glsl: Move ir_variable.cpp to builtin_variables.cpp.
authorEric Anholt <eric@anholt.net>
Tue, 8 Nov 2011 22:44:18 +0000 (14:44 -0800)
committerEric Anholt <eric@anholt.net>
Fri, 11 Nov 2011 16:21:34 +0000 (08:21 -0800)
It's only about builtins, not variables in general.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
src/glsl/Makefile.sources
src/glsl/builtin_variables.cpp [new file with mode: 0644]
src/glsl/ir_variable.cpp [deleted file]

index b4bfff09c9eb090c76bd44e7143825137450bfbc..c65bfe4fff66ec5c69e806095c7f804e7256765f 100644 (file)
@@ -20,6 +20,7 @@ LIBGLSL_CXX_SOURCES := \
        ast_function.cpp \
        ast_to_hir.cpp \
        ast_type.cpp \
+       builtin_variables.cpp \
        glsl_parser_extras.cpp \
        glsl_types.cpp \
        glsl_symbol_table.cpp \
@@ -40,7 +41,6 @@ LIBGLSL_CXX_SOURCES := \
        ir_rvalue_visitor.cpp \
        ir_set_program_inouts.cpp \
        ir_validate.cpp \
-       ir_variable.cpp \
        ir_variable_refcount.cpp \
        linker.cpp \
        link_functions.cpp \
diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp
new file mode 100644 (file)
index 0000000..3092507
--- /dev/null
@@ -0,0 +1,916 @@
+/*
+ * Copyright © 2010 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ */
+
+#include "ir.h"
+#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 *,
+                                               bool, _mesa_glsl_parser_targets);
+
+static void
+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_BumpRotMatrix0MESA_elements[] = {
+   {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_0}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_BumpRotMatrix1MESA_elements[] = {
+   {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_1}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
+   {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = {
+   {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW},
+};
+
+static struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = {
+   {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, 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},
+     MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
+   { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
+     MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
+   { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
+     MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
+};
+
+#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_BumpRotMatrix0MESA),
+   STATEVAR(gl_BumpRotMatrix1MESA),
+   STATEVAR(gl_FogParamsOptimizedMESA),
+   STATEVAR(gl_CurrentAttribVertMESA),
+   STATEVAR(gl_CurrentAttribFragMESA),
+
+   {NULL, NULL, 0}
+};
+
+static ir_variable *
+add_variable(exec_list *instructions, glsl_symbol_table *symtab,
+            const char *name, const glsl_type *type,
+            enum ir_variable_mode mode, int slot)
+{
+   ir_variable *var = new(symtab) ir_variable(type, name, mode);
+
+   switch (var->mode) {
+   case ir_var_auto:
+   case ir_var_in:
+   case ir_var_const_in:
+   case ir_var_uniform:
+   case ir_var_system_value:
+      var->read_only = true;
+      break;
+   case ir_var_inout:
+   case ir_var_out:
+      break;
+   default:
+      assert(0);
+      break;
+   }
+
+   var->location = slot;
+   var->explicit_location = (slot >= 0);
+
+   /* Once the variable is created an initialized, add it to the symbol table
+    * and add the declaration to the IR stream.
+    */
+   instructions->push_tail(var);
+
+   symtab->add_variable(var);
+   return var;
+}
+
+static ir_variable *
+add_uniform(exec_list *instructions, glsl_symbol_table *symtab,
+           const char *name, const glsl_type *type)
+{
+   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()) {
+           if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
+               strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
+              slots->tokens[2] = a;
+           } else {
+              slots->tokens[1] = a;
+           }
+        }
+
+        slots->swizzle = element->swizzle;
+        slots++;
+      }
+   }
+
+   return uni;
+}
+
+static void
+add_builtin_variable(exec_list *instructions, glsl_symbol_table *symtab,
+                    const builtin_variable *proto)
+{
+   /* Create a new variable declaration from the description supplied by
+    * the caller.
+    */
+   const glsl_type *const type = symtab->get_type(proto->type);
+
+   assert(type != NULL);
+
+   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 ir_variable *
+add_builtin_constant(exec_list *instructions, glsl_symbol_table *symtab,
+                    const char *name, int value)
+{
+   ir_variable *const var = add_variable(instructions, symtab,
+                                        name, glsl_type::int_type,
+                                        ir_var_auto, -1);
+   var->constant_value = new(var) ir_constant(value);
+   var->constant_initializer = new(var) ir_constant(value);
+   var->has_initializer = true;
+   return var;
+}
+
+/* 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)
+{
+   glsl_symbol_table *const symtab = state->symbols;
+
+   add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
+                       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->Const.MaxCombinedTextureImageUnits);
+   add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
+                       state->Const.MaxTextureImageUnits);
+   add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformVectors",
+                       state->Const.MaxFragmentUniformComponents);
+
+   add_uniform(instructions, symtab, "gl_DepthRange",
+              state->symbols->get_type("gl_DepthRangeParameters"));
+}
+
+static void
+generate_110_uniforms(exec_list *instructions,
+                     struct _mesa_glsl_parse_state *state)
+{
+   glsl_symbol_table *const symtab = state->symbols;
+
+   for (unsigned i = 0
+          ; i < Elements(builtin_110_deprecated_uniforms)
+          ; i++) {
+      add_builtin_variable(instructions, symtab,
+                          & builtin_110_deprecated_uniforms[i]);
+   }
+
+   add_builtin_constant(instructions, symtab, "gl_MaxLights",
+                       state->Const.MaxLights);
+   add_builtin_constant(instructions, symtab, "gl_MaxClipPlanes",
+                       state->Const.MaxClipPlanes);
+   add_builtin_constant(instructions, symtab, "gl_MaxTextureUnits",
+                       state->Const.MaxTextureUnits);
+   add_builtin_constant(instructions, symtab, "gl_MaxTextureCoords",
+                       state->Const.MaxTextureCoords);
+   add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
+                       state->Const.MaxVertexAttribs);
+   add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformComponents",
+                       state->Const.MaxVertexUniformComponents);
+   add_builtin_constant(instructions, symtab, "gl_MaxVaryingFloats",
+                       state->Const.MaxVaryingFloats);
+   add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
+                       state->Const.MaxVertexTextureImageUnits);
+   add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
+                       state->Const.MaxCombinedTextureImageUnits);
+   add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
+                       state->Const.MaxTextureImageUnits);
+   add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformComponents",
+                       state->Const.MaxFragmentUniformComponents);
+
+   const glsl_type *const mat4_array_type =
+      glsl_type::get_array_instance(glsl_type::mat4_type,
+                                   state->Const.MaxTextureCoords);
+
+   add_uniform(instructions, symtab, "gl_TextureMatrix", mat4_array_type);
+   add_uniform(instructions, symtab, "gl_TextureMatrixInverse", mat4_array_type);
+   add_uniform(instructions, symtab, "gl_TextureMatrixTranspose", mat4_array_type);
+   add_uniform(instructions, symtab, "gl_TextureMatrixInverseTranspose", mat4_array_type);
+
+   add_uniform(instructions, symtab, "gl_DepthRange",
+               symtab->get_type("gl_DepthRangeParameters"));
+
+   add_uniform(instructions, symtab, "gl_ClipPlane",
+              glsl_type::get_array_instance(glsl_type::vec4_type,
+                                            state->Const.MaxClipPlanes));
+   add_uniform(instructions, symtab, "gl_Point",
+              symtab->get_type("gl_PointParameters"));
+
+   const glsl_type *const material_parameters_type =
+      symtab->get_type("gl_MaterialParameters");
+   add_uniform(instructions, symtab, "gl_FrontMaterial", material_parameters_type);
+   add_uniform(instructions, symtab, "gl_BackMaterial", material_parameters_type);
+
+   const glsl_type *const light_source_array_type =
+      glsl_type::get_array_instance(symtab->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
+
+   add_uniform(instructions, symtab, "gl_LightSource", light_source_array_type);
+
+   const glsl_type *const light_model_products_type =
+      symtab->get_type("gl_LightModelProducts");
+   add_uniform(instructions, symtab, "gl_FrontLightModelProduct",
+              light_model_products_type);
+   add_uniform(instructions, symtab, "gl_BackLightModelProduct",
+              light_model_products_type);
+
+   const glsl_type *const light_products_type =
+      glsl_type::get_array_instance(symtab->get_type("gl_LightProducts"),
+                                   state->Const.MaxLights);
+   add_uniform(instructions, symtab, "gl_FrontLightProduct", light_products_type);
+   add_uniform(instructions, symtab, "gl_BackLightProduct", light_products_type);
+
+   add_uniform(instructions, symtab, "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, symtab, "gl_EyePlaneS", texcoords_vec4);
+   add_uniform(instructions, symtab, "gl_EyePlaneT", texcoords_vec4);
+   add_uniform(instructions, symtab, "gl_EyePlaneR", texcoords_vec4);
+   add_uniform(instructions, symtab, "gl_EyePlaneQ", texcoords_vec4);
+   add_uniform(instructions, symtab, "gl_ObjectPlaneS", texcoords_vec4);
+   add_uniform(instructions, symtab, "gl_ObjectPlaneT", texcoords_vec4);
+   add_uniform(instructions, symtab, "gl_ObjectPlaneR", texcoords_vec4);
+   add_uniform(instructions, symtab, "gl_ObjectPlaneQ", texcoords_vec4);
+
+   add_uniform(instructions, symtab, "gl_Fog",
+              symtab->get_type("gl_FogParameters"));
+
+   /* Mesa-internal current attrib state */
+   const glsl_type *const vert_attribs =
+      glsl_type::get_array_instance(glsl_type::vec4_type, VERT_ATTRIB_MAX);
+   add_uniform(instructions, symtab, "gl_CurrentAttribVertMESA", vert_attribs);
+   const glsl_type *const frag_attribs =
+      glsl_type::get_array_instance(glsl_type::vec4_type, FRAG_ATTRIB_MAX);
+   add_uniform(instructions, symtab, "gl_CurrentAttribFragMESA", frag_attribs);
+}
+
+/* This function should only be called for ES, not desktop GL. */
+static void
+generate_100ES_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]);
+   }
+
+   generate_100ES_uniforms(instructions, state);
+
+   generate_ARB_draw_buffers_variables(instructions, state, false,
+                                      vertex_shader);
+}
+
+
+static void
+generate_110_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_110_deprecated_vs_variables)
+          ; i++) {
+      add_builtin_variable(instructions, state->symbols,
+                          & builtin_110_deprecated_vs_variables[i]);
+   }
+   generate_110_uniforms(instructions, state);
+
+   /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
+    *
+    *     "As with all arrays, indices used to subscript gl_TexCoord must
+    *     either be an integral constant expressions, or this array must be
+    *     re-declared by the shader with a size. The size can be at most
+    *     gl_MaxTextureCoords. Using indexes close to 0 may aid the
+    *     implementation in preserving varying resources."
+    */
+   const glsl_type *const vec4_array_type =
+      glsl_type::get_array_instance(glsl_type::vec4_type, 0);
+
+   add_variable(instructions, state->symbols,
+               "gl_TexCoord", vec4_array_type, ir_var_out, VERT_RESULT_TEX0);
+
+   generate_ARB_draw_buffers_variables(instructions, state, false,
+                                      vertex_shader);
+}
+
+
+static void
+generate_120_vs_variables(exec_list *instructions,
+                         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, state);
+}
+
+
+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);
+   add_builtin_constant(instructions, symtab, "gl_MaxVaryingComponents",
+                       state->Const.MaxVaryingFloats);
+}
+
+
+static void
+generate_130_vs_variables(exec_list *instructions,
+                         struct _mesa_glsl_parse_state *state)
+{
+   generate_120_vs_variables(instructions, state);
+
+   for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) {
+      add_builtin_variable(instructions, state->symbols,
+                          & 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, 0);
+
+   add_variable(instructions, state->symbols,
+               "gl_ClipDistance", clip_distance_array_type, ir_var_out,
+                VERT_RESULT_CLIP_DIST0);
+
+}
+
+
+static void
+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);
+      break;
+   case 120:
+      generate_120_vs_variables(instructions, state);
+      break;
+   case 130:
+      generate_130_vs_variables(instructions, state);
+      break;
+   }
+
+   if (state->ARB_draw_instanced_enable)
+      generate_ARB_draw_instanced_variables(instructions, state, false,
+                                            vertex_shader);
+}
+
+
+/* This function should only be called for ES, not desktop GL. */
+static void
+generate_100ES_fs_variables(exec_list *instructions,
+                         struct _mesa_glsl_parse_state *state)
+{
+   for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
+      add_builtin_variable(instructions, state->symbols,
+                          & builtin_core_fs_variables[i]);
+   }
+
+   for (unsigned i = 0; i < Elements(builtin_100ES_fs_variables); i++) {
+      add_builtin_variable(instructions, state->symbols,
+                          & builtin_100ES_fs_variables[i]);
+   }
+
+   generate_100ES_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)
+{
+   for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
+      add_builtin_variable(instructions, state->symbols,
+                          & builtin_core_fs_variables[i]);
+   }
+
+   for (unsigned i = 0; i < Elements(builtin_110_fs_variables); i++) {
+      add_builtin_variable(instructions, state->symbols,
+                          & builtin_110_fs_variables[i]);
+   }
+
+   for (unsigned i = 0
+          ; i < Elements(builtin_110_deprecated_fs_variables)
+          ; i++) {
+      add_builtin_variable(instructions, state->symbols,
+                          & builtin_110_deprecated_fs_variables[i]);
+   }
+   generate_110_uniforms(instructions, state);
+
+   /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
+    *
+    *     "As with all arrays, indices used to subscript gl_TexCoord must
+    *     either be an integral constant expressions, or this array must be
+    *     re-declared by the shader with a size. The size can be at most
+    *     gl_MaxTextureCoords. Using indexes close to 0 may aid the
+    *     implementation in preserving varying resources."
+    */
+   const glsl_type *const vec4_array_type =
+      glsl_type::get_array_instance(glsl_type::vec4_type, 0);
+
+   add_variable(instructions, state->symbols,
+               "gl_TexCoord", vec4_array_type, ir_var_in, FRAG_ATTRIB_TEX0);
+
+   generate_ARB_draw_buffers_variables(instructions, state, false,
+                                      fragment_shader);
+}
+
+
+static void
+generate_ARB_draw_buffers_variables(exec_list *instructions,
+                                   struct _mesa_glsl_parse_state *state,
+                                   bool warn, _mesa_glsl_parser_targets target)
+{
+   /* gl_MaxDrawBuffers is available in all shader stages.
+    */
+   ir_variable *const mdb =
+      add_builtin_constant(instructions, state->symbols, "gl_MaxDrawBuffers",
+                          state->Const.MaxDrawBuffers);
+
+   if (warn)
+      mdb->warn_extension = "GL_ARB_draw_buffers";
+
+   /* 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(glsl_type::vec4_type,
+                                      state->Const.MaxDrawBuffers);
+
+      ir_variable *const fd =
+        add_variable(instructions, state->symbols,
+                     "gl_FragData", vec4_array_type,
+                     ir_var_out, FRAG_RESULT_DATA0);
+
+      if (warn)
+        fd->warn_extension = "GL_ARB_draw_buffers";
+   }
+}
+
+
+static void
+generate_ARB_draw_instanced_variables(exec_list *instructions,
+                                      struct _mesa_glsl_parse_state *state,
+                                      bool warn,
+                                      _mesa_glsl_parser_targets target)
+{
+   /* gl_InstanceIDARB is only available in the vertex shader.
+    */
+   if (target == vertex_shader) {
+      ir_variable *const inst =
+         add_variable(instructions, state->symbols,
+                     "gl_InstanceIDARB", glsl_type::int_type,
+                     ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID);
+
+      if (warn)
+         inst->warn_extension = "GL_ARB_draw_instanced";
+   }
+}
+
+
+static void
+generate_ARB_shader_stencil_export_variables(exec_list *instructions,
+                                            struct _mesa_glsl_parse_state *state,
+                                            bool warn)
+{
+   /* gl_FragStencilRefARB is only available in the fragment shader.
+    */
+   ir_variable *const fd =
+      add_variable(instructions, state->symbols,
+                  "gl_FragStencilRefARB", glsl_type::int_type,
+                  ir_var_out, FRAG_RESULT_STENCIL);
+
+   if (warn)
+      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)
+{
+   generate_110_fs_variables(instructions, state);
+
+   for (unsigned i = 0
+          ; i < Elements(builtin_120_fs_variables)
+          ; i++) {
+      add_builtin_variable(instructions, state->symbols,
+                          & builtin_120_fs_variables[i]);
+   }
+}
+
+static void
+generate_130_fs_variables(exec_list *instructions,
+                         struct _mesa_glsl_parse_state *state)
+{
+   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, 0);
+
+   add_variable(instructions, state->symbols,
+               "gl_ClipDistance", clip_distance_array_type, ir_var_in,
+                FRAG_ATTRIB_CLIP_DIST0);
+}
+
+static void
+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);
+      break;
+   case 120:
+      generate_120_fs_variables(instructions, state);
+      break;
+   case 130:
+      generate_130_fs_variables(instructions, state);
+      break;
+   }
+
+   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
+_mesa_glsl_initialize_variables(exec_list *instructions,
+                               struct _mesa_glsl_parse_state *state)
+{
+   switch (state->target) {
+   case vertex_shader:
+      initialize_vs_variables(instructions, state);
+      break;
+   case geometry_shader:
+      break;
+   case fragment_shader:
+      initialize_fs_variables(instructions, state);
+      break;
+   }
+}
diff --git a/src/glsl/ir_variable.cpp b/src/glsl/ir_variable.cpp
deleted file mode 100644 (file)
index 3092507..0000000
+++ /dev/null
@@ -1,916 +0,0 @@
-/*
- * Copyright © 2010 Intel Corporation
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice (including the next
- * paragraph) shall be included in all copies or substantial portions of the
- * Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
- * DEALINGS IN THE SOFTWARE.
- */
-
-#include "ir.h"
-#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 *,
-                                               bool, _mesa_glsl_parser_targets);
-
-static void
-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_BumpRotMatrix0MESA_elements[] = {
-   {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_0}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_BumpRotMatrix1MESA_elements[] = {
-   {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_1}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
-   {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = {
-   {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = {
-   {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, 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},
-     MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
-   { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
-     MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
-   { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
-     MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
-};
-
-#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_BumpRotMatrix0MESA),
-   STATEVAR(gl_BumpRotMatrix1MESA),
-   STATEVAR(gl_FogParamsOptimizedMESA),
-   STATEVAR(gl_CurrentAttribVertMESA),
-   STATEVAR(gl_CurrentAttribFragMESA),
-
-   {NULL, NULL, 0}
-};
-
-static ir_variable *
-add_variable(exec_list *instructions, glsl_symbol_table *symtab,
-            const char *name, const glsl_type *type,
-            enum ir_variable_mode mode, int slot)
-{
-   ir_variable *var = new(symtab) ir_variable(type, name, mode);
-
-   switch (var->mode) {
-   case ir_var_auto:
-   case ir_var_in:
-   case ir_var_const_in:
-   case ir_var_uniform:
-   case ir_var_system_value:
-      var->read_only = true;
-      break;
-   case ir_var_inout:
-   case ir_var_out:
-      break;
-   default:
-      assert(0);
-      break;
-   }
-
-   var->location = slot;
-   var->explicit_location = (slot >= 0);
-
-   /* Once the variable is created an initialized, add it to the symbol table
-    * and add the declaration to the IR stream.
-    */
-   instructions->push_tail(var);
-
-   symtab->add_variable(var);
-   return var;
-}
-
-static ir_variable *
-add_uniform(exec_list *instructions, glsl_symbol_table *symtab,
-           const char *name, const glsl_type *type)
-{
-   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()) {
-           if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
-               strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
-              slots->tokens[2] = a;
-           } else {
-              slots->tokens[1] = a;
-           }
-        }
-
-        slots->swizzle = element->swizzle;
-        slots++;
-      }
-   }
-
-   return uni;
-}
-
-static void
-add_builtin_variable(exec_list *instructions, glsl_symbol_table *symtab,
-                    const builtin_variable *proto)
-{
-   /* Create a new variable declaration from the description supplied by
-    * the caller.
-    */
-   const glsl_type *const type = symtab->get_type(proto->type);
-
-   assert(type != NULL);
-
-   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 ir_variable *
-add_builtin_constant(exec_list *instructions, glsl_symbol_table *symtab,
-                    const char *name, int value)
-{
-   ir_variable *const var = add_variable(instructions, symtab,
-                                        name, glsl_type::int_type,
-                                        ir_var_auto, -1);
-   var->constant_value = new(var) ir_constant(value);
-   var->constant_initializer = new(var) ir_constant(value);
-   var->has_initializer = true;
-   return var;
-}
-
-/* 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)
-{
-   glsl_symbol_table *const symtab = state->symbols;
-
-   add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
-                       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->Const.MaxCombinedTextureImageUnits);
-   add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
-                       state->Const.MaxTextureImageUnits);
-   add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformVectors",
-                       state->Const.MaxFragmentUniformComponents);
-
-   add_uniform(instructions, symtab, "gl_DepthRange",
-              state->symbols->get_type("gl_DepthRangeParameters"));
-}
-
-static void
-generate_110_uniforms(exec_list *instructions,
-                     struct _mesa_glsl_parse_state *state)
-{
-   glsl_symbol_table *const symtab = state->symbols;
-
-   for (unsigned i = 0
-          ; i < Elements(builtin_110_deprecated_uniforms)
-          ; i++) {
-      add_builtin_variable(instructions, symtab,
-                          & builtin_110_deprecated_uniforms[i]);
-   }
-
-   add_builtin_constant(instructions, symtab, "gl_MaxLights",
-                       state->Const.MaxLights);
-   add_builtin_constant(instructions, symtab, "gl_MaxClipPlanes",
-                       state->Const.MaxClipPlanes);
-   add_builtin_constant(instructions, symtab, "gl_MaxTextureUnits",
-                       state->Const.MaxTextureUnits);
-   add_builtin_constant(instructions, symtab, "gl_MaxTextureCoords",
-                       state->Const.MaxTextureCoords);
-   add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
-                       state->Const.MaxVertexAttribs);
-   add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformComponents",
-                       state->Const.MaxVertexUniformComponents);
-   add_builtin_constant(instructions, symtab, "gl_MaxVaryingFloats",
-                       state->Const.MaxVaryingFloats);
-   add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
-                       state->Const.MaxVertexTextureImageUnits);
-   add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
-                       state->Const.MaxCombinedTextureImageUnits);
-   add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
-                       state->Const.MaxTextureImageUnits);
-   add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformComponents",
-                       state->Const.MaxFragmentUniformComponents);
-
-   const glsl_type *const mat4_array_type =
-      glsl_type::get_array_instance(glsl_type::mat4_type,
-                                   state->Const.MaxTextureCoords);
-
-   add_uniform(instructions, symtab, "gl_TextureMatrix", mat4_array_type);
-   add_uniform(instructions, symtab, "gl_TextureMatrixInverse", mat4_array_type);
-   add_uniform(instructions, symtab, "gl_TextureMatrixTranspose", mat4_array_type);
-   add_uniform(instructions, symtab, "gl_TextureMatrixInverseTranspose", mat4_array_type);
-
-   add_uniform(instructions, symtab, "gl_DepthRange",
-               symtab->get_type("gl_DepthRangeParameters"));
-
-   add_uniform(instructions, symtab, "gl_ClipPlane",
-              glsl_type::get_array_instance(glsl_type::vec4_type,
-                                            state->Const.MaxClipPlanes));
-   add_uniform(instructions, symtab, "gl_Point",
-              symtab->get_type("gl_PointParameters"));
-
-   const glsl_type *const material_parameters_type =
-      symtab->get_type("gl_MaterialParameters");
-   add_uniform(instructions, symtab, "gl_FrontMaterial", material_parameters_type);
-   add_uniform(instructions, symtab, "gl_BackMaterial", material_parameters_type);
-
-   const glsl_type *const light_source_array_type =
-      glsl_type::get_array_instance(symtab->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
-
-   add_uniform(instructions, symtab, "gl_LightSource", light_source_array_type);
-
-   const glsl_type *const light_model_products_type =
-      symtab->get_type("gl_LightModelProducts");
-   add_uniform(instructions, symtab, "gl_FrontLightModelProduct",
-              light_model_products_type);
-   add_uniform(instructions, symtab, "gl_BackLightModelProduct",
-              light_model_products_type);
-
-   const glsl_type *const light_products_type =
-      glsl_type::get_array_instance(symtab->get_type("gl_LightProducts"),
-                                   state->Const.MaxLights);
-   add_uniform(instructions, symtab, "gl_FrontLightProduct", light_products_type);
-   add_uniform(instructions, symtab, "gl_BackLightProduct", light_products_type);
-
-   add_uniform(instructions, symtab, "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, symtab, "gl_EyePlaneS", texcoords_vec4);
-   add_uniform(instructions, symtab, "gl_EyePlaneT", texcoords_vec4);
-   add_uniform(instructions, symtab, "gl_EyePlaneR", texcoords_vec4);
-   add_uniform(instructions, symtab, "gl_EyePlaneQ", texcoords_vec4);
-   add_uniform(instructions, symtab, "gl_ObjectPlaneS", texcoords_vec4);
-   add_uniform(instructions, symtab, "gl_ObjectPlaneT", texcoords_vec4);
-   add_uniform(instructions, symtab, "gl_ObjectPlaneR", texcoords_vec4);
-   add_uniform(instructions, symtab, "gl_ObjectPlaneQ", texcoords_vec4);
-
-   add_uniform(instructions, symtab, "gl_Fog",
-              symtab->get_type("gl_FogParameters"));
-
-   /* Mesa-internal current attrib state */
-   const glsl_type *const vert_attribs =
-      glsl_type::get_array_instance(glsl_type::vec4_type, VERT_ATTRIB_MAX);
-   add_uniform(instructions, symtab, "gl_CurrentAttribVertMESA", vert_attribs);
-   const glsl_type *const frag_attribs =
-      glsl_type::get_array_instance(glsl_type::vec4_type, FRAG_ATTRIB_MAX);
-   add_uniform(instructions, symtab, "gl_CurrentAttribFragMESA", frag_attribs);
-}
-
-/* This function should only be called for ES, not desktop GL. */
-static void
-generate_100ES_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]);
-   }
-
-   generate_100ES_uniforms(instructions, state);
-
-   generate_ARB_draw_buffers_variables(instructions, state, false,
-                                      vertex_shader);
-}
-
-
-static void
-generate_110_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_110_deprecated_vs_variables)
-          ; i++) {
-      add_builtin_variable(instructions, state->symbols,
-                          & builtin_110_deprecated_vs_variables[i]);
-   }
-   generate_110_uniforms(instructions, state);
-
-   /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
-    *
-    *     "As with all arrays, indices used to subscript gl_TexCoord must
-    *     either be an integral constant expressions, or this array must be
-    *     re-declared by the shader with a size. The size can be at most
-    *     gl_MaxTextureCoords. Using indexes close to 0 may aid the
-    *     implementation in preserving varying resources."
-    */
-   const glsl_type *const vec4_array_type =
-      glsl_type::get_array_instance(glsl_type::vec4_type, 0);
-
-   add_variable(instructions, state->symbols,
-               "gl_TexCoord", vec4_array_type, ir_var_out, VERT_RESULT_TEX0);
-
-   generate_ARB_draw_buffers_variables(instructions, state, false,
-                                      vertex_shader);
-}
-
-
-static void
-generate_120_vs_variables(exec_list *instructions,
-                         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, state);
-}
-
-
-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);
-   add_builtin_constant(instructions, symtab, "gl_MaxVaryingComponents",
-                       state->Const.MaxVaryingFloats);
-}
-
-
-static void
-generate_130_vs_variables(exec_list *instructions,
-                         struct _mesa_glsl_parse_state *state)
-{
-   generate_120_vs_variables(instructions, state);
-
-   for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) {
-      add_builtin_variable(instructions, state->symbols,
-                          & 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, 0);
-
-   add_variable(instructions, state->symbols,
-               "gl_ClipDistance", clip_distance_array_type, ir_var_out,
-                VERT_RESULT_CLIP_DIST0);
-
-}
-
-
-static void
-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);
-      break;
-   case 120:
-      generate_120_vs_variables(instructions, state);
-      break;
-   case 130:
-      generate_130_vs_variables(instructions, state);
-      break;
-   }
-
-   if (state->ARB_draw_instanced_enable)
-      generate_ARB_draw_instanced_variables(instructions, state, false,
-                                            vertex_shader);
-}
-
-
-/* This function should only be called for ES, not desktop GL. */
-static void
-generate_100ES_fs_variables(exec_list *instructions,
-                         struct _mesa_glsl_parse_state *state)
-{
-   for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
-      add_builtin_variable(instructions, state->symbols,
-                          & builtin_core_fs_variables[i]);
-   }
-
-   for (unsigned i = 0; i < Elements(builtin_100ES_fs_variables); i++) {
-      add_builtin_variable(instructions, state->symbols,
-                          & builtin_100ES_fs_variables[i]);
-   }
-
-   generate_100ES_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)
-{
-   for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
-      add_builtin_variable(instructions, state->symbols,
-                          & builtin_core_fs_variables[i]);
-   }
-
-   for (unsigned i = 0; i < Elements(builtin_110_fs_variables); i++) {
-      add_builtin_variable(instructions, state->symbols,
-                          & builtin_110_fs_variables[i]);
-   }
-
-   for (unsigned i = 0
-          ; i < Elements(builtin_110_deprecated_fs_variables)
-          ; i++) {
-      add_builtin_variable(instructions, state->symbols,
-                          & builtin_110_deprecated_fs_variables[i]);
-   }
-   generate_110_uniforms(instructions, state);
-
-   /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
-    *
-    *     "As with all arrays, indices used to subscript gl_TexCoord must
-    *     either be an integral constant expressions, or this array must be
-    *     re-declared by the shader with a size. The size can be at most
-    *     gl_MaxTextureCoords. Using indexes close to 0 may aid the
-    *     implementation in preserving varying resources."
-    */
-   const glsl_type *const vec4_array_type =
-      glsl_type::get_array_instance(glsl_type::vec4_type, 0);
-
-   add_variable(instructions, state->symbols,
-               "gl_TexCoord", vec4_array_type, ir_var_in, FRAG_ATTRIB_TEX0);
-
-   generate_ARB_draw_buffers_variables(instructions, state, false,
-                                      fragment_shader);
-}
-
-
-static void
-generate_ARB_draw_buffers_variables(exec_list *instructions,
-                                   struct _mesa_glsl_parse_state *state,
-                                   bool warn, _mesa_glsl_parser_targets target)
-{
-   /* gl_MaxDrawBuffers is available in all shader stages.
-    */
-   ir_variable *const mdb =
-      add_builtin_constant(instructions, state->symbols, "gl_MaxDrawBuffers",
-                          state->Const.MaxDrawBuffers);
-
-   if (warn)
-      mdb->warn_extension = "GL_ARB_draw_buffers";
-
-   /* 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(glsl_type::vec4_type,
-                                      state->Const.MaxDrawBuffers);
-
-      ir_variable *const fd =
-        add_variable(instructions, state->symbols,
-                     "gl_FragData", vec4_array_type,
-                     ir_var_out, FRAG_RESULT_DATA0);
-
-      if (warn)
-        fd->warn_extension = "GL_ARB_draw_buffers";
-   }
-}
-
-
-static void
-generate_ARB_draw_instanced_variables(exec_list *instructions,
-                                      struct _mesa_glsl_parse_state *state,
-                                      bool warn,
-                                      _mesa_glsl_parser_targets target)
-{
-   /* gl_InstanceIDARB is only available in the vertex shader.
-    */
-   if (target == vertex_shader) {
-      ir_variable *const inst =
-         add_variable(instructions, state->symbols,
-                     "gl_InstanceIDARB", glsl_type::int_type,
-                     ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID);
-
-      if (warn)
-         inst->warn_extension = "GL_ARB_draw_instanced";
-   }
-}
-
-
-static void
-generate_ARB_shader_stencil_export_variables(exec_list *instructions,
-                                            struct _mesa_glsl_parse_state *state,
-                                            bool warn)
-{
-   /* gl_FragStencilRefARB is only available in the fragment shader.
-    */
-   ir_variable *const fd =
-      add_variable(instructions, state->symbols,
-                  "gl_FragStencilRefARB", glsl_type::int_type,
-                  ir_var_out, FRAG_RESULT_STENCIL);
-
-   if (warn)
-      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)
-{
-   generate_110_fs_variables(instructions, state);
-
-   for (unsigned i = 0
-          ; i < Elements(builtin_120_fs_variables)
-          ; i++) {
-      add_builtin_variable(instructions, state->symbols,
-                          & builtin_120_fs_variables[i]);
-   }
-}
-
-static void
-generate_130_fs_variables(exec_list *instructions,
-                         struct _mesa_glsl_parse_state *state)
-{
-   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, 0);
-
-   add_variable(instructions, state->symbols,
-               "gl_ClipDistance", clip_distance_array_type, ir_var_in,
-                FRAG_ATTRIB_CLIP_DIST0);
-}
-
-static void
-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);
-      break;
-   case 120:
-      generate_120_fs_variables(instructions, state);
-      break;
-   case 130:
-      generate_130_fs_variables(instructions, state);
-      break;
-   }
-
-   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
-_mesa_glsl_initialize_variables(exec_list *instructions,
-                               struct _mesa_glsl_parse_state *state)
-{
-   switch (state->target) {
-   case vertex_shader:
-      initialize_vs_variables(instructions, state);
-      break;
-   case geometry_shader:
-      break;
-   case fragment_shader:
-      initialize_fs_variables(instructions, state);
-      break;
-   }
-}