From: Ian Romanick Date: Tue, 25 Jan 2011 00:45:11 +0000 (-0800) Subject: glsl: Make add_variable, add_uniform, et. al. have similar signatures X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=dfdff940b6cb69b882595e16cdab12b9f440c201;p=mesa.git glsl: Make add_variable, add_uniform, et. al. have similar signatures While making some other changes in this area I was finding it annoying each of these functions took mostly the same set of parameters in differing orders. --- diff --git a/src/glsl/ir_variable.cpp b/src/glsl/ir_variable.cpp index 18a3e0fb0d9..68d9ab2055d 100644 --- a/src/glsl/ir_variable.cpp +++ b/src/glsl/ir_variable.cpp @@ -36,9 +36,9 @@ generate_ARB_draw_instanced_variables(exec_list *, bool, _mesa_glsl_parser_targets); static ir_variable * -add_variable(const char *name, enum ir_variable_mode mode, int slot, - const glsl_type *type, exec_list *instructions, - glsl_symbol_table *symtab) +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); @@ -71,17 +71,15 @@ add_variable(const char *name, enum ir_variable_mode mode, int slot, } static ir_variable * -add_uniform(exec_list *instructions, - struct _mesa_glsl_parse_state *state, +add_uniform(exec_list *instructions, glsl_symbol_table *symtab, const char *name, const glsl_type *type) { - return add_variable(name, ir_var_uniform, -1, type, instructions, - state->symbols); + return add_variable(instructions, symtab, name, type, ir_var_uniform, -1); } static void -add_builtin_variable(const builtin_variable *proto, exec_list *instructions, - glsl_symbol_table *symtab) +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. @@ -90,18 +88,17 @@ add_builtin_variable(const builtin_variable *proto, exec_list *instructions, assert(type != NULL); - add_variable(proto->name, proto->mode, proto->slot, type, instructions, - symtab); + add_variable(instructions, symtab, proto->name, type, proto->mode, + proto->slot); } static void -add_builtin_constant(exec_list *instructions, - struct _mesa_glsl_parse_state *state, +add_builtin_constant(exec_list *instructions, glsl_symbol_table *symtab, const char *name, int value) { - ir_variable *const var = add_variable(name, ir_var_auto, - -1, glsl_type::int_type, - instructions, state->symbols); + 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); } @@ -112,22 +109,24 @@ static void generate_100ES_uniforms(exec_list *instructions, struct _mesa_glsl_parse_state *state) { - add_builtin_constant(instructions, state, "gl_MaxVertexAttribs", + glsl_symbol_table *const symtab = state->symbols; + + add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs", state->Const.MaxVertexAttribs); - add_builtin_constant(instructions, state, "gl_MaxVertexUniformVectors", + add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformVectors", state->Const.MaxVertexUniformComponents); - add_builtin_constant(instructions, state, "gl_MaxVaryingVectors", + add_builtin_constant(instructions, symtab, "gl_MaxVaryingVectors", state->Const.MaxVaryingFloats / 4); - add_builtin_constant(instructions, state, "gl_MaxVertexTextureImageUnits", + add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits", state->Const.MaxVertexTextureImageUnits); - add_builtin_constant(instructions, state, "gl_MaxCombinedTextureImageUnits", + add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits", state->Const.MaxCombinedTextureImageUnits); - add_builtin_constant(instructions, state, "gl_MaxTextureImageUnits", + add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits); - add_builtin_constant(instructions, state, "gl_MaxFragmentUniformVectors", + add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformVectors", state->Const.MaxFragmentUniformComponents); - add_uniform(instructions, state, "gl_DepthRange", + add_uniform(instructions, symtab, "gl_DepthRange", state->symbols->get_type("gl_DepthRangeParameters")); } @@ -135,95 +134,97 @@ 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(& builtin_110_deprecated_uniforms[i], - instructions, state->symbols); + add_builtin_variable(instructions, symtab, + & builtin_110_deprecated_uniforms[i]); } - add_builtin_constant(instructions, state, "gl_MaxLights", + add_builtin_constant(instructions, symtab, "gl_MaxLights", state->Const.MaxLights); - add_builtin_constant(instructions, state, "gl_MaxClipPlanes", + add_builtin_constant(instructions, symtab, "gl_MaxClipPlanes", state->Const.MaxClipPlanes); - add_builtin_constant(instructions, state, "gl_MaxTextureUnits", + add_builtin_constant(instructions, symtab, "gl_MaxTextureUnits", state->Const.MaxTextureUnits); - add_builtin_constant(instructions, state, "gl_MaxTextureCoords", + add_builtin_constant(instructions, symtab, "gl_MaxTextureCoords", state->Const.MaxTextureCoords); - add_builtin_constant(instructions, state, "gl_MaxVertexAttribs", + add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs", state->Const.MaxVertexAttribs); - add_builtin_constant(instructions, state, "gl_MaxVertexUniformComponents", + add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformComponents", state->Const.MaxVertexUniformComponents); - add_builtin_constant(instructions, state, "gl_MaxVaryingFloats", + add_builtin_constant(instructions, symtab, "gl_MaxVaryingFloats", state->Const.MaxVaryingFloats); - add_builtin_constant(instructions, state, "gl_MaxVertexTextureImageUnits", + add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits", state->Const.MaxVertexTextureImageUnits); - add_builtin_constant(instructions, state, "gl_MaxCombinedTextureImageUnits", + add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits", state->Const.MaxCombinedTextureImageUnits); - add_builtin_constant(instructions, state, "gl_MaxTextureImageUnits", + add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits); - add_builtin_constant(instructions, state, "gl_MaxFragmentUniformComponents", + 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, state, "gl_TextureMatrix", mat4_array_type); - add_uniform(instructions, state, "gl_TextureMatrixInverse", mat4_array_type); - add_uniform(instructions, state, "gl_TextureMatrixTranspose", mat4_array_type); - add_uniform(instructions, state, "gl_TextureMatrixInverseTranspose", mat4_array_type); + 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, state, "gl_DepthRange", - state->symbols->get_type("gl_DepthRangeParameters")); + add_uniform(instructions, symtab, "gl_DepthRange", + symtab->get_type("gl_DepthRangeParameters")); - add_uniform(instructions, state, "gl_ClipPlane", + add_uniform(instructions, symtab, "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")); + add_uniform(instructions, symtab, "gl_Point", + symtab->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); + 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(state->symbols->get_type("gl_LightSourceParameters"), state->Const.MaxLights); + glsl_type::get_array_instance(symtab->get_type("gl_LightSourceParameters"), state->Const.MaxLights); - add_uniform(instructions, state, "gl_LightSource", light_source_array_type); + add_uniform(instructions, symtab, "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", + symtab->get_type("gl_LightModelProducts"); + add_uniform(instructions, symtab, "gl_FrontLightModelProduct", light_model_products_type); - add_uniform(instructions, state, "gl_BackLightModelProduct", + add_uniform(instructions, symtab, "gl_BackLightModelProduct", light_model_products_type); const glsl_type *const light_products_type = - glsl_type::get_array_instance(state->symbols->get_type("gl_LightProducts"), + glsl_type::get_array_instance(symtab->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); + add_uniform(instructions, symtab, "gl_FrontLightProduct", light_products_type); + add_uniform(instructions, symtab, "gl_BackLightProduct", light_products_type); - add_uniform(instructions, state, "gl_TextureEnvColor", + 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, 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")); + 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")); } /* This function should only be called for ES, not desktop GL. */ @@ -232,8 +233,8 @@ 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(& builtin_core_vs_variables[i], - instructions, state->symbols); + add_builtin_variable(instructions, state->symbols, + & builtin_core_vs_variables[i]); } generate_100ES_uniforms(instructions, state); @@ -248,15 +249,15 @@ 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(& builtin_core_vs_variables[i], - instructions, state->symbols); + 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(& builtin_110_deprecated_vs_variables[i], - instructions, state->symbols); + add_builtin_variable(instructions, state->symbols, + & builtin_110_deprecated_vs_variables[i]); } generate_110_uniforms(instructions, state); @@ -271,8 +272,8 @@ generate_110_vs_variables(exec_list *instructions, const glsl_type *const vec4_array_type = glsl_type::get_array_instance(glsl_type::vec4_type, 0); - add_variable("gl_TexCoord", ir_var_out, VERT_RESULT_TEX0, vec4_array_type, - instructions, state->symbols); + 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); @@ -297,8 +298,8 @@ generate_130_vs_variables(exec_list *instructions, generate_120_vs_variables(instructions, state); for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) { - add_builtin_variable(& builtin_130_vs_variables[i], - instructions, state->symbols); + add_builtin_variable(instructions, state->symbols, + & builtin_130_vs_variables[i]); } const glsl_type *const clip_distance_array_type = @@ -306,8 +307,8 @@ generate_130_vs_variables(exec_list *instructions, state->Const.MaxClipPlanes); /* FINISHME: gl_ClipDistance needs a real location assigned. */ - add_variable("gl_ClipDistance", ir_var_out, -1, clip_distance_array_type, - instructions, state->symbols); + add_variable(instructions, state->symbols, + "gl_ClipDistance", clip_distance_array_type, ir_var_out, -1); } @@ -344,13 +345,13 @@ 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(& builtin_core_fs_variables[i], - instructions, state->symbols); + 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(& builtin_100ES_fs_variables[i], - instructions, state->symbols); + add_builtin_variable(instructions, state->symbols, + & builtin_100ES_fs_variables[i]); } generate_100ES_uniforms(instructions, state); @@ -364,20 +365,20 @@ 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(& builtin_core_fs_variables[i], - instructions, state->symbols); + 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(& builtin_110_fs_variables[i], - instructions, state->symbols); + 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(& builtin_110_deprecated_fs_variables[i], - instructions, state->symbols); + add_builtin_variable(instructions, state->symbols, + & builtin_110_deprecated_fs_variables[i]); } generate_110_uniforms(instructions, state); @@ -392,8 +393,8 @@ generate_110_fs_variables(exec_list *instructions, const glsl_type *const vec4_array_type = glsl_type::get_array_instance(glsl_type::vec4_type, 0); - add_variable("gl_TexCoord", ir_var_in, FRAG_ATTRIB_TEX0, vec4_array_type, - instructions, state->symbols); + 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); @@ -408,8 +409,8 @@ generate_ARB_draw_buffers_variables(exec_list *instructions, /* gl_MaxDrawBuffers is available in all shader stages. */ ir_variable *const mdb = - add_variable("gl_MaxDrawBuffers", ir_var_auto, -1, - glsl_type::int_type, instructions, state->symbols); + add_variable(instructions, state->symbols, + "gl_MaxDrawBuffers", glsl_type::int_type, ir_var_auto, -1); if (warn) mdb->warn_extension = "GL_ARB_draw_buffers"; @@ -426,8 +427,9 @@ generate_ARB_draw_buffers_variables(exec_list *instructions, state->Const.MaxDrawBuffers); ir_variable *const fd = - add_variable("gl_FragData", ir_var_out, FRAG_RESULT_DATA0, - vec4_array_type, instructions, state->symbols); + 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"; @@ -445,9 +447,9 @@ generate_ARB_draw_instanced_variables(exec_list *instructions, */ if (target == vertex_shader) { ir_variable *const inst = - add_variable("gl_InstanceIDARB", ir_var_system_value, - SYSTEM_VALUE_INSTANCE_ID, - glsl_type::int_type, instructions, state->symbols); + 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"; @@ -463,8 +465,9 @@ generate_ARB_shader_stencil_export_variables(exec_list *instructions, /* gl_FragStencilRefARB is only available in the fragment shader. */ ir_variable *const fd = - add_variable("gl_FragStencilRefARB", ir_var_out, FRAG_RESULT_STENCIL, - glsl_type::int_type, instructions, state->symbols); + 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"; @@ -479,8 +482,8 @@ generate_120_fs_variables(exec_list *instructions, for (unsigned i = 0 ; i < Elements(builtin_120_fs_variables) ; i++) { - add_builtin_variable(& builtin_120_fs_variables[i], - instructions, state->symbols); + add_builtin_variable(instructions, state->symbols, + & builtin_120_fs_variables[i]); } } @@ -495,8 +498,8 @@ generate_130_fs_variables(exec_list *instructions, state->Const.MaxClipPlanes); /* FINISHME: gl_ClipDistance needs a real location assigned. */ - add_variable("gl_ClipDistance", ir_var_in, -1, clip_distance_array_type, - instructions, state->symbols); + add_variable(instructions, state->symbols, + "gl_ClipDistance", clip_distance_array_type, ir_var_in, -1); } static void