/* * 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 "main/core.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 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}, {"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)} static 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_shader_in: case ir_var_uniform: case ir_var_system_value: var->read_only = true; break; case ir_var_shader_out: break; default: /* The only variables that are added using this function should be * uniforms, shader inputs, and shader outputs, constants (which use * ir_var_auto), and system values. */ assert(0); break; } var->location = slot; var->explicit_location = (slot >= 0); var->explicit_index = 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; } /** * 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) { 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); } 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]); } } 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); generate_ARB_draw_buffers_variables(instructions, state, false, vertex_shader); } 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]); } for (unsigned i = 0; i < Elements(builtin_300ES_vs_variables); i++) { add_builtin_variable(instructions, state->symbols, & builtin_300ES_vs_variables[i]); } 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 (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); /* 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_out, VARYING_SLOT_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, 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); } 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); } } static void generate_130_vs_variables(exec_list *instructions, struct _mesa_glsl_parse_state *state, bool add_deprecated) { 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); /* 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_shader_out, VARYING_SLOT_CLIP_DIST0); generate_AMD_vertex_shader_layer_variables(instructions, state, false, vertex_shader); } 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); } /* 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_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) { 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]); } } generate_110_uniforms(instructions, state, 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) { /* 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. * It is not present in GLSL 3.00 ES. */ 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"; } } 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) 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"; } 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. */ if (target != vertex_shader) return; 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"; } } 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]); } } 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) { generate_120_fs_variables(instructions, state, true); generate_130_uniforms(instructions, state); generate_fs_clipdistance(instructions, state); } 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) { 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; } } 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; } }