts");
+ add_uniform(instructions, state, "gl_FrontLightModelProduct",
+ light_model_products_type);
+ add_uniform(instructions, state, "gl_BackLightModelProduct",
+ light_model_products_type);
+
+ const glsl_type *const light_products_type =
+ glsl_type::get_array_instance(state->symbols->get_type("gl_LightProducts"),
+ state->Const.MaxLights);
+ add_uniform(instructions, state, "gl_FrontLightProduct", light_products_type);
+ add_uniform(instructions, state, "gl_BackLightProduct", light_products_type);
- /* FINISHME: Add support for gl_LightModel */
- /* FINISHME: Add support for gl_FrontLightProduct[], gl_BackLightProduct[] */
- /* FINISHME: Add support for gl_TextureEnvColor[] */
- /* FINISHME: Add support for gl_ObjectPlane*[], gl_EyePlane*[] */
- /* FINISHME: Add support for gl_Fog */
+ add_uniform(instructions, state, "gl_TextureEnvColor",
+ glsl_type::get_array_instance(glsl_type::vec4_type,
+ state->Const.MaxTextureUnits));
+
+ const glsl_type *const texcoords_vec4 =
+ glsl_type::get_array_instance(glsl_type::vec4_type,
+ state->Const.MaxTextureCoords);
+ add_uniform(instructions, state, "gl_EyePlaneS", texcoords_vec4);
+ add_uniform(instructions, state, "gl_EyePlaneT", texcoords_vec4);
+ add_uniform(instructions, state, "gl_EyePlaneR", texcoords_vec4);
+ add_uniform(instructions, state, "gl_EyePlaneQ", texcoords_vec4);
+ add_uniform(instructions, state, "gl_ObjectPlaneS", texcoords_vec4);
+ add_uniform(instructions, state, "gl_ObjectPlaneT", texcoords_vec4);
+ add_uniform(instructions, state, "gl_ObjectPlaneR", texcoords_vec4);
+ add_uniform(instructions, state, "gl_ObjectPlaneQ", texcoords_vec4);
+
+ add_uniform(instructions, state, "gl_Fog",
+ state->symbols->get_type("gl_FogParameters"));
}
static void