{ ir_var_in, FRAG_ATTRIB_PNTC, "vec2", "gl_PointCoord" },
};
+static const builtin_variable builtin_300ES_vs_variables[] = {
+ { ir_var_system_value, SYSTEM_VALUE_VERTEX_ID, "int", "gl_VertexID" },
+};
+
+static const builtin_variable builtin_300ES_fs_variables[] = {
+ { ir_var_in, FRAG_ATTRIB_WPOS, "vec4", "gl_FragCoord" },
+ { ir_var_in, FRAG_ATTRIB_FACE, "bool", "gl_FrontFacing" },
+ { ir_var_out, FRAG_RESULT_DEPTH, "float", "gl_FragDepth" },
+ { ir_var_in, FRAG_ATTRIB_PNTC, "vec2", "gl_PointCoord" },
+};
+
static const builtin_variable builtin_110_fs_variables[] = {
{ ir_var_out, FRAG_RESULT_DEPTH, "float", "gl_FragDepth" },
};
return var;
}
-/* Several constants in GLSL ES have different names than normal desktop GLSL.
+/**
+ * Uniforms that are common to all GLSL ES implementations.
+ *
+ * Several constants in GLSL ES have different names than normal desktop GLSL.
* Therefore, this function should only be called on the ES path.
*/
static void
-generate_100ES_uniforms(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
+generate_common_ES_uniforms(exec_list *instructions,
+ struct _mesa_glsl_parse_state *state)
{
glsl_symbol_table *const symtab = state->symbols;
state->Const.MaxVertexAttribs);
add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformVectors",
state->Const.MaxVertexUniformComponents);
- add_builtin_constant(instructions, symtab, "gl_MaxVaryingVectors",
- state->Const.MaxVaryingFloats / 4);
add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
state->Const.MaxVertexTextureImageUnits);
add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
state->symbols->get_type("gl_DepthRangeParameters"));
}
+static void
+generate_100ES_uniforms(exec_list *instructions,
+ struct _mesa_glsl_parse_state *state)
+{
+ generate_common_ES_uniforms(instructions, state);
+
+ glsl_symbol_table *const symtab = state->symbols;
+
+ add_builtin_constant(instructions, symtab, "gl_MaxVaryingVectors",
+ state->Const.MaxVaryingFloats / 4);
+}
+
+static void
+generate_300ES_uniforms(exec_list *instructions,
+ struct _mesa_glsl_parse_state *state)
+{
+ generate_common_ES_uniforms(instructions, state);
+
+ glsl_symbol_table *const symtab = state->symbols;
+
+ add_builtin_constant(instructions, symtab, "gl_MaxVertexOutputVectors",
+ state->Const.MaxVaryingFloats / 4);
+ add_builtin_constant(instructions, symtab, "gl_MaxFragmentInputVectors",
+ state->Const.MaxVaryingFloats / 4);
+ add_builtin_constant(instructions, symtab, "gl_MinProgramTexelOffset",
+ state->Const.MinProgramTexelOffset);
+ add_builtin_constant(instructions, symtab, "gl_MaxProgramTexelOffset",
+ state->Const.MaxProgramTexelOffset);
+}
+
static void
generate_110_uniforms(exec_list *instructions,
struct _mesa_glsl_parse_state *state,
vertex_shader);
}
+static void
+generate_300ES_vs_variables(exec_list *instructions,
+ struct _mesa_glsl_parse_state *state)
+{
+ for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
+ add_builtin_variable(instructions, state->symbols,
+ & builtin_core_vs_variables[i]);
+ }
+
+ for (unsigned i = 0; i < Elements(builtin_300ES_vs_variables); i++) {
+ add_builtin_variable(instructions, state->symbols,
+ & builtin_300ES_vs_variables[i]);
+ }
+
+ generate_300ES_uniforms(instructions, state);
+
+ generate_ARB_draw_buffers_variables(instructions, state, false,
+ vertex_shader);
+}
+
static void
generate_110_vs_variables(exec_list *instructions,
initialize_vs_variables(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
{
-
- switch (state->language_version) {
- case 100:
- generate_100ES_vs_variables(instructions, state);
- break;
- case 110:
- generate_110_vs_variables(instructions, state, true);
- break;
- case 120:
- generate_120_vs_variables(instructions, state, true);
- break;
- case 130:
- generate_130_vs_variables(instructions, state, true);
- break;
- case 140:
- generate_130_vs_variables(instructions, state, false);
- break;
+ if (state->es_shader) {
+ switch (state->language_version) {
+ case 100:
+ generate_100ES_vs_variables(instructions, state);
+ break;
+ case 300:
+ generate_300ES_vs_variables(instructions, state);
+ break;
+ default:
+ assert(!"Unexpected language version");
+ break;
+ }
+ } else {
+ switch (state->language_version) {
+ case 110:
+ generate_110_vs_variables(instructions, state, true);
+ break;
+ case 120:
+ generate_120_vs_variables(instructions, state, true);
+ break;
+ case 130:
+ generate_130_vs_variables(instructions, state, true);
+ break;
+ case 140:
+ generate_130_vs_variables(instructions, state, false);
+ break;
+ default:
+ assert(!"Unexpected language version");
+ break;
+ }
}
generate_ARB_draw_instanced_variables(instructions, state, false,
fragment_shader);
}
+static void
+generate_300ES_fs_variables(exec_list *instructions,
+ struct _mesa_glsl_parse_state *state)
+{
+ /* Note: we don't add builtin_core_fs_variables, because it contains
+ * gl_FragColor, which is not in GLSL 3.00 ES.
+ */
+
+ for (unsigned i = 0; i < Elements(builtin_300ES_fs_variables); i++) {
+ add_builtin_variable(instructions, state->symbols,
+ & builtin_300ES_fs_variables[i]);
+ }
+
+ generate_300ES_uniforms(instructions, state);
+
+ generate_ARB_draw_buffers_variables(instructions, state, false,
+ fragment_shader);
+}
+
static void
generate_110_fs_variables(exec_list *instructions,
struct _mesa_glsl_parse_state *state,
mdb->warn_extension = "GL_ARB_draw_buffers";
/* gl_FragData is only available in the fragment shader.
+ * It is not present in GLSL 3.00 ES.
*/
- if (target == fragment_shader) {
+ if (target == fragment_shader && !state->is_version(0, 300)) {
const glsl_type *const vec4_array_type =
glsl_type::get_array_instance(glsl_type::vec4_type,
state->Const.MaxDrawBuffers);
inst->warn_extension = "GL_ARB_draw_instanced";
}
- if (state->ARB_draw_instanced_enable || state->language_version >= 140) {
+ bool available_in_core = state->is_version(140, 300);
+ if (state->ARB_draw_instanced_enable || available_in_core) {
/* Originally ARB_draw_instanced only specified that ARB decorated name.
* Since no vendor actually implemented that behavior and some apps use
* the undecorated name, the extension now specifies that both names are
"gl_InstanceID", glsl_type::int_type,
ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID);
- if (state->language_version < 140 && warn)
+ if (!available_in_core && warn)
inst->warn_extension = "GL_ARB_draw_instanced";
}
}
initialize_fs_variables(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
{
-
- switch (state->language_version) {
- case 100:
- generate_100ES_fs_variables(instructions, state);
- break;
- case 110:
- generate_110_fs_variables(instructions, state, true);
- break;
- case 120:
- generate_120_fs_variables(instructions, state, true);
- break;
- case 130:
- generate_130_fs_variables(instructions, state);
- break;
- case 140:
- generate_140_fs_variables(instructions, state);
- break;
+ if (state->es_shader) {
+ switch (state->language_version) {
+ case 100:
+ generate_100ES_fs_variables(instructions, state);
+ break;
+ case 300:
+ generate_300ES_fs_variables(instructions, state);
+ break;
+ default:
+ assert(!"Unexpected language version");
+ break;
+ }
+ } else {
+ switch (state->language_version) {
+ case 110:
+ generate_110_fs_variables(instructions, state, true);
+ break;
+ case 120:
+ generate_120_fs_variables(instructions, state, true);
+ break;
+ case 130:
+ generate_130_fs_variables(instructions, state);
+ break;
+ case 140:
+ generate_140_fs_variables(instructions, state);
+ break;
+ default:
+ assert(!"Unexpected language version");
+ break;
+ }
}
if (state->ARB_shader_stencil_export_enable)