diff options
Diffstat (limited to 'mesalib/src/glsl/ir_variable.cpp')
-rw-r--r-- | mesalib/src/glsl/ir_variable.cpp | 1784 |
1 files changed, 892 insertions, 892 deletions
diff --git a/mesalib/src/glsl/ir_variable.cpp b/mesalib/src/glsl/ir_variable.cpp index 76f79da92..e0b6f38f1 100644 --- a/mesalib/src/glsl/ir_variable.cpp +++ b/mesalib/src/glsl/ir_variable.cpp @@ -1,892 +1,892 @@ -/*
- * Copyright © 2010 Intel Corporation
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice (including the next
- * paragraph) shall be included in all copies or substantial portions of the
- * Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
- * DEALINGS IN THE SOFTWARE.
- */
-
-#include "ir.h"
-#include "glsl_parser_extras.h"
-#include "glsl_symbol_table.h"
-#include "builtin_variables.h"
-#include "main/uniforms.h"
-#include "program/prog_parameter.h"
-#include "program/prog_statevars.h"
-#include "program/prog_instruction.h"
-
-static void generate_ARB_draw_buffers_variables(exec_list *,
- struct _mesa_glsl_parse_state *,
- bool, _mesa_glsl_parser_targets);
-
-static void
-generate_ARB_draw_instanced_variables(exec_list *,
- struct _mesa_glsl_parse_state *,
- bool, _mesa_glsl_parser_targets);
-
-static struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
- {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
- {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
- {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
-};
-
-static struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
- {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
-};
-
-static struct gl_builtin_uniform_element gl_Point_elements[] = {
- {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
- {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
- {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
- {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
- {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
- {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
- {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
-};
-
-static struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
- {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
- {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
- {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
- {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
- {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
-};
-
-static struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
- {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
- {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
- {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
- {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
- {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
-};
-
-static struct gl_builtin_uniform_element gl_LightSource_elements[] = {
- {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
- {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
- {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
- {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
- {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
- {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
- MAKE_SWIZZLE4(SWIZZLE_X,
- SWIZZLE_Y,
- SWIZZLE_Z,
- SWIZZLE_Z)},
- {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
- {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
- {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
- {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
- {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
- {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
-};
-
-static struct gl_builtin_uniform_element gl_LightModel_elements[] = {
- {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
- {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
- {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
- {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
- {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
- {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
- {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
- {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
- {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
- {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
- {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
- {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
- {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
- {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
- {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
- {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
- {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
- {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_Fog_elements[] = {
- {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
- {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
- {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
- {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
- {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
-};
-
-static struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
- {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
-};
-
-static struct gl_builtin_uniform_element gl_MESABumpRotMatrix0_elements[] = {
- {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_0}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_MESABumpRotMatrix1_elements[] = {
- {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_1}, SWIZZLE_XYZW},
-};
-
-static struct gl_builtin_uniform_element gl_MESAFogParamsOptimized_elements[] = {
- {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, 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},
- SWIZZLE_XYZW },
- { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
- SWIZZLE_XYZW },
- { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
- SWIZZLE_XYZW },
-};
-
-#undef MATRIX
-
-#define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)}
-
-const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
- STATEVAR(gl_DepthRange),
- STATEVAR(gl_ClipPlane),
- STATEVAR(gl_Point),
- STATEVAR(gl_FrontMaterial),
- STATEVAR(gl_BackMaterial),
- STATEVAR(gl_LightSource),
- STATEVAR(gl_LightModel),
- STATEVAR(gl_FrontLightModelProduct),
- STATEVAR(gl_BackLightModelProduct),
- STATEVAR(gl_FrontLightProduct),
- STATEVAR(gl_BackLightProduct),
- STATEVAR(gl_TextureEnvColor),
- STATEVAR(gl_EyePlaneS),
- STATEVAR(gl_EyePlaneT),
- STATEVAR(gl_EyePlaneR),
- STATEVAR(gl_EyePlaneQ),
- STATEVAR(gl_ObjectPlaneS),
- STATEVAR(gl_ObjectPlaneT),
- STATEVAR(gl_ObjectPlaneR),
- STATEVAR(gl_ObjectPlaneQ),
- STATEVAR(gl_Fog),
-
- STATEVAR(gl_ModelViewMatrix),
- STATEVAR(gl_ModelViewMatrixInverse),
- STATEVAR(gl_ModelViewMatrixTranspose),
- STATEVAR(gl_ModelViewMatrixInverseTranspose),
-
- STATEVAR(gl_ProjectionMatrix),
- STATEVAR(gl_ProjectionMatrixInverse),
- STATEVAR(gl_ProjectionMatrixTranspose),
- STATEVAR(gl_ProjectionMatrixInverseTranspose),
-
- STATEVAR(gl_ModelViewProjectionMatrix),
- STATEVAR(gl_ModelViewProjectionMatrixInverse),
- STATEVAR(gl_ModelViewProjectionMatrixTranspose),
- STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
-
- STATEVAR(gl_TextureMatrix),
- STATEVAR(gl_TextureMatrixInverse),
- STATEVAR(gl_TextureMatrixTranspose),
- STATEVAR(gl_TextureMatrixInverseTranspose),
-
- STATEVAR(gl_NormalMatrix),
- STATEVAR(gl_NormalScale),
-
- STATEVAR(gl_MESABumpRotMatrix0),
- STATEVAR(gl_MESABumpRotMatrix1),
- STATEVAR(gl_MESAFogParamsOptimized),
-
- {NULL, NULL, 0}
-};
-
-static ir_variable *
-add_variable(exec_list *instructions, glsl_symbol_table *symtab,
- const char *name, const glsl_type *type,
- enum ir_variable_mode mode, int slot)
-{
- ir_variable *var = new(symtab) ir_variable(type, name, mode);
-
- switch (var->mode) {
- case ir_var_auto:
- case ir_var_in:
- case ir_var_const_in:
- case ir_var_uniform:
- case ir_var_system_value:
- var->read_only = true;
- break;
- case ir_var_inout:
- case ir_var_out:
- break;
- default:
- assert(0);
- break;
- }
-
- var->location = slot;
- var->explicit_location = (slot >= 0);
-
- /* Once the variable is created an initialized, add it to the symbol table
- * and add the declaration to the IR stream.
- */
- instructions->push_tail(var);
-
- symtab->add_variable(var);
- return var;
-}
-
-static ir_variable *
-add_uniform(exec_list *instructions, glsl_symbol_table *symtab,
- const char *name, const glsl_type *type)
-{
- ir_variable *const uni =
- add_variable(instructions, symtab, name, type, ir_var_uniform, -1);
-
- unsigned i;
- for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
- if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
- break;
- }
- }
-
- assert(_mesa_builtin_uniform_desc[i].name != NULL);
- const struct gl_builtin_uniform_desc* const statevar =
- &_mesa_builtin_uniform_desc[i];
-
- const unsigned array_count = type->is_array() ? type->length : 1;
- uni->num_state_slots = array_count * statevar->num_elements;
-
- ir_state_slot *slots =
- ralloc_array(uni, ir_state_slot, uni->num_state_slots);
-
- uni->state_slots = slots;
-
- for (unsigned a = 0; a < array_count; a++) {
- for (unsigned j = 0; j < statevar->num_elements; j++) {
- struct gl_builtin_uniform_element *element = &statevar->elements[j];
-
- memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
- if (type->is_array()) {
- 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 void
-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);
-}
-
-/* Several constants in GLSL ES have different names than normal desktop GLSL.
- * Therefore, this function should only be called on the ES path.
- */
-static void
-generate_100ES_uniforms(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- glsl_symbol_table *const symtab = state->symbols;
-
- add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
- state->Const.MaxVertexAttribs);
- add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformVectors",
- state->Const.MaxVertexUniformComponents);
- add_builtin_constant(instructions, symtab, "gl_MaxVaryingVectors",
- state->Const.MaxVaryingFloats / 4);
- add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
- state->Const.MaxVertexTextureImageUnits);
- add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
- state->Const.MaxCombinedTextureImageUnits);
- add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
- state->Const.MaxTextureImageUnits);
- add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformVectors",
- state->Const.MaxFragmentUniformComponents);
-
- add_uniform(instructions, symtab, "gl_DepthRange",
- state->symbols->get_type("gl_DepthRangeParameters"));
-}
-
-static void
-generate_110_uniforms(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- glsl_symbol_table *const symtab = state->symbols;
-
- for (unsigned i = 0
- ; i < Elements(builtin_110_deprecated_uniforms)
- ; i++) {
- add_builtin_variable(instructions, symtab,
- & builtin_110_deprecated_uniforms[i]);
- }
-
- add_builtin_constant(instructions, symtab, "gl_MaxLights",
- state->Const.MaxLights);
- add_builtin_constant(instructions, symtab, "gl_MaxClipPlanes",
- state->Const.MaxClipPlanes);
- add_builtin_constant(instructions, symtab, "gl_MaxTextureUnits",
- state->Const.MaxTextureUnits);
- add_builtin_constant(instructions, symtab, "gl_MaxTextureCoords",
- state->Const.MaxTextureCoords);
- add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
- state->Const.MaxVertexAttribs);
- add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformComponents",
- state->Const.MaxVertexUniformComponents);
- add_builtin_constant(instructions, symtab, "gl_MaxVaryingFloats",
- state->Const.MaxVaryingFloats);
- add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
- state->Const.MaxVertexTextureImageUnits);
- add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
- state->Const.MaxCombinedTextureImageUnits);
- add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
- state->Const.MaxTextureImageUnits);
- add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformComponents",
- state->Const.MaxFragmentUniformComponents);
-
- const glsl_type *const mat4_array_type =
- glsl_type::get_array_instance(glsl_type::mat4_type,
- state->Const.MaxTextureCoords);
-
- add_uniform(instructions, symtab, "gl_TextureMatrix", mat4_array_type);
- add_uniform(instructions, symtab, "gl_TextureMatrixInverse", mat4_array_type);
- add_uniform(instructions, symtab, "gl_TextureMatrixTranspose", mat4_array_type);
- add_uniform(instructions, symtab, "gl_TextureMatrixInverseTranspose", mat4_array_type);
-
- add_uniform(instructions, symtab, "gl_DepthRange",
- symtab->get_type("gl_DepthRangeParameters"));
-
- add_uniform(instructions, symtab, "gl_ClipPlane",
- glsl_type::get_array_instance(glsl_type::vec4_type,
- state->Const.MaxClipPlanes));
- add_uniform(instructions, symtab, "gl_Point",
- symtab->get_type("gl_PointParameters"));
-
- const glsl_type *const material_parameters_type =
- symtab->get_type("gl_MaterialParameters");
- add_uniform(instructions, symtab, "gl_FrontMaterial", material_parameters_type);
- add_uniform(instructions, symtab, "gl_BackMaterial", material_parameters_type);
-
- const glsl_type *const light_source_array_type =
- glsl_type::get_array_instance(symtab->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
-
- add_uniform(instructions, symtab, "gl_LightSource", light_source_array_type);
-
- const glsl_type *const light_model_products_type =
- symtab->get_type("gl_LightModelProducts");
- add_uniform(instructions, symtab, "gl_FrontLightModelProduct",
- light_model_products_type);
- add_uniform(instructions, symtab, "gl_BackLightModelProduct",
- light_model_products_type);
-
- const glsl_type *const light_products_type =
- glsl_type::get_array_instance(symtab->get_type("gl_LightProducts"),
- state->Const.MaxLights);
- add_uniform(instructions, symtab, "gl_FrontLightProduct", light_products_type);
- add_uniform(instructions, symtab, "gl_BackLightProduct", light_products_type);
-
- add_uniform(instructions, symtab, "gl_TextureEnvColor",
- glsl_type::get_array_instance(glsl_type::vec4_type,
- state->Const.MaxTextureUnits));
-
- const glsl_type *const texcoords_vec4 =
- glsl_type::get_array_instance(glsl_type::vec4_type,
- state->Const.MaxTextureCoords);
- add_uniform(instructions, symtab, "gl_EyePlaneS", texcoords_vec4);
- add_uniform(instructions, symtab, "gl_EyePlaneT", texcoords_vec4);
- add_uniform(instructions, symtab, "gl_EyePlaneR", texcoords_vec4);
- add_uniform(instructions, symtab, "gl_EyePlaneQ", texcoords_vec4);
- add_uniform(instructions, symtab, "gl_ObjectPlaneS", texcoords_vec4);
- add_uniform(instructions, symtab, "gl_ObjectPlaneT", texcoords_vec4);
- add_uniform(instructions, symtab, "gl_ObjectPlaneR", texcoords_vec4);
- add_uniform(instructions, symtab, "gl_ObjectPlaneQ", texcoords_vec4);
-
- add_uniform(instructions, symtab, "gl_Fog",
- symtab->get_type("gl_FogParameters"));
-}
-
-/* This function should only be called for ES, not desktop GL. */
-static void
-generate_100ES_vs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
- add_builtin_variable(instructions, state->symbols,
- & builtin_core_vs_variables[i]);
- }
-
- generate_100ES_uniforms(instructions, state);
-
- generate_ARB_draw_buffers_variables(instructions, state, false,
- vertex_shader);
-}
-
-
-static void
-generate_110_vs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
- add_builtin_variable(instructions, state->symbols,
- & builtin_core_vs_variables[i]);
- }
-
- for (unsigned i = 0
- ; i < Elements(builtin_110_deprecated_vs_variables)
- ; i++) {
- add_builtin_variable(instructions, state->symbols,
- & builtin_110_deprecated_vs_variables[i]);
- }
- generate_110_uniforms(instructions, state);
-
- /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
- *
- * "As with all arrays, indices used to subscript gl_TexCoord must
- * either be an integral constant expressions, or this array must be
- * re-declared by the shader with a size. The size can be at most
- * gl_MaxTextureCoords. Using indexes close to 0 may aid the
- * implementation in preserving varying resources."
- */
- const glsl_type *const vec4_array_type =
- glsl_type::get_array_instance(glsl_type::vec4_type, 0);
-
- add_variable(instructions, state->symbols,
- "gl_TexCoord", vec4_array_type, ir_var_out, VERT_RESULT_TEX0);
-
- generate_ARB_draw_buffers_variables(instructions, state, false,
- vertex_shader);
-}
-
-
-static void
-generate_120_vs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- /* GLSL version 1.20 did not add any built-in variables in the vertex
- * shader.
- */
- generate_110_vs_variables(instructions, state);
-}
-
-
-static void
-generate_130_uniforms(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- glsl_symbol_table *const symtab = state->symbols;
-
- add_builtin_constant(instructions, symtab, "gl_MaxClipDistances",
- state->Const.MaxClipPlanes);
-}
-
-
-static void
-generate_130_vs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- generate_120_vs_variables(instructions, state);
-
- for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) {
- add_builtin_variable(instructions, state->symbols,
- & builtin_130_vs_variables[i]);
- }
-
- generate_130_uniforms(instructions, state);
-
- /* From the GLSL 1.30 spec, section 7.1 (Vertex Shader Special
- * Variables):
- *
- * The gl_ClipDistance array is predeclared as unsized and must
- * be sized by the shader either redeclaring it with a size or
- * indexing it only with integral constant expressions.
- *
- * We represent this in Mesa by initially declaring the array as
- * size 0.
- */
- const glsl_type *const clip_distance_array_type =
- glsl_type::get_array_instance(glsl_type::float_type, 0);
-
- /* FINISHME: gl_ClipDistance needs a real location assigned. */
- add_variable(instructions, state->symbols,
- "gl_ClipDistance", clip_distance_array_type, ir_var_out, -1);
-
-}
-
-
-static void
-initialize_vs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
-
- switch (state->language_version) {
- case 100:
- generate_100ES_vs_variables(instructions, state);
- break;
- case 110:
- generate_110_vs_variables(instructions, state);
- break;
- case 120:
- generate_120_vs_variables(instructions, state);
- break;
- case 130:
- generate_130_vs_variables(instructions, state);
- break;
- }
-
- if (state->ARB_draw_instanced_enable)
- generate_ARB_draw_instanced_variables(instructions, state, false,
- vertex_shader);
-}
-
-
-/* This function should only be called for ES, not desktop GL. */
-static void
-generate_100ES_fs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
- add_builtin_variable(instructions, state->symbols,
- & builtin_core_fs_variables[i]);
- }
-
- for (unsigned i = 0; i < Elements(builtin_100ES_fs_variables); i++) {
- add_builtin_variable(instructions, state->symbols,
- & builtin_100ES_fs_variables[i]);
- }
-
- generate_100ES_uniforms(instructions, state);
-
- generate_ARB_draw_buffers_variables(instructions, state, false,
- fragment_shader);
-}
-
-static void
-generate_110_fs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
- add_builtin_variable(instructions, state->symbols,
- & builtin_core_fs_variables[i]);
- }
-
- for (unsigned i = 0; i < Elements(builtin_110_fs_variables); i++) {
- add_builtin_variable(instructions, state->symbols,
- & builtin_110_fs_variables[i]);
- }
-
- for (unsigned i = 0
- ; i < Elements(builtin_110_deprecated_fs_variables)
- ; i++) {
- add_builtin_variable(instructions, state->symbols,
- & builtin_110_deprecated_fs_variables[i]);
- }
- generate_110_uniforms(instructions, state);
-
- /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
- *
- * "As with all arrays, indices used to subscript gl_TexCoord must
- * either be an integral constant expressions, or this array must be
- * re-declared by the shader with a size. The size can be at most
- * gl_MaxTextureCoords. Using indexes close to 0 may aid the
- * implementation in preserving varying resources."
- */
- const glsl_type *const vec4_array_type =
- glsl_type::get_array_instance(glsl_type::vec4_type, 0);
-
- add_variable(instructions, state->symbols,
- "gl_TexCoord", vec4_array_type, ir_var_in, FRAG_ATTRIB_TEX0);
-
- generate_ARB_draw_buffers_variables(instructions, state, false,
- fragment_shader);
-}
-
-
-static void
-generate_ARB_draw_buffers_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state,
- bool warn, _mesa_glsl_parser_targets target)
-{
- /* gl_MaxDrawBuffers is available in all shader stages.
- */
- ir_variable *const mdb =
- add_variable(instructions, state->symbols,
- "gl_MaxDrawBuffers", glsl_type::int_type, ir_var_auto, -1);
-
- 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(instructions, state->symbols,
- "gl_FragData", vec4_array_type,
- ir_var_out, FRAG_RESULT_DATA0);
-
- if (warn)
- fd->warn_extension = "GL_ARB_draw_buffers";
- }
-}
-
-
-static void
-generate_ARB_draw_instanced_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state,
- bool warn,
- _mesa_glsl_parser_targets target)
-{
- /* gl_InstanceIDARB is only available in the vertex shader.
- */
- if (target == vertex_shader) {
- ir_variable *const inst =
- add_variable(instructions, state->symbols,
- "gl_InstanceIDARB", glsl_type::int_type,
- ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID);
-
- if (warn)
- inst->warn_extension = "GL_ARB_draw_instanced";
- }
-}
-
-
-static void
-generate_ARB_shader_stencil_export_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state,
- bool warn)
-{
- /* gl_FragStencilRefARB is only available in the fragment shader.
- */
- ir_variable *const fd =
- add_variable(instructions, state->symbols,
- "gl_FragStencilRefARB", glsl_type::int_type,
- ir_var_out, FRAG_RESULT_STENCIL);
-
- if (warn)
- fd->warn_extension = "GL_ARB_shader_stencil_export";
-}
-
-static void
-generate_AMD_shader_stencil_export_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state,
- bool warn)
-{
- /* gl_FragStencilRefAMD is only available in the fragment shader.
- */
- ir_variable *const fd =
- add_variable(instructions, state->symbols,
- "gl_FragStencilRefAMD", glsl_type::int_type,
- ir_var_out, FRAG_RESULT_STENCIL);
-
- if (warn)
- fd->warn_extension = "GL_AMD_shader_stencil_export";
-}
-
-static void
-generate_120_fs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- generate_110_fs_variables(instructions, state);
-
- for (unsigned i = 0
- ; i < Elements(builtin_120_fs_variables)
- ; i++) {
- add_builtin_variable(instructions, state->symbols,
- & builtin_120_fs_variables[i]);
- }
-}
-
-static void
-generate_130_fs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- generate_120_fs_variables(instructions, state);
-
- generate_130_uniforms(instructions, state);
-
- /* From the GLSL 1.30 spec, section 7.2 (Fragment Shader Special
- * Variables):
- *
- * The built-in input variable gl_ClipDistance array contains linearly
- * interpolated values for the vertex values written by the vertex shader
- * to the gl_ClipDistance vertex output variable. This array must be
- * sized in the fragment shader either implicitly or explicitly to be the
- * same size as it was sized in the vertex shader.
- *
- * In other words, the array must be pre-declared as implicitly sized. We
- * represent this in Mesa by initially declaring the array as size 0.
- */
- const glsl_type *const clip_distance_array_type =
- glsl_type::get_array_instance(glsl_type::float_type, 0);
-
- /* FINISHME: gl_ClipDistance needs a real location assigned. */
- add_variable(instructions, state->symbols,
- "gl_ClipDistance", clip_distance_array_type, ir_var_in, -1);
-}
-
-static void
-initialize_fs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
-
- switch (state->language_version) {
- case 100:
- generate_100ES_fs_variables(instructions, state);
- break;
- case 110:
- generate_110_fs_variables(instructions, state);
- break;
- case 120:
- generate_120_fs_variables(instructions, state);
- break;
- case 130:
- generate_130_fs_variables(instructions, state);
- break;
- }
-
- if (state->ARB_shader_stencil_export_enable)
- generate_ARB_shader_stencil_export_variables(instructions, state,
- state->ARB_shader_stencil_export_warn);
-
- if (state->AMD_shader_stencil_export_enable)
- generate_AMD_shader_stencil_export_variables(instructions, state,
- state->AMD_shader_stencil_export_warn);
-}
-
-void
-_mesa_glsl_initialize_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- switch (state->target) {
- case vertex_shader:
- initialize_vs_variables(instructions, state);
- break;
- case geometry_shader:
- break;
- case fragment_shader:
- initialize_fs_variables(instructions, state);
- break;
- }
-}
+/* + * Copyright © 2010 Intel Corporation + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice (including the next + * paragraph) shall be included in all copies or substantial portions of the + * Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +#include "ir.h" +#include "glsl_parser_extras.h" +#include "glsl_symbol_table.h" +#include "builtin_variables.h" +#include "main/uniforms.h" +#include "program/prog_parameter.h" +#include "program/prog_statevars.h" +#include "program/prog_instruction.h" + +static void generate_ARB_draw_buffers_variables(exec_list *, + struct _mesa_glsl_parse_state *, + bool, _mesa_glsl_parser_targets); + +static void +generate_ARB_draw_instanced_variables(exec_list *, + struct _mesa_glsl_parse_state *, + bool, _mesa_glsl_parser_targets); + +static struct gl_builtin_uniform_element gl_DepthRange_elements[] = { + {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX}, + {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY}, + {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ}, +}; + +static struct gl_builtin_uniform_element gl_ClipPlane_elements[] = { + {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW} +}; + +static struct gl_builtin_uniform_element gl_Point_elements[] = { + {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX}, + {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY}, + {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ}, + {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW}, + {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX}, + {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY}, + {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ}, +}; + +static struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = { + {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW}, + {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW}, + {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW}, + {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW}, + {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX}, +}; + +static struct gl_builtin_uniform_element gl_BackMaterial_elements[] = { + {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW}, + {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW}, + {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW}, + {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW}, + {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX}, +}; + +static struct gl_builtin_uniform_element gl_LightSource_elements[] = { + {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW}, + {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW}, + {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW}, + {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW}, + {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW}, + {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, + MAKE_SWIZZLE4(SWIZZLE_X, + SWIZZLE_Y, + SWIZZLE_Z, + SWIZZLE_Z)}, + {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW}, + {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX}, + {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW}, + {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX}, + {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY}, + {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ}, +}; + +static struct gl_builtin_uniform_element gl_LightModel_elements[] = { + {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW}, +}; + +static struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = { + {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW}, +}; + +static struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = { + {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW}, +}; + +static struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = { + {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW}, + {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW}, + {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW}, +}; + +static struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = { + {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW}, + {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW}, + {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW}, +}; + +static struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = { + {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW}, +}; + +static struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = { + {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW}, +}; + +static struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = { + {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW}, +}; + +static struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = { + {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW}, +}; + +static struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = { + {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW}, +}; + +static struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = { + {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW}, +}; + +static struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = { + {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW}, +}; + +static struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = { + {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW}, +}; + +static struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = { + {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW}, +}; + +static struct gl_builtin_uniform_element gl_Fog_elements[] = { + {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW}, + {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX}, + {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY}, + {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ}, + {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW}, +}; + +static struct gl_builtin_uniform_element gl_NormalScale_elements[] = { + {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX}, +}; + +static struct gl_builtin_uniform_element gl_MESABumpRotMatrix0_elements[] = { + {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_0}, SWIZZLE_XYZW}, +}; + +static struct gl_builtin_uniform_element gl_MESABumpRotMatrix1_elements[] = { + {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_1}, SWIZZLE_XYZW}, +}; + +static struct gl_builtin_uniform_element gl_MESAFogParamsOptimized_elements[] = { + {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, 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}, + SWIZZLE_XYZW }, + { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE}, + SWIZZLE_XYZW }, + { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE}, + SWIZZLE_XYZW }, +}; + +#undef MATRIX + +#define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)} + +const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = { + STATEVAR(gl_DepthRange), + STATEVAR(gl_ClipPlane), + STATEVAR(gl_Point), + STATEVAR(gl_FrontMaterial), + STATEVAR(gl_BackMaterial), + STATEVAR(gl_LightSource), + STATEVAR(gl_LightModel), + STATEVAR(gl_FrontLightModelProduct), + STATEVAR(gl_BackLightModelProduct), + STATEVAR(gl_FrontLightProduct), + STATEVAR(gl_BackLightProduct), + STATEVAR(gl_TextureEnvColor), + STATEVAR(gl_EyePlaneS), + STATEVAR(gl_EyePlaneT), + STATEVAR(gl_EyePlaneR), + STATEVAR(gl_EyePlaneQ), + STATEVAR(gl_ObjectPlaneS), + STATEVAR(gl_ObjectPlaneT), + STATEVAR(gl_ObjectPlaneR), + STATEVAR(gl_ObjectPlaneQ), + STATEVAR(gl_Fog), + + STATEVAR(gl_ModelViewMatrix), + STATEVAR(gl_ModelViewMatrixInverse), + STATEVAR(gl_ModelViewMatrixTranspose), + STATEVAR(gl_ModelViewMatrixInverseTranspose), + + STATEVAR(gl_ProjectionMatrix), + STATEVAR(gl_ProjectionMatrixInverse), + STATEVAR(gl_ProjectionMatrixTranspose), + STATEVAR(gl_ProjectionMatrixInverseTranspose), + + STATEVAR(gl_ModelViewProjectionMatrix), + STATEVAR(gl_ModelViewProjectionMatrixInverse), + STATEVAR(gl_ModelViewProjectionMatrixTranspose), + STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose), + + STATEVAR(gl_TextureMatrix), + STATEVAR(gl_TextureMatrixInverse), + STATEVAR(gl_TextureMatrixTranspose), + STATEVAR(gl_TextureMatrixInverseTranspose), + + STATEVAR(gl_NormalMatrix), + STATEVAR(gl_NormalScale), + + STATEVAR(gl_MESABumpRotMatrix0), + STATEVAR(gl_MESABumpRotMatrix1), + STATEVAR(gl_MESAFogParamsOptimized), + + {NULL, NULL, 0} +}; + +static ir_variable * +add_variable(exec_list *instructions, glsl_symbol_table *symtab, + const char *name, const glsl_type *type, + enum ir_variable_mode mode, int slot) +{ + ir_variable *var = new(symtab) ir_variable(type, name, mode); + + switch (var->mode) { + case ir_var_auto: + case ir_var_in: + case ir_var_const_in: + case ir_var_uniform: + case ir_var_system_value: + var->read_only = true; + break; + case ir_var_inout: + case ir_var_out: + break; + default: + assert(0); + break; + } + + var->location = slot; + var->explicit_location = (slot >= 0); + + /* Once the variable is created an initialized, add it to the symbol table + * and add the declaration to the IR stream. + */ + instructions->push_tail(var); + + symtab->add_variable(var); + return var; +} + +static ir_variable * +add_uniform(exec_list *instructions, glsl_symbol_table *symtab, + const char *name, const glsl_type *type) +{ + ir_variable *const uni = + add_variable(instructions, symtab, name, type, ir_var_uniform, -1); + + unsigned i; + for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) { + if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) { + break; + } + } + + assert(_mesa_builtin_uniform_desc[i].name != NULL); + const struct gl_builtin_uniform_desc* const statevar = + &_mesa_builtin_uniform_desc[i]; + + const unsigned array_count = type->is_array() ? type->length : 1; + uni->num_state_slots = array_count * statevar->num_elements; + + ir_state_slot *slots = + ralloc_array(uni, ir_state_slot, uni->num_state_slots); + + uni->state_slots = slots; + + for (unsigned a = 0; a < array_count; a++) { + for (unsigned j = 0; j < statevar->num_elements; j++) { + struct gl_builtin_uniform_element *element = &statevar->elements[j]; + + memcpy(slots->tokens, element->tokens, sizeof(element->tokens)); + if (type->is_array()) { + 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 void +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); +} + +/* Several constants in GLSL ES have different names than normal desktop GLSL. + * Therefore, this function should only be called on the ES path. + */ +static void +generate_100ES_uniforms(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + glsl_symbol_table *const symtab = state->symbols; + + add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs", + state->Const.MaxVertexAttribs); + add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformVectors", + state->Const.MaxVertexUniformComponents); + add_builtin_constant(instructions, symtab, "gl_MaxVaryingVectors", + state->Const.MaxVaryingFloats / 4); + add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits", + state->Const.MaxVertexTextureImageUnits); + add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits", + state->Const.MaxCombinedTextureImageUnits); + add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits", + state->Const.MaxTextureImageUnits); + add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformVectors", + state->Const.MaxFragmentUniformComponents); + + add_uniform(instructions, symtab, "gl_DepthRange", + state->symbols->get_type("gl_DepthRangeParameters")); +} + +static void +generate_110_uniforms(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + glsl_symbol_table *const symtab = state->symbols; + + for (unsigned i = 0 + ; i < Elements(builtin_110_deprecated_uniforms) + ; i++) { + add_builtin_variable(instructions, symtab, + & builtin_110_deprecated_uniforms[i]); + } + + add_builtin_constant(instructions, symtab, "gl_MaxLights", + state->Const.MaxLights); + add_builtin_constant(instructions, symtab, "gl_MaxClipPlanes", + state->Const.MaxClipPlanes); + add_builtin_constant(instructions, symtab, "gl_MaxTextureUnits", + state->Const.MaxTextureUnits); + add_builtin_constant(instructions, symtab, "gl_MaxTextureCoords", + state->Const.MaxTextureCoords); + add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs", + state->Const.MaxVertexAttribs); + add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformComponents", + state->Const.MaxVertexUniformComponents); + add_builtin_constant(instructions, symtab, "gl_MaxVaryingFloats", + state->Const.MaxVaryingFloats); + add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits", + state->Const.MaxVertexTextureImageUnits); + add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits", + state->Const.MaxCombinedTextureImageUnits); + add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits", + state->Const.MaxTextureImageUnits); + add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformComponents", + state->Const.MaxFragmentUniformComponents); + + const glsl_type *const mat4_array_type = + glsl_type::get_array_instance(glsl_type::mat4_type, + state->Const.MaxTextureCoords); + + add_uniform(instructions, symtab, "gl_TextureMatrix", mat4_array_type); + add_uniform(instructions, symtab, "gl_TextureMatrixInverse", mat4_array_type); + add_uniform(instructions, symtab, "gl_TextureMatrixTranspose", mat4_array_type); + add_uniform(instructions, symtab, "gl_TextureMatrixInverseTranspose", mat4_array_type); + + add_uniform(instructions, symtab, "gl_DepthRange", + symtab->get_type("gl_DepthRangeParameters")); + + add_uniform(instructions, symtab, "gl_ClipPlane", + glsl_type::get_array_instance(glsl_type::vec4_type, + state->Const.MaxClipPlanes)); + add_uniform(instructions, symtab, "gl_Point", + symtab->get_type("gl_PointParameters")); + + const glsl_type *const material_parameters_type = + symtab->get_type("gl_MaterialParameters"); + add_uniform(instructions, symtab, "gl_FrontMaterial", material_parameters_type); + add_uniform(instructions, symtab, "gl_BackMaterial", material_parameters_type); + + const glsl_type *const light_source_array_type = + glsl_type::get_array_instance(symtab->get_type("gl_LightSourceParameters"), state->Const.MaxLights); + + add_uniform(instructions, symtab, "gl_LightSource", light_source_array_type); + + const glsl_type *const light_model_products_type = + symtab->get_type("gl_LightModelProducts"); + add_uniform(instructions, symtab, "gl_FrontLightModelProduct", + light_model_products_type); + add_uniform(instructions, symtab, "gl_BackLightModelProduct", + light_model_products_type); + + const glsl_type *const light_products_type = + glsl_type::get_array_instance(symtab->get_type("gl_LightProducts"), + state->Const.MaxLights); + add_uniform(instructions, symtab, "gl_FrontLightProduct", light_products_type); + add_uniform(instructions, symtab, "gl_BackLightProduct", light_products_type); + + add_uniform(instructions, symtab, "gl_TextureEnvColor", + glsl_type::get_array_instance(glsl_type::vec4_type, + state->Const.MaxTextureUnits)); + + const glsl_type *const texcoords_vec4 = + glsl_type::get_array_instance(glsl_type::vec4_type, + state->Const.MaxTextureCoords); + add_uniform(instructions, symtab, "gl_EyePlaneS", texcoords_vec4); + add_uniform(instructions, symtab, "gl_EyePlaneT", texcoords_vec4); + add_uniform(instructions, symtab, "gl_EyePlaneR", texcoords_vec4); + add_uniform(instructions, symtab, "gl_EyePlaneQ", texcoords_vec4); + add_uniform(instructions, symtab, "gl_ObjectPlaneS", texcoords_vec4); + add_uniform(instructions, symtab, "gl_ObjectPlaneT", texcoords_vec4); + add_uniform(instructions, symtab, "gl_ObjectPlaneR", texcoords_vec4); + add_uniform(instructions, symtab, "gl_ObjectPlaneQ", texcoords_vec4); + + add_uniform(instructions, symtab, "gl_Fog", + symtab->get_type("gl_FogParameters")); +} + +/* This function should only be called for ES, not desktop GL. */ +static void +generate_100ES_vs_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) { + add_builtin_variable(instructions, state->symbols, + & builtin_core_vs_variables[i]); + } + + generate_100ES_uniforms(instructions, state); + + generate_ARB_draw_buffers_variables(instructions, state, false, + vertex_shader); +} + + +static void +generate_110_vs_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) { + add_builtin_variable(instructions, state->symbols, + & builtin_core_vs_variables[i]); + } + + for (unsigned i = 0 + ; i < Elements(builtin_110_deprecated_vs_variables) + ; i++) { + add_builtin_variable(instructions, state->symbols, + & builtin_110_deprecated_vs_variables[i]); + } + generate_110_uniforms(instructions, state); + + /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec: + * + * "As with all arrays, indices used to subscript gl_TexCoord must + * either be an integral constant expressions, or this array must be + * re-declared by the shader with a size. The size can be at most + * gl_MaxTextureCoords. Using indexes close to 0 may aid the + * implementation in preserving varying resources." + */ + const glsl_type *const vec4_array_type = + glsl_type::get_array_instance(glsl_type::vec4_type, 0); + + add_variable(instructions, state->symbols, + "gl_TexCoord", vec4_array_type, ir_var_out, VERT_RESULT_TEX0); + + generate_ARB_draw_buffers_variables(instructions, state, false, + vertex_shader); +} + + +static void +generate_120_vs_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + /* GLSL version 1.20 did not add any built-in variables in the vertex + * shader. + */ + generate_110_vs_variables(instructions, state); +} + + +static void +generate_130_uniforms(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + glsl_symbol_table *const symtab = state->symbols; + + add_builtin_constant(instructions, symtab, "gl_MaxClipDistances", + state->Const.MaxClipPlanes); +} + + +static void +generate_130_vs_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + generate_120_vs_variables(instructions, state); + + for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) { + add_builtin_variable(instructions, state->symbols, + & builtin_130_vs_variables[i]); + } + + generate_130_uniforms(instructions, state); + + /* From the GLSL 1.30 spec, section 7.1 (Vertex Shader Special + * Variables): + * + * The gl_ClipDistance array is predeclared as unsized and must + * be sized by the shader either redeclaring it with a size or + * indexing it only with integral constant expressions. + * + * We represent this in Mesa by initially declaring the array as + * size 0. + */ + const glsl_type *const clip_distance_array_type = + glsl_type::get_array_instance(glsl_type::float_type, 0); + + /* FINISHME: gl_ClipDistance needs a real location assigned. */ + add_variable(instructions, state->symbols, + "gl_ClipDistance", clip_distance_array_type, ir_var_out, -1); + +} + + +static void +initialize_vs_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + + switch (state->language_version) { + case 100: + generate_100ES_vs_variables(instructions, state); + break; + case 110: + generate_110_vs_variables(instructions, state); + break; + case 120: + generate_120_vs_variables(instructions, state); + break; + case 130: + generate_130_vs_variables(instructions, state); + break; + } + + if (state->ARB_draw_instanced_enable) + generate_ARB_draw_instanced_variables(instructions, state, false, + vertex_shader); +} + + +/* This function should only be called for ES, not desktop GL. */ +static void +generate_100ES_fs_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) { + add_builtin_variable(instructions, state->symbols, + & builtin_core_fs_variables[i]); + } + + for (unsigned i = 0; i < Elements(builtin_100ES_fs_variables); i++) { + add_builtin_variable(instructions, state->symbols, + & builtin_100ES_fs_variables[i]); + } + + generate_100ES_uniforms(instructions, state); + + generate_ARB_draw_buffers_variables(instructions, state, false, + fragment_shader); +} + +static void +generate_110_fs_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) { + add_builtin_variable(instructions, state->symbols, + & builtin_core_fs_variables[i]); + } + + for (unsigned i = 0; i < Elements(builtin_110_fs_variables); i++) { + add_builtin_variable(instructions, state->symbols, + & builtin_110_fs_variables[i]); + } + + for (unsigned i = 0 + ; i < Elements(builtin_110_deprecated_fs_variables) + ; i++) { + add_builtin_variable(instructions, state->symbols, + & builtin_110_deprecated_fs_variables[i]); + } + generate_110_uniforms(instructions, state); + + /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec: + * + * "As with all arrays, indices used to subscript gl_TexCoord must + * either be an integral constant expressions, or this array must be + * re-declared by the shader with a size. The size can be at most + * gl_MaxTextureCoords. Using indexes close to 0 may aid the + * implementation in preserving varying resources." + */ + const glsl_type *const vec4_array_type = + glsl_type::get_array_instance(glsl_type::vec4_type, 0); + + add_variable(instructions, state->symbols, + "gl_TexCoord", vec4_array_type, ir_var_in, FRAG_ATTRIB_TEX0); + + generate_ARB_draw_buffers_variables(instructions, state, false, + fragment_shader); +} + + +static void +generate_ARB_draw_buffers_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state, + bool warn, _mesa_glsl_parser_targets target) +{ + /* gl_MaxDrawBuffers is available in all shader stages. + */ + ir_variable *const mdb = + add_variable(instructions, state->symbols, + "gl_MaxDrawBuffers", glsl_type::int_type, ir_var_auto, -1); + + 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(instructions, state->symbols, + "gl_FragData", vec4_array_type, + ir_var_out, FRAG_RESULT_DATA0); + + if (warn) + fd->warn_extension = "GL_ARB_draw_buffers"; + } +} + + +static void +generate_ARB_draw_instanced_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state, + bool warn, + _mesa_glsl_parser_targets target) +{ + /* gl_InstanceIDARB is only available in the vertex shader. + */ + if (target == vertex_shader) { + ir_variable *const inst = + add_variable(instructions, state->symbols, + "gl_InstanceIDARB", glsl_type::int_type, + ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID); + + if (warn) + inst->warn_extension = "GL_ARB_draw_instanced"; + } +} + + +static void +generate_ARB_shader_stencil_export_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state, + bool warn) +{ + /* gl_FragStencilRefARB is only available in the fragment shader. + */ + ir_variable *const fd = + add_variable(instructions, state->symbols, + "gl_FragStencilRefARB", glsl_type::int_type, + ir_var_out, FRAG_RESULT_STENCIL); + + if (warn) + fd->warn_extension = "GL_ARB_shader_stencil_export"; +} + +static void +generate_AMD_shader_stencil_export_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state, + bool warn) +{ + /* gl_FragStencilRefAMD is only available in the fragment shader. + */ + ir_variable *const fd = + add_variable(instructions, state->symbols, + "gl_FragStencilRefAMD", glsl_type::int_type, + ir_var_out, FRAG_RESULT_STENCIL); + + if (warn) + fd->warn_extension = "GL_AMD_shader_stencil_export"; +} + +static void +generate_120_fs_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + generate_110_fs_variables(instructions, state); + + for (unsigned i = 0 + ; i < Elements(builtin_120_fs_variables) + ; i++) { + add_builtin_variable(instructions, state->symbols, + & builtin_120_fs_variables[i]); + } +} + +static void +generate_130_fs_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + generate_120_fs_variables(instructions, state); + + generate_130_uniforms(instructions, state); + + /* From the GLSL 1.30 spec, section 7.2 (Fragment Shader Special + * Variables): + * + * The built-in input variable gl_ClipDistance array contains linearly + * interpolated values for the vertex values written by the vertex shader + * to the gl_ClipDistance vertex output variable. This array must be + * sized in the fragment shader either implicitly or explicitly to be the + * same size as it was sized in the vertex shader. + * + * In other words, the array must be pre-declared as implicitly sized. We + * represent this in Mesa by initially declaring the array as size 0. + */ + const glsl_type *const clip_distance_array_type = + glsl_type::get_array_instance(glsl_type::float_type, 0); + + /* FINISHME: gl_ClipDistance needs a real location assigned. */ + add_variable(instructions, state->symbols, + "gl_ClipDistance", clip_distance_array_type, ir_var_in, -1); +} + +static void +initialize_fs_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + + switch (state->language_version) { + case 100: + generate_100ES_fs_variables(instructions, state); + break; + case 110: + generate_110_fs_variables(instructions, state); + break; + case 120: + generate_120_fs_variables(instructions, state); + break; + case 130: + generate_130_fs_variables(instructions, state); + break; + } + + if (state->ARB_shader_stencil_export_enable) + generate_ARB_shader_stencil_export_variables(instructions, state, + state->ARB_shader_stencil_export_warn); + + if (state->AMD_shader_stencil_export_enable) + generate_AMD_shader_stencil_export_variables(instructions, state, + state->AMD_shader_stencil_export_warn); +} + +void +_mesa_glsl_initialize_variables(exec_list *instructions, + struct _mesa_glsl_parse_state *state) +{ + switch (state->target) { + case vertex_shader: + initialize_vs_variables(instructions, state); + break; + case geometry_shader: + break; + case fragment_shader: + initialize_fs_variables(instructions, state); + break; + } +} |