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author | marha <marha@users.sourceforge.net> | 2011-02-01 10:02:38 +0000 |
---|---|---|
committer | marha <marha@users.sourceforge.net> | 2011-02-01 10:02:38 +0000 |
commit | 0bf07d32cbd460220c67d726900772cf3692746d (patch) | |
tree | ba6b1e1937e42744591715078444891d4ade5b1e /mesalib/src/glsl/ir_variable.cpp | |
parent | cacf23d832a26e35851c9cc666304ac72cf8fe34 (diff) | |
download | vcxsrv-0bf07d32cbd460220c67d726900772cf3692746d.tar.gz vcxsrv-0bf07d32cbd460220c67d726900772cf3692746d.tar.bz2 vcxsrv-0bf07d32cbd460220c67d726900772cf3692746d.zip |
libX11 libXinerama mesa git update 1 Feb 2011
Diffstat (limited to 'mesalib/src/glsl/ir_variable.cpp')
-rw-r--r-- | mesalib/src/glsl/ir_variable.cpp | 1081 |
1 files changed, 541 insertions, 540 deletions
diff --git a/mesalib/src/glsl/ir_variable.cpp b/mesalib/src/glsl/ir_variable.cpp index 1cf450e20..18a3e0fb0 100644 --- a/mesalib/src/glsl/ir_variable.cpp +++ b/mesalib/src/glsl/ir_variable.cpp @@ -1,540 +1,541 @@ -/*
- * Copyright © 2010 Intel Corporation
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice (including the next
- * paragraph) shall be included in all copies or substantial portions of the
- * Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
- * DEALINGS IN THE SOFTWARE.
- */
-
-#include "ir.h"
-#include "glsl_parser_extras.h"
-#include "glsl_symbol_table.h"
-#include "builtin_variables.h"
-
-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 ir_variable *
-add_variable(const char *name, enum ir_variable_mode mode, int slot,
- const glsl_type *type, exec_list *instructions,
- glsl_symbol_table *symtab)
-{
- ir_variable *var = new(symtab) ir_variable(type, name, mode);
-
- switch (var->mode) {
- case ir_var_auto:
- case ir_var_in:
- case ir_var_uniform:
- case ir_var_system_value:
- var->read_only = true;
- break;
- case ir_var_inout:
- case ir_var_out:
- break;
- default:
- assert(0);
- break;
- }
-
- var->location = slot;
- var->explicit_location = (slot >= 0);
-
- /* Once the variable is created an initialized, add it to the symbol table
- * and add the declaration to the IR stream.
- */
- instructions->push_tail(var);
-
- symtab->add_variable(var);
- return var;
-}
-
-static ir_variable *
-add_uniform(exec_list *instructions,
- struct _mesa_glsl_parse_state *state,
- const char *name, const glsl_type *type)
-{
- return add_variable(name, ir_var_uniform, -1, type, instructions,
- state->symbols);
-}
-
-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, proto->slot, type, instructions,
- symtab);
-}
-
-static void
-add_builtin_constant(exec_list *instructions,
- struct _mesa_glsl_parse_state *state,
- const char *name, int value)
-{
- ir_variable *const var = add_variable(name, ir_var_auto,
- -1, glsl_type::int_type,
- instructions, state->symbols);
- var->constant_value = new(var) ir_constant(value);
-}
-
-/* Several constants in GLSL ES have different names than normal desktop GLSL.
- * Therefore, this function should only be called on the ES path.
- */
-static void
-generate_100ES_uniforms(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- add_builtin_constant(instructions, state, "gl_MaxVertexAttribs",
- state->Const.MaxVertexAttribs);
- add_builtin_constant(instructions, state, "gl_MaxVertexUniformVectors",
- state->Const.MaxVertexUniformComponents);
- add_builtin_constant(instructions, state, "gl_MaxVaryingVectors",
- state->Const.MaxVaryingFloats / 4);
- add_builtin_constant(instructions, state, "gl_MaxVertexTextureImageUnits",
- state->Const.MaxVertexTextureImageUnits);
- add_builtin_constant(instructions, state, "gl_MaxCombinedTextureImageUnits",
- state->Const.MaxCombinedTextureImageUnits);
- add_builtin_constant(instructions, state, "gl_MaxTextureImageUnits",
- state->Const.MaxTextureImageUnits);
- add_builtin_constant(instructions, state, "gl_MaxFragmentUniformVectors",
- state->Const.MaxFragmentUniformComponents);
-
- add_uniform(instructions, state, "gl_DepthRange",
- state->symbols->get_type("gl_DepthRangeParameters"));
-}
-
-static void
-generate_110_uniforms(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- for (unsigned i = 0
- ; i < Elements(builtin_110_deprecated_uniforms)
- ; i++) {
- add_builtin_variable(& builtin_110_deprecated_uniforms[i],
- instructions, state->symbols);
- }
-
- add_builtin_constant(instructions, state, "gl_MaxLights",
- state->Const.MaxLights);
- add_builtin_constant(instructions, state, "gl_MaxClipPlanes",
- state->Const.MaxClipPlanes);
- add_builtin_constant(instructions, state, "gl_MaxTextureUnits",
- state->Const.MaxTextureUnits);
- add_builtin_constant(instructions, state, "gl_MaxTextureCoords",
- state->Const.MaxTextureCoords);
- add_builtin_constant(instructions, state, "gl_MaxVertexAttribs",
- state->Const.MaxVertexAttribs);
- add_builtin_constant(instructions, state, "gl_MaxVertexUniformComponents",
- state->Const.MaxVertexUniformComponents);
- add_builtin_constant(instructions, state, "gl_MaxVaryingFloats",
- state->Const.MaxVaryingFloats);
- add_builtin_constant(instructions, state, "gl_MaxVertexTextureImageUnits",
- state->Const.MaxVertexTextureImageUnits);
- add_builtin_constant(instructions, state, "gl_MaxCombinedTextureImageUnits",
- state->Const.MaxCombinedTextureImageUnits);
- add_builtin_constant(instructions, state, "gl_MaxTextureImageUnits",
- state->Const.MaxTextureImageUnits);
- add_builtin_constant(instructions, state, "gl_MaxFragmentUniformComponents",
- state->Const.MaxFragmentUniformComponents);
-
- const glsl_type *const mat4_array_type =
- glsl_type::get_array_instance(glsl_type::mat4_type,
- state->Const.MaxTextureCoords);
-
- add_uniform(instructions, state, "gl_TextureMatrix", mat4_array_type);
- add_uniform(instructions, state, "gl_TextureMatrixInverse", mat4_array_type);
- add_uniform(instructions, state, "gl_TextureMatrixTranspose", mat4_array_type);
- add_uniform(instructions, state, "gl_TextureMatrixInverseTranspose", mat4_array_type);
-
- add_uniform(instructions, state, "gl_DepthRange",
- state->symbols->get_type("gl_DepthRangeParameters"));
-
- add_uniform(instructions, state, "gl_ClipPlane",
- glsl_type::get_array_instance(glsl_type::vec4_type,
- state->Const.MaxClipPlanes));
- add_uniform(instructions, state, "gl_Point",
- state->symbols->get_type("gl_PointParameters"));
-
- const glsl_type *const material_parameters_type =
- state->symbols->get_type("gl_MaterialParameters");
- add_uniform(instructions, state, "gl_FrontMaterial", material_parameters_type);
- add_uniform(instructions, state, "gl_BackMaterial", material_parameters_type);
-
- const glsl_type *const light_source_array_type =
- glsl_type::get_array_instance(state->symbols->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
-
- add_uniform(instructions, state, "gl_LightSource", light_source_array_type);
-
- const glsl_type *const light_model_products_type =
- state->symbols->get_type("gl_LightModelProducts");
- add_uniform(instructions, state, "gl_FrontLightModelProduct",
- light_model_products_type);
- add_uniform(instructions, state, "gl_BackLightModelProduct",
- light_model_products_type);
-
- const glsl_type *const light_products_type =
- glsl_type::get_array_instance(state->symbols->get_type("gl_LightProducts"),
- state->Const.MaxLights);
- add_uniform(instructions, state, "gl_FrontLightProduct", light_products_type);
- add_uniform(instructions, state, "gl_BackLightProduct", light_products_type);
-
- add_uniform(instructions, state, "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, state, "gl_EyePlaneS", texcoords_vec4);
- add_uniform(instructions, state, "gl_EyePlaneT", texcoords_vec4);
- add_uniform(instructions, state, "gl_EyePlaneR", texcoords_vec4);
- add_uniform(instructions, state, "gl_EyePlaneQ", texcoords_vec4);
- add_uniform(instructions, state, "gl_ObjectPlaneS", texcoords_vec4);
- add_uniform(instructions, state, "gl_ObjectPlaneT", texcoords_vec4);
- add_uniform(instructions, state, "gl_ObjectPlaneR", texcoords_vec4);
- add_uniform(instructions, state, "gl_ObjectPlaneQ", texcoords_vec4);
-
- add_uniform(instructions, state, "gl_Fog",
- state->symbols->get_type("gl_FogParameters"));
-}
-
-/* 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(& builtin_core_vs_variables[i],
- instructions, state->symbols);
- }
-
- generate_100ES_uniforms(instructions, state);
-
- generate_ARB_draw_buffers_variables(instructions, state, false,
- vertex_shader);
-}
-
-
-static void
-generate_110_vs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
- add_builtin_variable(& builtin_core_vs_variables[i],
- instructions, state->symbols);
- }
-
- for (unsigned i = 0
- ; i < Elements(builtin_110_deprecated_vs_variables)
- ; i++) {
- add_builtin_variable(& builtin_110_deprecated_vs_variables[i],
- instructions, state->symbols);
- }
- generate_110_uniforms(instructions, state);
-
- /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
- *
- * "As with all arrays, indices used to subscript gl_TexCoord must
- * either be an integral constant expressions, or this array must be
- * re-declared by the shader with a size. The size can be at most
- * gl_MaxTextureCoords. Using indexes close to 0 may aid the
- * implementation in preserving varying resources."
- */
- const glsl_type *const vec4_array_type =
- glsl_type::get_array_instance(glsl_type::vec4_type, 0);
-
- add_variable("gl_TexCoord", ir_var_out, VERT_RESULT_TEX0, vec4_array_type,
- instructions, state->symbols);
-
- generate_ARB_draw_buffers_variables(instructions, state, false,
- vertex_shader);
-}
-
-
-static void
-generate_120_vs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- /* GLSL version 1.20 did not add any built-in variables in the vertex
- * shader.
- */
- generate_110_vs_variables(instructions, state);
-}
-
-
-static void
-generate_130_vs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- generate_120_vs_variables(instructions, state);
-
- for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) {
- add_builtin_variable(& builtin_130_vs_variables[i],
- instructions, state->symbols);
- }
-
- const glsl_type *const clip_distance_array_type =
- glsl_type::get_array_instance(glsl_type::float_type,
- state->Const.MaxClipPlanes);
-
- /* FINISHME: gl_ClipDistance needs a real location assigned. */
- add_variable("gl_ClipDistance", ir_var_out, -1, clip_distance_array_type,
- instructions, state->symbols);
-
-}
-
-
-static void
-initialize_vs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
-
- switch (state->language_version) {
- case 100:
- generate_100ES_vs_variables(instructions, state);
- break;
- case 110:
- generate_110_vs_variables(instructions, state);
- break;
- case 120:
- generate_120_vs_variables(instructions, state);
- break;
- case 130:
- generate_130_vs_variables(instructions, state);
- break;
- }
-
- if (state->ARB_draw_instanced_enable)
- generate_ARB_draw_instanced_variables(instructions, state, false,
- vertex_shader);
-}
-
-
-/* This function should only be called for ES, not desktop GL. */
-static void
-generate_100ES_fs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
- add_builtin_variable(& builtin_core_fs_variables[i],
- instructions, state->symbols);
- }
-
- for (unsigned i = 0; i < Elements(builtin_100ES_fs_variables); i++) {
- add_builtin_variable(& builtin_100ES_fs_variables[i],
- instructions, state->symbols);
- }
-
- generate_100ES_uniforms(instructions, state);
-
- generate_ARB_draw_buffers_variables(instructions, state, false,
- fragment_shader);
-}
-
-static void
-generate_110_fs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
- add_builtin_variable(& builtin_core_fs_variables[i],
- instructions, state->symbols);
- }
-
- for (unsigned i = 0; i < Elements(builtin_110_fs_variables); i++) {
- add_builtin_variable(& builtin_110_fs_variables[i],
- instructions, state->symbols);
- }
-
- for (unsigned i = 0
- ; i < Elements(builtin_110_deprecated_fs_variables)
- ; i++) {
- add_builtin_variable(& builtin_110_deprecated_fs_variables[i],
- instructions, state->symbols);
- }
- generate_110_uniforms(instructions, state);
-
- /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
- *
- * "As with all arrays, indices used to subscript gl_TexCoord must
- * either be an integral constant expressions, or this array must be
- * re-declared by the shader with a size. The size can be at most
- * gl_MaxTextureCoords. Using indexes close to 0 may aid the
- * implementation in preserving varying resources."
- */
- const glsl_type *const vec4_array_type =
- glsl_type::get_array_instance(glsl_type::vec4_type, 0);
-
- add_variable("gl_TexCoord", ir_var_in, FRAG_ATTRIB_TEX0, vec4_array_type,
- instructions, state->symbols);
-
- 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_variable("gl_MaxDrawBuffers", ir_var_auto, -1,
- glsl_type::int_type, instructions, state->symbols);
-
- if (warn)
- mdb->warn_extension = "GL_ARB_draw_buffers";
-
- mdb->constant_value = new(mdb)
- ir_constant(int(state->Const.MaxDrawBuffers));
-
-
- /* gl_FragData is only available in the fragment shader.
- */
- if (target == fragment_shader) {
- const glsl_type *const vec4_array_type =
- glsl_type::get_array_instance(glsl_type::vec4_type,
- state->Const.MaxDrawBuffers);
-
- ir_variable *const fd =
- add_variable("gl_FragData", ir_var_out, FRAG_RESULT_DATA0,
- vec4_array_type, instructions, state->symbols);
-
- if (warn)
- fd->warn_extension = "GL_ARB_draw_buffers";
- }
-}
-
-
-static void
-generate_ARB_draw_instanced_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state,
- bool warn,
- _mesa_glsl_parser_targets target)
-{
- /* gl_InstanceIDARB is only available in the vertex shader.
- */
- if (target == vertex_shader) {
- ir_variable *const inst =
- add_variable("gl_InstanceIDARB", ir_var_system_value,
- SYSTEM_VALUE_INSTANCE_ID,
- glsl_type::int_type, instructions, state->symbols);
-
- if (warn)
- inst->warn_extension = "GL_ARB_draw_instanced";
- }
-}
-
-
-static void
-generate_ARB_shader_stencil_export_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state,
- bool warn)
-{
- /* gl_FragStencilRefARB is only available in the fragment shader.
- */
- ir_variable *const fd =
- add_variable("gl_FragStencilRefARB", ir_var_out, FRAG_RESULT_STENCIL,
- glsl_type::int_type, instructions, state->symbols);
-
- if (warn)
- fd->warn_extension = "GL_ARB_shader_stencil_export";
-}
-
-static void
-generate_120_fs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- generate_110_fs_variables(instructions, state);
-
- for (unsigned i = 0
- ; i < Elements(builtin_120_fs_variables)
- ; i++) {
- add_builtin_variable(& builtin_120_fs_variables[i],
- instructions, state->symbols);
- }
-}
-
-static void
-generate_130_fs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- generate_120_fs_variables(instructions, state);
-
- const glsl_type *const clip_distance_array_type =
- glsl_type::get_array_instance(glsl_type::float_type,
- state->Const.MaxClipPlanes);
-
- /* FINISHME: gl_ClipDistance needs a real location assigned. */
- add_variable("gl_ClipDistance", ir_var_in, -1, clip_distance_array_type,
- instructions, state->symbols);
-}
-
-static void
-initialize_fs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
-
- switch (state->language_version) {
- case 100:
- generate_100ES_fs_variables(instructions, state);
- break;
- case 110:
- generate_110_fs_variables(instructions, state);
- break;
- case 120:
- generate_120_fs_variables(instructions, state);
- break;
- case 130:
- generate_130_fs_variables(instructions, state);
- break;
- }
-
- if (state->ARB_shader_stencil_export_enable)
- generate_ARB_shader_stencil_export_variables(instructions, state,
- state->ARB_shader_stencil_export_warn);
-}
-
-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;
- }
-}
+/* + * Copyright © 2010 Intel Corporation + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice (including the next + * paragraph) shall be included in all copies or substantial portions of the + * Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +#include "ir.h" +#include "glsl_parser_extras.h" +#include "glsl_symbol_table.h" +#include "builtin_variables.h" + +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 ir_variable * +add_variable(const char *name, enum ir_variable_mode mode, int slot, + const glsl_type *type, exec_list *instructions, + glsl_symbol_table *symtab) +{ + ir_variable *var = new(symtab) ir_variable(type, name, mode); + + switch (var->mode) { + case ir_var_auto: + case ir_var_in: + case ir_var_const_in: + case ir_var_uniform: + case ir_var_system_value: + var->read_only = true; + break; + case ir_var_inout: + case ir_var_out: + break; + default: + assert(0); + break; + } + + var->location = slot; + var->explicit_location = (slot >= 0); + + /* Once the variable is created an initialized, add it to the symbol table + * and add the declaration to the IR stream. + */ + instructions->push_tail(var); + + symtab->add_variable(var); + return var; +} + +static ir_variable * +add_uniform(exec_list *instructions, + struct _mesa_glsl_parse_state *state, + const char *name, const glsl_type *type) +{ + return add_variable(name, ir_var_uniform, -1, type, instructions, + state->symbols); +} + +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, proto->slot, type, instructions, + symtab); +} + +static void +add_builtin_constant(exec_list *instructions, + struct _mesa_glsl_parse_state *state, + const char *name, int value) +{ + ir_variable *const var = add_variable(name, ir_var_auto, + -1, glsl_type::int_type, + instructions, state->symbols); + var->constant_value = new(var) ir_constant(value); +} + +/* Several constants in GLSL ES have different names than normal desktop GLSL. + * Therefore, this function should only be called on the ES path. + */ +static void +generate_100ES_uniforms(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + add_builtin_constant(instructions, state, "gl_MaxVertexAttribs", + state->Const.MaxVertexAttribs); + add_builtin_constant(instructions, state, "gl_MaxVertexUniformVectors", + state->Const.MaxVertexUniformComponents); + add_builtin_constant(instructions, state, "gl_MaxVaryingVectors", + state->Const.MaxVaryingFloats / 4); + add_builtin_constant(instructions, state, "gl_MaxVertexTextureImageUnits", + state->Const.MaxVertexTextureImageUnits); + add_builtin_constant(instructions, state, "gl_MaxCombinedTextureImageUnits", + state->Const.MaxCombinedTextureImageUnits); + add_builtin_constant(instructions, state, "gl_MaxTextureImageUnits", + state->Const.MaxTextureImageUnits); + add_builtin_constant(instructions, state, "gl_MaxFragmentUniformVectors", + state->Const.MaxFragmentUniformComponents); + + add_uniform(instructions, state, "gl_DepthRange", + state->symbols->get_type("gl_DepthRangeParameters")); +} + +static void +generate_110_uniforms(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + for (unsigned i = 0 + ; i < Elements(builtin_110_deprecated_uniforms) + ; i++) { + add_builtin_variable(& builtin_110_deprecated_uniforms[i], + instructions, state->symbols); + } + + add_builtin_constant(instructions, state, "gl_MaxLights", + state->Const.MaxLights); + add_builtin_constant(instructions, state, "gl_MaxClipPlanes", + state->Const.MaxClipPlanes); + add_builtin_constant(instructions, state, "gl_MaxTextureUnits", + state->Const.MaxTextureUnits); + add_builtin_constant(instructions, state, "gl_MaxTextureCoords", + state->Const.MaxTextureCoords); + add_builtin_constant(instructions, state, "gl_MaxVertexAttribs", + state->Const.MaxVertexAttribs); + add_builtin_constant(instructions, state, "gl_MaxVertexUniformComponents", + state->Const.MaxVertexUniformComponents); + add_builtin_constant(instructions, state, "gl_MaxVaryingFloats", + state->Const.MaxVaryingFloats); + add_builtin_constant(instructions, state, "gl_MaxVertexTextureImageUnits", + state->Const.MaxVertexTextureImageUnits); + add_builtin_constant(instructions, state, "gl_MaxCombinedTextureImageUnits", + state->Const.MaxCombinedTextureImageUnits); + add_builtin_constant(instructions, state, "gl_MaxTextureImageUnits", + state->Const.MaxTextureImageUnits); + add_builtin_constant(instructions, state, "gl_MaxFragmentUniformComponents", + state->Const.MaxFragmentUniformComponents); + + const glsl_type *const mat4_array_type = + glsl_type::get_array_instance(glsl_type::mat4_type, + state->Const.MaxTextureCoords); + + add_uniform(instructions, state, "gl_TextureMatrix", mat4_array_type); + add_uniform(instructions, state, "gl_TextureMatrixInverse", mat4_array_type); + add_uniform(instructions, state, "gl_TextureMatrixTranspose", mat4_array_type); + add_uniform(instructions, state, "gl_TextureMatrixInverseTranspose", mat4_array_type); + + add_uniform(instructions, state, "gl_DepthRange", + state->symbols->get_type("gl_DepthRangeParameters")); + + add_uniform(instructions, state, "gl_ClipPlane", + glsl_type::get_array_instance(glsl_type::vec4_type, + state->Const.MaxClipPlanes)); + add_uniform(instructions, state, "gl_Point", + state->symbols->get_type("gl_PointParameters")); + + const glsl_type *const material_parameters_type = + state->symbols->get_type("gl_MaterialParameters"); + add_uniform(instructions, state, "gl_FrontMaterial", material_parameters_type); + add_uniform(instructions, state, "gl_BackMaterial", material_parameters_type); + + const glsl_type *const light_source_array_type = + glsl_type::get_array_instance(state->symbols->get_type("gl_LightSourceParameters"), state->Const.MaxLights); + + add_uniform(instructions, state, "gl_LightSource", light_source_array_type); + + const glsl_type *const light_model_products_type = + state->symbols->get_type("gl_LightModelProducts"); + add_uniform(instructions, state, "gl_FrontLightModelProduct", + light_model_products_type); + add_uniform(instructions, state, "gl_BackLightModelProduct", + light_model_products_type); + + const glsl_type *const light_products_type = + glsl_type::get_array_instance(state->symbols->get_type("gl_LightProducts"), + state->Const.MaxLights); + add_uniform(instructions, state, "gl_FrontLightProduct", light_products_type); + add_uniform(instructions, state, "gl_BackLightProduct", light_products_type); + + add_uniform(instructions, state, "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, state, "gl_EyePlaneS", texcoords_vec4); + add_uniform(instructions, state, "gl_EyePlaneT", texcoords_vec4); + add_uniform(instructions, state, "gl_EyePlaneR", texcoords_vec4); + add_uniform(instructions, state, "gl_EyePlaneQ", texcoords_vec4); + add_uniform(instructions, state, "gl_ObjectPlaneS", texcoords_vec4); + add_uniform(instructions, state, "gl_ObjectPlaneT", texcoords_vec4); + add_uniform(instructions, state, "gl_ObjectPlaneR", texcoords_vec4); + add_uniform(instructions, state, "gl_ObjectPlaneQ", texcoords_vec4); + + add_uniform(instructions, state, "gl_Fog", + state->symbols->get_type("gl_FogParameters")); +} + +/* 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(& builtin_core_vs_variables[i], + instructions, state->symbols); + } + + generate_100ES_uniforms(instructions, state); + + generate_ARB_draw_buffers_variables(instructions, state, false, + vertex_shader); +} + + +static void +generate_110_vs_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) { + add_builtin_variable(& builtin_core_vs_variables[i], + instructions, state->symbols); + } + + for (unsigned i = 0 + ; i < Elements(builtin_110_deprecated_vs_variables) + ; i++) { + add_builtin_variable(& builtin_110_deprecated_vs_variables[i], + instructions, state->symbols); + } + generate_110_uniforms(instructions, state); + + /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec: + * + * "As with all arrays, indices used to subscript gl_TexCoord must + * either be an integral constant expressions, or this array must be + * re-declared by the shader with a size. The size can be at most + * gl_MaxTextureCoords. Using indexes close to 0 may aid the + * implementation in preserving varying resources." + */ + const glsl_type *const vec4_array_type = + glsl_type::get_array_instance(glsl_type::vec4_type, 0); + + add_variable("gl_TexCoord", ir_var_out, VERT_RESULT_TEX0, vec4_array_type, + instructions, state->symbols); + + generate_ARB_draw_buffers_variables(instructions, state, false, + vertex_shader); +} + + +static void +generate_120_vs_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + /* GLSL version 1.20 did not add any built-in variables in the vertex + * shader. + */ + generate_110_vs_variables(instructions, state); +} + + +static void +generate_130_vs_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + generate_120_vs_variables(instructions, state); + + for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) { + add_builtin_variable(& builtin_130_vs_variables[i], + instructions, state->symbols); + } + + const glsl_type *const clip_distance_array_type = + glsl_type::get_array_instance(glsl_type::float_type, + state->Const.MaxClipPlanes); + + /* FINISHME: gl_ClipDistance needs a real location assigned. */ + add_variable("gl_ClipDistance", ir_var_out, -1, clip_distance_array_type, + instructions, state->symbols); + +} + + +static void +initialize_vs_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + + switch (state->language_version) { + case 100: + generate_100ES_vs_variables(instructions, state); + break; + case 110: + generate_110_vs_variables(instructions, state); + break; + case 120: + generate_120_vs_variables(instructions, state); + break; + case 130: + generate_130_vs_variables(instructions, state); + break; + } + + if (state->ARB_draw_instanced_enable) + generate_ARB_draw_instanced_variables(instructions, state, false, + vertex_shader); +} + + +/* This function should only be called for ES, not desktop GL. */ +static void +generate_100ES_fs_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) { + add_builtin_variable(& builtin_core_fs_variables[i], + instructions, state->symbols); + } + + for (unsigned i = 0; i < Elements(builtin_100ES_fs_variables); i++) { + add_builtin_variable(& builtin_100ES_fs_variables[i], + instructions, state->symbols); + } + + generate_100ES_uniforms(instructions, state); + + generate_ARB_draw_buffers_variables(instructions, state, false, + fragment_shader); +} + +static void +generate_110_fs_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) { + add_builtin_variable(& builtin_core_fs_variables[i], + instructions, state->symbols); + } + + for (unsigned i = 0; i < Elements(builtin_110_fs_variables); i++) { + add_builtin_variable(& builtin_110_fs_variables[i], + instructions, state->symbols); + } + + for (unsigned i = 0 + ; i < Elements(builtin_110_deprecated_fs_variables) + ; i++) { + add_builtin_variable(& builtin_110_deprecated_fs_variables[i], + instructions, state->symbols); + } + generate_110_uniforms(instructions, state); + + /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec: + * + * "As with all arrays, indices used to subscript gl_TexCoord must + * either be an integral constant expressions, or this array must be + * re-declared by the shader with a size. The size can be at most + * gl_MaxTextureCoords. Using indexes close to 0 may aid the + * implementation in preserving varying resources." + */ + const glsl_type *const vec4_array_type = + glsl_type::get_array_instance(glsl_type::vec4_type, 0); + + add_variable("gl_TexCoord", ir_var_in, FRAG_ATTRIB_TEX0, vec4_array_type, + instructions, state->symbols); + + 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_variable("gl_MaxDrawBuffers", ir_var_auto, -1, + glsl_type::int_type, instructions, state->symbols); + + if (warn) + mdb->warn_extension = "GL_ARB_draw_buffers"; + + mdb->constant_value = new(mdb) + ir_constant(int(state->Const.MaxDrawBuffers)); + + + /* gl_FragData is only available in the fragment shader. + */ + if (target == fragment_shader) { + const glsl_type *const vec4_array_type = + glsl_type::get_array_instance(glsl_type::vec4_type, + state->Const.MaxDrawBuffers); + + ir_variable *const fd = + add_variable("gl_FragData", ir_var_out, FRAG_RESULT_DATA0, + vec4_array_type, instructions, state->symbols); + + if (warn) + fd->warn_extension = "GL_ARB_draw_buffers"; + } +} + + +static void +generate_ARB_draw_instanced_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state, + bool warn, + _mesa_glsl_parser_targets target) +{ + /* gl_InstanceIDARB is only available in the vertex shader. + */ + if (target == vertex_shader) { + ir_variable *const inst = + add_variable("gl_InstanceIDARB", ir_var_system_value, + SYSTEM_VALUE_INSTANCE_ID, + glsl_type::int_type, instructions, state->symbols); + + if (warn) + inst->warn_extension = "GL_ARB_draw_instanced"; + } +} + + +static void +generate_ARB_shader_stencil_export_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state, + bool warn) +{ + /* gl_FragStencilRefARB is only available in the fragment shader. + */ + ir_variable *const fd = + add_variable("gl_FragStencilRefARB", ir_var_out, FRAG_RESULT_STENCIL, + glsl_type::int_type, instructions, state->symbols); + + if (warn) + fd->warn_extension = "GL_ARB_shader_stencil_export"; +} + +static void +generate_120_fs_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + generate_110_fs_variables(instructions, state); + + for (unsigned i = 0 + ; i < Elements(builtin_120_fs_variables) + ; i++) { + add_builtin_variable(& builtin_120_fs_variables[i], + instructions, state->symbols); + } +} + +static void +generate_130_fs_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + generate_120_fs_variables(instructions, state); + + const glsl_type *const clip_distance_array_type = + glsl_type::get_array_instance(glsl_type::float_type, + state->Const.MaxClipPlanes); + + /* FINISHME: gl_ClipDistance needs a real location assigned. */ + add_variable("gl_ClipDistance", ir_var_in, -1, clip_distance_array_type, + instructions, state->symbols); +} + +static void +initialize_fs_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + + switch (state->language_version) { + case 100: + generate_100ES_fs_variables(instructions, state); + break; + case 110: + generate_110_fs_variables(instructions, state); + break; + case 120: + generate_120_fs_variables(instructions, state); + break; + case 130: + generate_130_fs_variables(instructions, state); + break; + } + + if (state->ARB_shader_stencil_export_enable) + generate_ARB_shader_stencil_export_variables(instructions, state, + state->ARB_shader_stencil_export_warn); +} + +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; + } +} |