/* * 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 "glsl_parser_extras.h" #include "glsl_symbol_table.h" #include "ir.h" #include "builtin_variables.h" #ifndef Elements #define Elements(x) (sizeof(x)/sizeof(*(x))) #endif static ir_variable * add_variable(const char *name, enum ir_variable_mode mode, const glsl_type *type, exec_list *instructions, glsl_symbol_table *symtab) { ir_variable *var = new ir_variable(type, name); var->mode = mode; switch (var->mode) { case ir_var_in: var->shader_in = true; var->read_only = true; break; case ir_var_inout: var->shader_in = true; var->shader_out = true; break; case ir_var_out: var->shader_out = true; break; case ir_var_uniform: var->shader_in = true; var->read_only = true; break; default: assert(0); break; } /* 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->name, var); return var; } static void add_builtin_variable(const builtin_variable *proto, exec_list *instructions, glsl_symbol_table *symtab) { /* 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); add_variable(proto->name, proto->mode, type, instructions, symtab); } static void generate_110_uniforms(exec_list *instructions, glsl_symbol_table *symtab) { for (unsigned i = 0 ; i < Elements(builtin_110_deprecated_uniforms) ; i++) { add_builtin_variable(& builtin_110_deprecated_uniforms[i], instructions, symtab); } /* FINISHME: Add support for gl_TextureMatrix[]. The size of this array is * FINISHME: implementation dependent based on the value of * FINISHME: GL_MAX_TEXTURE_COORDS. */ /* FINISHME: Add support for gl_DepthRangeParameters */ /* FINISHME: Add support for gl_ClipPlane[] */ /* FINISHME: Add support for gl_PointParameters */ /* FINISHME: Add support for gl_MaterialParameters * FINISHME: (glFrontMaterial, glBackMaterial) */ /* FINISHME: Add support for gl_LightSource[] */ /* FINISHME: Add support for gl_LightModel */ /* FINISHME: Add support for gl_FrontLightProduct[], gl_BackLightProduct[] */ /* FINISHME: Add support for gl_TextureEnvColor[] */ /* FINISHME: Add support for gl_ObjectPlane*[], gl_EyePlane*[] */ /* FINISHME: Add support for gl_Fog */ } static void generate_110_vs_variables(exec_list *instructions, glsl_symbol_table *symtab) { for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) { add_builtin_variable(& builtin_core_vs_variables[i], instructions, symtab); } for (unsigned i = 0 ; i < Elements(builtin_110_deprecated_vs_variables) ; i++) { add_builtin_variable(& builtin_110_deprecated_vs_variables[i], instructions, symtab); } generate_110_uniforms(instructions, symtab); /* FINISHME: The size of this array is implementation dependent based on the * FINISHME: value of GL_MAX_TEXTURE_COORDS. GL_MAX_TEXTURE_COORDS must be * FINISHME: at least 2, so hard-code 2 for now. */ const glsl_type *const vec4_array_type = glsl_type::get_array_instance(glsl_type::vec4_type, 2); add_variable("gl_TexCoord", ir_var_out, vec4_array_type, instructions, symtab); } static void generate_120_vs_variables(exec_list *instructions, glsl_symbol_table *symtab) { /* GLSL version 1.20 did not add any built-in variables in the vertex * shader. */ generate_110_vs_variables(instructions, symtab); } static void generate_130_vs_variables(exec_list *instructions, glsl_symbol_table *symtab) { generate_120_vs_variables(instructions, symtab); for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) { add_builtin_variable(& builtin_130_vs_variables[i], instructions, symtab); } /* FINISHME: The size of this array is implementation dependent based on * FINISHME: the value of GL_MAX_CLIP_DISTANCES. */ const glsl_type *const clip_distance_array_type = glsl_type::get_array_instance(glsl_type::float_type, 8); add_variable("gl_ClipDistance", ir_var_out, clip_distance_array_type, instructions, symtab); } static void initialize_vs_variables(exec_list *instructions, struct _mesa_glsl_parse_state *state) { switch (state->language_version) { case 110: generate_110_vs_variables(instructions, state->symbols); break; case 120: generate_120_vs_variables(instructions, state->symbols); break; case 130: generate_130_vs_variables(instructions, state->symbols); break; } } static void generate_110_fs_variables(exec_list *instructions, glsl_symbol_table *symtab) { for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) { add_builtin_variable(& builtin_core_fs_variables[i], instructions, symtab); } for (unsigned i = 0 ; i < Elements(builtin_110_deprecated_fs_variables) ; i++) { add_builtin_variable(& builtin_110_deprecated_fs_variables[i], instructions, symtab); } generate_110_uniforms(instructions, symtab); /* FINISHME: The size of this array is implementation dependent based on the * FINISHME: value of GL_MAX_TEXTURE_COORDS. GL_MAX_TEXTURE_COORDS must be * FINISHME: at least 2, so hard-code 2 for now. */ const glsl_type *const vec4_array_type = glsl_type::get_array_instance(glsl_type::vec4_type, 2); add_variable("gl_TexCoord", ir_var_in, vec4_array_type, instructions, symtab); } static void generate_ARB_draw_buffers_fs_variables(exec_list *instructions, glsl_symbol_table *symtab, bool warn) { /* FINISHME: The size of this array is implementation dependent based on the * FINISHME: value of GL_MAX_DRAW_BUFFERS. GL_MAX_DRAW_BUFFERS must be * FINISHME: at least 1, so hard-code 1 for now. */ const glsl_type *const vec4_array_type = glsl_type::get_array_instance(glsl_type::vec4_type, 1); ir_variable *const fd = add_variable("gl_FragData", ir_var_out, vec4_array_type, instructions, symtab); if (warn) fd->warn_extension = "GL_ARB_draw_buffers"; } static void generate_120_fs_variables(exec_list *instructions, glsl_symbol_table *symtab) { generate_110_fs_variables(instructions, symtab); generate_ARB_draw_buffers_fs_variables(instructions, symtab, false); } static void generate_130_fs_variables(exec_list *instructions, glsl_symbol_table *symtab) { generate_120_fs_variables(instructions, symtab); /* FINISHME: The size of this array is implementation dependent based on * FINISHME: the value of GL_MAX_CLIP_DISTANCES. */ const glsl_type *const clip_distance_array_type = glsl_type::get_array_instance(glsl_type::float_type, 8); add_variable("gl_ClipDistance", ir_var_in, clip_distance_array_type, instructions, symtab); } static void initialize_fs_variables(exec_list *instructions, struct _mesa_glsl_parse_state *state) { switch (state->language_version) { case 110: generate_110_fs_variables(instructions, state->symbols); break; case 120: generate_120_fs_variables(instructions, state->symbols); break; case 130: generate_130_fs_variables(instructions, state->symbols); break; } /* Since GL_ARB_draw_buffers is included in GLSL 1.20 and later, we * can basically ignore any extension settings for it. */ if (state->language_version < 120) { if (state->ARB_draw_buffers_enable) { generate_ARB_draw_buffers_fs_variables(instructions, state->symbols, state->ARB_draw_buffers_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; } }