diff options
author | Eric Anholt <[email protected]> | 2011-11-08 14:44:18 -0800 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2011-11-11 08:21:34 -0800 |
commit | ab5c2622b6484df19db7e729f0e434a24dce2d10 (patch) | |
tree | 803dd7ba12ee309df54d2e408fe0276fe9e57403 /src/glsl/builtin_variables.cpp | |
parent | 8ca76386f5eae78d9a3617b338f11f23b6ce69fe (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.cpp | 916 |
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; + } +} |