From: Eric Anholt Date: Wed, 28 Jul 2010 19:23:51 +0000 (-0700) Subject: glsl2: Add the remaining builtin uniforms. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=85b5dba5933437763dfb6ddc5384f59c0943d658;p=mesa.git glsl2: Add the remaining builtin uniforms. --- diff --git a/src/glsl/ir_variable.cpp b/src/glsl/ir_variable.cpp index ea2872f237c..478cefc5a6c 100644 --- a/src/glsl/ir_variable.cpp +++ b/src/glsl/ir_variable.cpp @@ -76,6 +76,14 @@ add_variable(const char *name, enum ir_variable_mode mode, int slot, 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, @@ -141,28 +149,58 @@ generate_110_uniforms(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