diff options
-rw-r--r-- | src/glsl/builtin_variables.cpp | 1129 |
1 files changed, 368 insertions, 761 deletions
diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp index eccd15a7769..1e88b6a73be 100644 --- a/src/glsl/builtin_variables.cpp +++ b/src/glsl/builtin_variables.cpp @@ -30,116 +30,6 @@ #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 void -generate_AMD_vertex_shader_layer_variables(exec_list *instructions, - struct _mesa_glsl_parse_state *state, - bool warn, - _mesa_glsl_parser_targets target); - -struct builtin_variable { - enum ir_variable_mode mode; - int slot; - const char *type; - const char *name; -}; - -static const builtin_variable builtin_core_vs_variables[] = { - { ir_var_shader_out, VARYING_SLOT_POS, "vec4", "gl_Position" }, - { ir_var_shader_out, VARYING_SLOT_PSIZ, "float", "gl_PointSize" }, -}; - -static const builtin_variable builtin_core_fs_variables[] = { - { ir_var_shader_in, VARYING_SLOT_POS, "vec4", "gl_FragCoord" }, - { ir_var_shader_in, VARYING_SLOT_FACE, "bool", "gl_FrontFacing" }, - { ir_var_shader_out, FRAG_RESULT_COLOR, "vec4", "gl_FragColor" }, -}; - -static const builtin_variable builtin_100ES_fs_variables[] = { - { ir_var_shader_in, VARYING_SLOT_PNTC, "vec2", "gl_PointCoord" }, -}; - -static const builtin_variable builtin_300ES_vs_variables[] = { - { ir_var_system_value, SYSTEM_VALUE_VERTEX_ID, "int", "gl_VertexID" }, -}; - -static const builtin_variable builtin_300ES_fs_variables[] = { - { ir_var_shader_in, VARYING_SLOT_POS, "vec4", "gl_FragCoord" }, - { ir_var_shader_in, VARYING_SLOT_FACE, "bool", "gl_FrontFacing" }, - { ir_var_shader_out, FRAG_RESULT_DEPTH, "float", "gl_FragDepth" }, - { ir_var_shader_in, VARYING_SLOT_PNTC, "vec2", "gl_PointCoord" }, -}; - -static const builtin_variable builtin_110_fs_variables[] = { - { ir_var_shader_out, FRAG_RESULT_DEPTH, "float", "gl_FragDepth" }, -}; - -static const builtin_variable builtin_110_deprecated_fs_variables[] = { - { ir_var_shader_in, VARYING_SLOT_COL0, "vec4", "gl_Color" }, - { ir_var_shader_in, VARYING_SLOT_COL1, "vec4", "gl_SecondaryColor" }, - { ir_var_shader_in, VARYING_SLOT_FOGC, "float", "gl_FogFragCoord" }, -}; - -static const builtin_variable builtin_110_deprecated_vs_variables[] = { - { ir_var_shader_in, VERT_ATTRIB_POS, "vec4", "gl_Vertex" }, - { ir_var_shader_in, VERT_ATTRIB_NORMAL, "vec3", "gl_Normal" }, - { ir_var_shader_in, VERT_ATTRIB_COLOR0, "vec4", "gl_Color" }, - { ir_var_shader_in, VERT_ATTRIB_COLOR1, "vec4", "gl_SecondaryColor" }, - { ir_var_shader_in, VERT_ATTRIB_TEX0, "vec4", "gl_MultiTexCoord0" }, - { ir_var_shader_in, VERT_ATTRIB_TEX1, "vec4", "gl_MultiTexCoord1" }, - { ir_var_shader_in, VERT_ATTRIB_TEX2, "vec4", "gl_MultiTexCoord2" }, - { ir_var_shader_in, VERT_ATTRIB_TEX3, "vec4", "gl_MultiTexCoord3" }, - { ir_var_shader_in, VERT_ATTRIB_TEX4, "vec4", "gl_MultiTexCoord4" }, - { ir_var_shader_in, VERT_ATTRIB_TEX5, "vec4", "gl_MultiTexCoord5" }, - { ir_var_shader_in, VERT_ATTRIB_TEX6, "vec4", "gl_MultiTexCoord6" }, - { ir_var_shader_in, VERT_ATTRIB_TEX7, "vec4", "gl_MultiTexCoord7" }, - { ir_var_shader_in, VERT_ATTRIB_FOG, "float", "gl_FogCoord" }, - { ir_var_shader_out, VARYING_SLOT_CLIP_VERTEX, "vec4", "gl_ClipVertex" }, - { ir_var_shader_out, VARYING_SLOT_COL0, "vec4", "gl_FrontColor" }, - { ir_var_shader_out, VARYING_SLOT_BFC0, "vec4", "gl_BackColor" }, - { ir_var_shader_out, VARYING_SLOT_COL1, "vec4", "gl_FrontSecondaryColor" }, - { ir_var_shader_out, VARYING_SLOT_BFC1, "vec4", "gl_BackSecondaryColor" }, - { ir_var_shader_out, VARYING_SLOT_FOGC, "float", "gl_FogFragCoord" }, -}; - -static const builtin_variable builtin_120_fs_variables[] = { - { ir_var_shader_in, VARYING_SLOT_PNTC, "vec2", "gl_PointCoord" }, -}; - -static const builtin_variable builtin_130_vs_variables[] = { - { ir_var_system_value, SYSTEM_VALUE_VERTEX_ID, "int", "gl_VertexID" }, -}; - -static const builtin_variable builtin_110_deprecated_uniforms[] = { - { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrix" }, - { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrix" }, - { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrix" }, - { ir_var_uniform, -1, "mat3", "gl_NormalMatrix" }, - { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixInverse" }, - { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixInverse" }, - { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixInverse" }, - { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixTranspose" }, - { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixTranspose" }, - { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixTranspose" }, - { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixInverseTranspose" }, - { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixInverseTranspose" }, - { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixInverseTranspose" }, - { ir_var_uniform, -1, "float", "gl_NormalScale" }, - { ir_var_uniform, -1, "gl_LightModelParameters", "gl_LightModel"}, - - /* Mesa-internal ATI_envmap_bumpmap state. */ - { ir_var_uniform, -1, "vec2", "gl_BumpRotMatrix0MESA"}, - { ir_var_uniform, -1, "vec2", "gl_BumpRotMatrix1MESA"}, - { ir_var_uniform, -1, "vec4", "gl_FogParamsOptimizedMESA"}, -}; static struct gl_builtin_uniform_element gl_DepthRange_elements[] = { {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX}, @@ -400,10 +290,93 @@ static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = { {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) + +namespace { + +class builtin_variable_generator +{ +public: + builtin_variable_generator(exec_list *instructions, + struct _mesa_glsl_parse_state *state); + void generate_constants(); + void generate_uniforms(); + void generate_vs_special_vars(); + void generate_gs_special_vars(); + void generate_fs_special_vars(); + void generate_varyings(); + +private: + const glsl_type *array(const glsl_type *base, unsigned elements) + { + return glsl_type::get_array_instance(base, elements); + } + + const glsl_type *type(const char *name) + { + return symtab->get_type(name); + } + + ir_variable *add_input(int slot, const glsl_type *type, const char *name) + { + return add_variable(name, type, ir_var_shader_in, slot); + } + + ir_variable *add_output(int slot, const glsl_type *type, const char *name) + { + return add_variable(name, type, ir_var_shader_out, slot); + } + + ir_variable *add_system_value(int slot, const glsl_type *type, + const char *name) + { + return add_variable(name, type, ir_var_system_value, slot); + } + + ir_variable *add_variable(const char *name, const glsl_type *type, + enum ir_variable_mode mode, int slot); + ir_variable *add_uniform(const glsl_type *type, const char *name); + ir_variable *add_const(const char *name, int value); + void add_varying(int slot, const glsl_type *type, const char *name, + const char *name_as_gs_input); + + exec_list * const instructions; + struct _mesa_glsl_parse_state * const state; + glsl_symbol_table * const symtab; + + /** + * True if compatibility-profile-only variables should be included. (In + * desktop GL, these are always included when the GLSL version is 1.30 and + * or below). + */ + const bool compatibility; + + const glsl_type * const bool_t; + const glsl_type * const int_t; + const glsl_type * const float_t; + const glsl_type * const vec2_t; + const glsl_type * const vec3_t; + const glsl_type * const vec4_t; + const glsl_type * const mat3_t; + const glsl_type * const mat4_t; +}; + + +builtin_variable_generator::builtin_variable_generator( + exec_list *instructions, struct _mesa_glsl_parse_state *state) + : instructions(instructions), state(state), symtab(state->symbols), + compatibility(!state->is_version(140, 100)), + bool_t(glsl_type::bool_type), int_t(glsl_type::int_type), + float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type), + vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type), + mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type) +{ +} + + +ir_variable * +builtin_variable_generator::add_variable(const char *name, + const glsl_type *type, + enum ir_variable_mode mode, int slot) { ir_variable *var = new(symtab) ir_variable(type, name, mode); @@ -438,12 +411,12 @@ add_variable(exec_list *instructions, glsl_symbol_table *symtab, return var; } -static ir_variable * -add_uniform(exec_list *instructions, glsl_symbol_table *symtab, - const char *name, const glsl_type *type) + +ir_variable * +builtin_variable_generator::add_uniform(const glsl_type *type, + const char *name) { - ir_variable *const uni = - add_variable(instructions, symtab, name, type, ir_var_uniform, -1); + ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1); unsigned i; for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) { @@ -486,31 +459,11 @@ add_uniform(exec_list *instructions, glsl_symbol_table *symtab, 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 * +builtin_variable_generator::add_const(const char *name, int value) { - ir_variable *const var = add_variable(instructions, symtab, - name, glsl_type::int_type, + ir_variable *const var = add_variable(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); @@ -518,701 +471,355 @@ add_builtin_constant(exec_list *instructions, glsl_symbol_table *symtab, return var; } -/** - * Uniforms that are common to all GLSL ES implementations. - * - * 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_common_ES_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 / 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 / 4); - - add_uniform(instructions, symtab, "gl_DepthRange", - state->symbols->get_type("gl_DepthRangeParameters")); -} -static void -generate_100ES_uniforms(exec_list *instructions, - struct _mesa_glsl_parse_state *state) -{ - generate_common_ES_uniforms(instructions, state); - - glsl_symbol_table *const symtab = state->symbols; - - add_builtin_constant(instructions, symtab, "gl_MaxVaryingVectors", - state->Const.MaxVaryingFloats / 4); -} - -static void -generate_300ES_uniforms(exec_list *instructions, - struct _mesa_glsl_parse_state *state) +void +builtin_variable_generator::generate_constants() { - generate_common_ES_uniforms(instructions, state); - - glsl_symbol_table *const symtab = state->symbols; - - add_builtin_constant(instructions, symtab, "gl_MaxVertexOutputVectors", - state->Const.MaxVaryingFloats / 4); - add_builtin_constant(instructions, symtab, "gl_MaxFragmentInputVectors", - state->Const.MaxVaryingFloats / 4); - add_builtin_constant(instructions, symtab, "gl_MinProgramTexelOffset", - state->Const.MinProgramTexelOffset); - add_builtin_constant(instructions, symtab, "gl_MaxProgramTexelOffset", - state->Const.MaxProgramTexelOffset); -} + add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs); + add_const("gl_MaxVertexTextureImageUnits", + state->Const.MaxVertexTextureImageUnits); + add_const("gl_MaxCombinedTextureImageUnits", + state->Const.MaxCombinedTextureImageUnits); + add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits); + add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers); + + /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop + * GL counts them in units of "components" or "floats". + */ + if (state->es_shader) { + add_const("gl_MaxVertexUniformVectors", + state->Const.MaxVertexUniformComponents / 4); + add_const("gl_MaxFragmentUniformVectors", + state->Const.MaxFragmentUniformComponents / 4); -static void -generate_110_uniforms(exec_list *instructions, - struct _mesa_glsl_parse_state *state, - bool add_deprecated) -{ - glsl_symbol_table *const symtab = state->symbols; - - if (add_deprecated) { - for (unsigned i = 0 - ; i < Elements(builtin_110_deprecated_uniforms) - ; i++) { - add_builtin_variable(instructions, symtab, - & builtin_110_deprecated_uniforms[i]); + /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate + * vertex and fragment shader constants. + */ + if (state->is_version(0, 300)) { + add_const("gl_MaxVertexOutputVectors", + state->Const.MaxVaryingFloats / 4); + add_const("gl_MaxFragmentInputVectors", + state->Const.MaxVaryingFloats / 4); + } else { + add_const("gl_MaxVaryingVectors", state->Const.MaxVaryingFloats / 4); } - } - - if (add_deprecated) { - 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); - - if (add_deprecated) { - 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")); - - if (add_deprecated) { - 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, VARYING_SLOT_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); + } else { + add_const("gl_MaxVertexUniformComponents", + state->Const.MaxVertexUniformComponents); - generate_ARB_draw_buffers_variables(instructions, state, false, - vertex_shader); -} + /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not + * removed + */ + add_const("gl_MaxVaryingFloats", state->Const.MaxVaryingFloats); -static void -generate_300ES_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]); + add_const("gl_MaxFragmentUniformComponents", + state->Const.MaxFragmentUniformComponents); } - for (unsigned i = 0; i < Elements(builtin_300ES_vs_variables); i++) { - add_builtin_variable(instructions, state->symbols, - & builtin_300ES_vs_variables[i]); + /* Texel offsets were introduced in ARB_shading_language_420pack (which + * requires desktop GLSL version 130), and adopted into desktop GLSL + * version 4.20 and GLSL ES version 3.00. + */ + if ((state->is_version(130, 0) && + state->ARB_shading_language_420pack_enable) || + state->is_version(420, 300)) { + add_const("gl_MinProgramTexelOffset", + state->Const.MinProgramTexelOffset); + add_const("gl_MaxProgramTexelOffset", + state->Const.MaxProgramTexelOffset); } - generate_300ES_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, - bool add_deprecated) -{ - for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) { - add_builtin_variable(instructions, state->symbols, - & builtin_core_vs_variables[i]); + if (state->is_version(130, 0)) { + add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes); + add_const("gl_MaxVaryingComponents", state->Const.MaxVaryingFloats); } - if (add_deprecated) { - 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, add_deprecated); - - if (add_deprecated) { - /* 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." + if (compatibility) { + /* Note: gl_MaxLights stopped being listed as an explicit constant in + * GLSL 1.30, however it continues to be referred to (as a minimum size + * for compatibility-mode uniforms) all the way up through GLSL 4.30, so + * this seems like it was probably an oversight. */ - 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_shader_out, - VARYING_SLOT_TEX0); - } - - generate_ARB_draw_buffers_variables(instructions, state, false, - vertex_shader); -} + add_const("gl_MaxLights", state->Const.MaxLights); + add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes); -static void -generate_120_vs_variables(exec_list *instructions, - struct _mesa_glsl_parse_state *state, - bool add_deprecated) -{ - /* GLSL version 1.20 did not add any built-in variables in the vertex - * shader. - */ - generate_110_vs_variables(instructions, state, add_deprecated); -} - + /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL + * 1.50, however this seems like it was probably an oversight. + */ + add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits); -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); - - if (state->ARB_shading_language_420pack_enable) { - add_builtin_constant(instructions, symtab, "gl_MinProgramTexelOffset", - state->Const.MinProgramTexelOffset); - add_builtin_constant(instructions, symtab, "gl_MaxProgramTexelOffset", - state->Const.MaxProgramTexelOffset); + /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was + * re-introduced in GLSL 1.50, so this seems like it was probably an + * oversight. + */ + add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords); } } -static void -generate_130_vs_variables(exec_list *instructions, - struct _mesa_glsl_parse_state *state, - bool add_deprecated) +/** + * Generate uniform variables (which exist in all types of shaders). + */ +void +builtin_variable_generator::generate_uniforms() { - generate_120_vs_variables(instructions, state, add_deprecated); - - 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); + add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange"); + add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA"); + add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA"); + + if (compatibility) { + add_uniform(mat4_t, "gl_ModelViewMatrix"); + add_uniform(mat4_t, "gl_ProjectionMatrix"); + add_uniform(mat4_t, "gl_ModelViewProjectionMatrix"); + add_uniform(mat3_t, "gl_NormalMatrix"); + add_uniform(mat4_t, "gl_ModelViewMatrixInverse"); + add_uniform(mat4_t, "gl_ProjectionMatrixInverse"); + add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse"); + add_uniform(mat4_t, "gl_ModelViewMatrixTranspose"); + add_uniform(mat4_t, "gl_ProjectionMatrixTranspose"); + add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose"); + add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose"); + add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose"); + add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose"); + add_uniform(float_t, "gl_NormalScale"); + add_uniform(type("gl_LightModelParameters"), "gl_LightModel"); + add_uniform(vec2_t, "gl_BumpRotMatrix0MESA"); + add_uniform(vec2_t, "gl_BumpRotMatrix1MESA"); + add_uniform(vec4_t, "gl_FogParamsOptimizedMESA"); - /* 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); + const glsl_type *const mat4_array_type = + array(mat4_t, state->Const.MaxTextureCoords); + add_uniform(mat4_array_type, "gl_TextureMatrix"); + add_uniform(mat4_array_type, "gl_TextureMatrixInverse"); + add_uniform(mat4_array_type, "gl_TextureMatrixTranspose"); + add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose"); - add_variable(instructions, state->symbols, - "gl_ClipDistance", clip_distance_array_type, ir_var_shader_out, - VARYING_SLOT_CLIP_DIST0); + add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane"); + add_uniform(type("gl_PointParameters"), "gl_Point"); - generate_AMD_vertex_shader_layer_variables(instructions, state, false, - vertex_shader); -} + const glsl_type *const material_parameters_type = + type("gl_MaterialParameters"); + add_uniform(material_parameters_type, "gl_FrontMaterial"); + add_uniform(material_parameters_type, "gl_BackMaterial"); + add_uniform(array(type("gl_LightSourceParameters"), + state->Const.MaxLights), + "gl_LightSource"); -static void -initialize_vs_variables(exec_list *instructions, - struct _mesa_glsl_parse_state *state) -{ - if (state->es_shader) { - switch (state->language_version) { - case 100: - generate_100ES_vs_variables(instructions, state); - break; - case 300: - generate_300ES_vs_variables(instructions, state); - break; - default: - assert(!"Unexpected language version"); - break; - } - } else { - switch (state->language_version) { - case 110: - generate_110_vs_variables(instructions, state, true); - break; - case 120: - generate_120_vs_variables(instructions, state, true); - break; - case 130: - generate_130_vs_variables(instructions, state, true); - break; - case 140: - case 150: - generate_130_vs_variables(instructions, state, false); - break; - default: - assert(!"Unexpected language version"); - break; - } - } - - generate_ARB_draw_instanced_variables(instructions, state, false, - vertex_shader); -} + const glsl_type *const light_model_products_type = + type("gl_LightModelProducts"); + add_uniform(light_model_products_type, "gl_FrontLightModelProduct"); + add_uniform(light_model_products_type, "gl_BackLightModelProduct"); + const glsl_type *const light_products_type = + array(type("gl_LightProducts"), state->Const.MaxLights); + add_uniform(light_products_type, "gl_FrontLightProduct"); + add_uniform(light_products_type, "gl_BackLightProduct"); -/* 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]); - } + add_uniform(array(vec4_t, state->Const.MaxTextureUnits), + "gl_TextureEnvColor"); - for (unsigned i = 0; i < Elements(builtin_100ES_fs_variables); i++) { - add_builtin_variable(instructions, state->symbols, - & builtin_100ES_fs_variables[i]); + const glsl_type *const texcoords_vec4 = + array(vec4_t, state->Const.MaxTextureCoords); + add_uniform(texcoords_vec4, "gl_EyePlaneS"); + add_uniform(texcoords_vec4, "gl_EyePlaneT"); + add_uniform(texcoords_vec4, "gl_EyePlaneR"); + add_uniform(texcoords_vec4, "gl_EyePlaneQ"); + add_uniform(texcoords_vec4, "gl_ObjectPlaneS"); + add_uniform(texcoords_vec4, "gl_ObjectPlaneT"); + add_uniform(texcoords_vec4, "gl_ObjectPlaneR"); + add_uniform(texcoords_vec4, "gl_ObjectPlaneQ"); + + add_uniform(type("gl_FogParameters"), "gl_Fog"); } - - generate_100ES_uniforms(instructions, state); - - generate_ARB_draw_buffers_variables(instructions, state, false, - fragment_shader); } -static void -generate_300ES_fs_variables(exec_list *instructions, - struct _mesa_glsl_parse_state *state) -{ - /* Note: we don't add builtin_core_fs_variables, because it contains - * gl_FragColor, which is not in GLSL 3.00 ES. - */ - - for (unsigned i = 0; i < Elements(builtin_300ES_fs_variables); i++) { - add_builtin_variable(instructions, state->symbols, - & builtin_300ES_fs_variables[i]); - } - generate_300ES_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, - bool add_deprecated) +/** + * Generate variables which only exist in vertex shaders. + */ +void +builtin_variable_generator::generate_vs_special_vars() { - 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]); - } - - if (add_deprecated) { - for (unsigned i = 0 - ; i < Elements(builtin_110_deprecated_fs_variables) - ; i++) { - add_builtin_variable(instructions, state->symbols, - & builtin_110_deprecated_fs_variables[i]); - } + if (state->is_version(130, 300)) + add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID"); + if (state->ARB_draw_instanced_enable) + add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB"); + if (state->ARB_draw_instanced_enable || state->is_version(140, 300)) + add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID"); + if (state->AMD_vertex_shader_layer_enable) + add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer"); + if (compatibility) { + add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex"); + add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal"); + add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color"); + add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor"); + add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0"); + add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1"); + add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2"); + add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3"); + add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4"); + add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5"); + add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6"); + add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7"); + add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord"); } - - generate_110_uniforms(instructions, state, add_deprecated); - - if (add_deprecated) { - /* 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_shader_in, - VARYING_SLOT_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) +/** + * Generate variables which only exist in geometry shaders. + */ +void +builtin_variable_generator::generate_gs_special_vars() { - /* 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"; + add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer"); - /* gl_FragData is only available in the fragment shader. - * It is not present in GLSL 3.00 ES. + /* Although gl_PrimitiveID appears in tessellation control and tessellation + * evaluation shaders, it has a different function there than it has in + * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn) + * as special geometry shader variables. + * + * Note that although the general convention of suffixing geometry shader + * input varyings with "In" was not adopted into GLSL 1.50, it is used in + * the specific case of gl_PrimitiveIDIn. So we don't need to treat + * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable. */ - if (target == fragment_shader && !state->is_version(0, 300)) { - 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_shader_out, FRAG_RESULT_DATA0); - - if (warn) - fd->warn_extension = "GL_ARB_draw_buffers"; - } + add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn"); + add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID"); } -static void -generate_ARB_draw_instanced_variables(exec_list *instructions, - struct _mesa_glsl_parse_state *state, - bool warn, - _mesa_glsl_parser_targets target) +/** + * Generate variables which only exist in fragment shaders. + */ +void +builtin_variable_generator::generate_fs_special_vars() { - /* gl_InstanceIDARB is only available in the vertex shader. + add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord"); + add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing"); + if (state->is_version(120, 100)) + add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord"); + + /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL + * 1.30, and were relegated to the compatibility profile in GLSL 4.20. + * They were removed from GLSL ES 3.00. */ - if (target != vertex_shader) - return; - - if (state->ARB_draw_instanced_enable) { - ir_variable *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"; + if (compatibility || !state->is_version(420, 300)) { + add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor"); + add_output(FRAG_RESULT_DATA0, + array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData"); } - bool available_in_core = state->is_version(140, 300); - if (state->ARB_draw_instanced_enable || available_in_core) { - /* Originally ARB_draw_instanced only specified that ARB decorated name. - * Since no vendor actually implemented that behavior and some apps use - * the undecorated name, the extension now specifies that both names are - * available. - */ - ir_variable *inst = - add_variable(instructions, state->symbols, - "gl_InstanceID", glsl_type::int_type, - ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID); - - if (!available_in_core && warn) - inst->warn_extension = "GL_ARB_draw_instanced"; - } -} - -static void -generate_AMD_vertex_shader_layer_variables(exec_list *instructions, - struct _mesa_glsl_parse_state *state, - bool warn, - _mesa_glsl_parser_targets target) -{ - /* gl_Layer is only available in the vertex shader for the - * AMD_vertex_shader_layer extension. It will also be available in the - * geometry shader when GLSL 1.50 is supported. + /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL + * ES 1.00. */ - if (target != vertex_shader) - return; + if (state->is_version(110, 300)) + add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth"); - if (state->AMD_vertex_shader_layer_enable) { - ir_variable *inst = - add_variable(instructions, state->symbols, - "gl_Layer", glsl_type::int_type, - ir_var_shader_out, VARYING_SLOT_LAYER); - - if (warn) - inst->warn_extension = "GL_AMD_vertex_shader_layer"; + if (state->ARB_shader_stencil_export_enable) { + ir_variable *const var = + add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB"); + if (state->ARB_shader_stencil_export_warn) + var->warn_extension = "GL_ARB_shader_stencil_export"; } -} - -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_shader_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_shader_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, - bool add_deprecated) -{ - generate_110_fs_variables(instructions, state, add_deprecated); - - for (unsigned i = 0 - ; i < Elements(builtin_120_fs_variables) - ; i++) { - add_builtin_variable(instructions, state->symbols, - & builtin_120_fs_variables[i]); + if (state->AMD_shader_stencil_export_enable) { + ir_variable *const var = + add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD"); + if (state->AMD_shader_stencil_export_warn) + var->warn_extension = "GL_AMD_shader_stencil_export"; } } -static void -generate_fs_clipdistance(exec_list *instructions, - struct _mesa_glsl_parse_state *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_shader_in, - VARYING_SLOT_CLIP_DIST0); -} - -static void -generate_130_fs_variables(exec_list *instructions, - struct _mesa_glsl_parse_state *state) +/** + * Add a single "varying" variable. The variable's type and direction (input + * or output) are adjusted as appropriate for the type of shader being + * compiled. For geometry shaders using {ARB,EXT}_geometry_shader4, + * name_as_gs_input is used for the input (to avoid ambiguity). + */ +void +builtin_variable_generator::add_varying(int slot, const glsl_type *type, + const char *name, + const char *name_as_gs_input) { - generate_120_fs_variables(instructions, state, true); - - generate_130_uniforms(instructions, state); - generate_fs_clipdistance(instructions, state); + switch (state->target) { + case geometry_shader: + add_input(slot, array(type, 0), name_as_gs_input); + /* FALLTHROUGH */ + case vertex_shader: + add_output(slot, type, name); + break; + case fragment_shader: + add_input(slot, type, name); + break; + } } -static void -generate_140_fs_variables(exec_list *instructions, - struct _mesa_glsl_parse_state *state) -{ - generate_120_fs_variables(instructions, state, false); - - generate_130_uniforms(instructions, state); - generate_fs_clipdistance(instructions, state); -} - -static void -initialize_fs_variables(exec_list *instructions, - struct _mesa_glsl_parse_state *state) +/** + * Generate variables that are used to communicate data from one shader stage + * to the next ("varyings"). + */ +void +builtin_variable_generator::generate_varyings() { - if (state->es_shader) { - switch (state->language_version) { - case 100: - generate_100ES_fs_variables(instructions, state); - break; - case 300: - generate_300ES_fs_variables(instructions, state); - break; - default: - assert(!"Unexpected language version"); - break; - } - } else { - switch (state->language_version) { - case 110: - generate_110_fs_variables(instructions, state, true); - break; - case 120: - generate_120_fs_variables(instructions, state, true); - break; - case 130: - generate_130_fs_variables(instructions, state); - break; - case 140: - case 150: - generate_140_fs_variables(instructions, state); - break; - default: - assert(!"Unexpected language version"); - break; +#define ADD_VARYING(loc, type, name) \ + add_varying(loc, type, name, name "In") + + /* gl_Position and gl_PointSize are not visible from fragment shaders. */ + if (state->target != fragment_shader) { + ADD_VARYING(VARYING_SLOT_POS, vec4_t, "gl_Position"); + ADD_VARYING(VARYING_SLOT_PSIZ, float_t, "gl_PointSize"); + } + + if (state->is_version(130, 0)) { + ADD_VARYING(VARYING_SLOT_CLIP_DIST0, array(float_t, 0), + "gl_ClipDistance"); + } + + if (compatibility) { + ADD_VARYING(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord"); + ADD_VARYING(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord"); + if (state->target == fragment_shader) { + ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_Color"); + ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor"); + } else { + ADD_VARYING(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex"); + ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor"); + ADD_VARYING(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor"); + ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor"); + ADD_VARYING(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor"); } } +} - 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); -} +}; /* Anonymous namespace */ + void _mesa_glsl_initialize_variables(exec_list *instructions, struct _mesa_glsl_parse_state *state) { + builtin_variable_generator gen(instructions, state); + + gen.generate_constants(); + gen.generate_uniforms(); + + gen.generate_varyings(); + switch (state->target) { case vertex_shader: - initialize_vs_variables(instructions, state); + gen.generate_vs_special_vars(); break; case geometry_shader: + gen.generate_gs_special_vars(); break; case fragment_shader: - initialize_fs_variables(instructions, state); + gen.generate_fs_special_vars(); break; } } |