diff options
Diffstat (limited to 'mesalib/src/glsl/ir_variable.cpp')
-rw-r--r-- | mesalib/src/glsl/ir_variable.cpp | 1001 |
1 files changed, 508 insertions, 493 deletions
diff --git a/mesalib/src/glsl/ir_variable.cpp b/mesalib/src/glsl/ir_variable.cpp index 1eff740ef..f99632b48 100644 --- a/mesalib/src/glsl/ir_variable.cpp +++ b/mesalib/src/glsl/ir_variable.cpp @@ -1,493 +1,508 @@ -/* - * 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 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: - var->read_only = true; - break; - case ir_var_inout: - case ir_var_out: - break; - default: - assert(0); - break; - } - - var->location = slot; - - /* Once the variable is created an initialized, add it to the symbol table - * and add the declaration to the IR stream. - */ - instructions->push_tail(var); - - symtab->add_variable(var->name, var); - return var; -} - -static 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; - } -} - -/* 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_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; - } -} - -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; - case ir_shader: - fprintf(stderr, "ir reader has no builtin variables"); - exit(1); - 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 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:
+ 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;
+ }
+}
+
+/* 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_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;
+ }
+}
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