From: Eric Anholt Date: Tue, 8 Nov 2011 22:44:18 +0000 (-0800) Subject: glsl: Move ir_variable.cpp to builtin_variables.cpp. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=ab5c2622b6484df19db7e729f0e434a24dce2d10;p=mesa.git glsl: Move ir_variable.cpp to builtin_variables.cpp. It's only about builtins, not variables in general. Reviewed-by: Ian Romanick --- diff --git a/src/glsl/Makefile.sources b/src/glsl/Makefile.sources index b4bfff09c9e..c65bfe4fff6 100644 --- a/src/glsl/Makefile.sources +++ b/src/glsl/Makefile.sources @@ -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 index 00000000000..3092507bc39 --- /dev/null +++ b/src/glsl/builtin_variables.cpp @@ -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 index 3092507bc39..00000000000 --- a/src/glsl/ir_variable.cpp +++ /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; - } -}