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authorEric Anholt <[email protected]>2011-11-08 14:44:18 -0800
committerEric Anholt <[email protected]>2011-11-11 08:21:34 -0800
commitab5c2622b6484df19db7e729f0e434a24dce2d10 (patch)
tree803dd7ba12ee309df54d2e408fe0276fe9e57403 /src/glsl/builtin_variables.cpp
parent8ca76386f5eae78d9a3617b338f11f23b6ce69fe (diff)
glsl: Move ir_variable.cpp to builtin_variables.cpp.
It's only about builtins, not variables in general. Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/glsl/builtin_variables.cpp')
-rw-r--r--src/glsl/builtin_variables.cpp916
1 files changed, 916 insertions, 0 deletions
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;
+ }
+}