| /* |
| * Copyright © 2010 Intel Corporation |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice (including the next |
| * paragraph) shall be included in all copies or substantial portions of the |
| * Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
| * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
| * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
| * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
| * DEALINGS IN THE SOFTWARE. |
| */ |
| |
| #include "ir.h" |
| #include "glsl_parser_extras.h" |
| #include "glsl_symbol_table.h" |
| #include "main/core.h" |
| #include "main/uniforms.h" |
| #include "program/prog_parameter.h" |
| #include "program/prog_statevars.h" |
| #include "program/prog_instruction.h" |
| |
| static void generate_ARB_draw_buffers_variables(exec_list *, |
| struct _mesa_glsl_parse_state *, |
| bool, _mesa_glsl_parser_targets); |
| |
| static void |
| generate_ARB_draw_instanced_variables(exec_list *, |
| struct _mesa_glsl_parse_state *, |
| bool, _mesa_glsl_parser_targets); |
| |
| struct builtin_variable { |
| enum ir_variable_mode mode; |
| int slot; |
| const char *type; |
| const char *name; |
| }; |
| |
| static const builtin_variable builtin_core_vs_variables[] = { |
| { ir_var_out, VERT_RESULT_HPOS, "vec4", "gl_Position" }, |
| { ir_var_out, VERT_RESULT_PSIZ, "float", "gl_PointSize" }, |
| }; |
| |
| static const builtin_variable builtin_core_fs_variables[] = { |
| { ir_var_in, FRAG_ATTRIB_WPOS, "vec4", "gl_FragCoord" }, |
| { ir_var_in, FRAG_ATTRIB_FACE, "bool", "gl_FrontFacing" }, |
| { ir_var_out, FRAG_RESULT_COLOR, "vec4", "gl_FragColor" }, |
| }; |
| |
| static const builtin_variable builtin_100ES_fs_variables[] = { |
| { ir_var_in, FRAG_ATTRIB_PNTC, "vec2", "gl_PointCoord" }, |
| }; |
| |
| static const builtin_variable builtin_110_fs_variables[] = { |
| { ir_var_out, FRAG_RESULT_DEPTH, "float", "gl_FragDepth" }, |
| }; |
| |
| static const builtin_variable builtin_110_deprecated_fs_variables[] = { |
| { ir_var_in, FRAG_ATTRIB_COL0, "vec4", "gl_Color" }, |
| { ir_var_in, FRAG_ATTRIB_COL1, "vec4", "gl_SecondaryColor" }, |
| { ir_var_in, FRAG_ATTRIB_FOGC, "float", "gl_FogFragCoord" }, |
| }; |
| |
| static const builtin_variable builtin_110_deprecated_vs_variables[] = { |
| { ir_var_in, VERT_ATTRIB_POS, "vec4", "gl_Vertex" }, |
| { ir_var_in, VERT_ATTRIB_NORMAL, "vec3", "gl_Normal" }, |
| { ir_var_in, VERT_ATTRIB_COLOR0, "vec4", "gl_Color" }, |
| { ir_var_in, VERT_ATTRIB_COLOR1, "vec4", "gl_SecondaryColor" }, |
| { ir_var_in, VERT_ATTRIB_TEX0, "vec4", "gl_MultiTexCoord0" }, |
| { ir_var_in, VERT_ATTRIB_TEX1, "vec4", "gl_MultiTexCoord1" }, |
| { ir_var_in, VERT_ATTRIB_TEX2, "vec4", "gl_MultiTexCoord2" }, |
| { ir_var_in, VERT_ATTRIB_TEX3, "vec4", "gl_MultiTexCoord3" }, |
| { ir_var_in, VERT_ATTRIB_TEX4, "vec4", "gl_MultiTexCoord4" }, |
| { ir_var_in, VERT_ATTRIB_TEX5, "vec4", "gl_MultiTexCoord5" }, |
| { ir_var_in, VERT_ATTRIB_TEX6, "vec4", "gl_MultiTexCoord6" }, |
| { ir_var_in, VERT_ATTRIB_TEX7, "vec4", "gl_MultiTexCoord7" }, |
| { ir_var_in, VERT_ATTRIB_FOG, "float", "gl_FogCoord" }, |
| { ir_var_out, VERT_RESULT_CLIP_VERTEX, "vec4", "gl_ClipVertex" }, |
| { ir_var_out, VERT_RESULT_COL0, "vec4", "gl_FrontColor" }, |
| { ir_var_out, VERT_RESULT_BFC0, "vec4", "gl_BackColor" }, |
| { ir_var_out, VERT_RESULT_COL1, "vec4", "gl_FrontSecondaryColor" }, |
| { ir_var_out, VERT_RESULT_BFC1, "vec4", "gl_BackSecondaryColor" }, |
| { ir_var_out, VERT_RESULT_FOGC, "float", "gl_FogFragCoord" }, |
| }; |
| |
| static const builtin_variable builtin_120_fs_variables[] = { |
| { ir_var_in, FRAG_ATTRIB_PNTC, "vec2", "gl_PointCoord" }, |
| }; |
| |
| static const builtin_variable builtin_130_vs_variables[] = { |
| { ir_var_system_value, SYSTEM_VALUE_VERTEX_ID, "int", "gl_VertexID" }, |
| }; |
| |
| static const builtin_variable builtin_110_deprecated_uniforms[] = { |
| { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrix" }, |
| { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrix" }, |
| { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrix" }, |
| { ir_var_uniform, -1, "mat3", "gl_NormalMatrix" }, |
| { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixInverse" }, |
| { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixInverse" }, |
| { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixInverse" }, |
| { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixTranspose" }, |
| { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixTranspose" }, |
| { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixTranspose" }, |
| { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixInverseTranspose" }, |
| { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixInverseTranspose" }, |
| { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixInverseTranspose" }, |
| { ir_var_uniform, -1, "float", "gl_NormalScale" }, |
| { ir_var_uniform, -1, "gl_LightModelParameters", "gl_LightModel"}, |
| |
| /* Mesa-internal ATI_envmap_bumpmap state. */ |
| { ir_var_uniform, -1, "vec2", "gl_BumpRotMatrix0MESA"}, |
| { ir_var_uniform, -1, "vec2", "gl_BumpRotMatrix1MESA"}, |
| { ir_var_uniform, -1, "vec4", "gl_FogParamsOptimizedMESA"}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_DepthRange_elements[] = { |
| {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX}, |
| {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY}, |
| {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_ClipPlane_elements[] = { |
| {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW} |
| }; |
| |
| static struct gl_builtin_uniform_element gl_Point_elements[] = { |
| {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX}, |
| {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY}, |
| {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ}, |
| {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW}, |
| {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX}, |
| {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY}, |
| {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = { |
| {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW}, |
| {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW}, |
| {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW}, |
| {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW}, |
| {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_BackMaterial_elements[] = { |
| {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW}, |
| {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW}, |
| {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW}, |
| {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW}, |
| {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_LightSource_elements[] = { |
| {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW}, |
| {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW}, |
| {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW}, |
| {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW}, |
| {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW}, |
| {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, |
| MAKE_SWIZZLE4(SWIZZLE_X, |
| SWIZZLE_Y, |
| SWIZZLE_Z, |
| SWIZZLE_Z)}, |
| {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW}, |
| {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX}, |
| {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW}, |
| {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX}, |
| {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY}, |
| {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_LightModel_elements[] = { |
| {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = { |
| {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = { |
| {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = { |
| {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW}, |
| {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW}, |
| {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = { |
| {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW}, |
| {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW}, |
| {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = { |
| {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = { |
| {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = { |
| {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = { |
| {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = { |
| {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = { |
| {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = { |
| {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = { |
| {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = { |
| {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_Fog_elements[] = { |
| {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW}, |
| {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX}, |
| {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY}, |
| {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ}, |
| {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_NormalScale_elements[] = { |
| {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_BumpRotMatrix0MESA_elements[] = { |
| {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_0}, SWIZZLE_XYZW}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_BumpRotMatrix1MESA_elements[] = { |
| {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_1}, SWIZZLE_XYZW}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = { |
| {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = { |
| {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW}, |
| }; |
| |
| static struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = { |
| {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, SWIZZLE_XYZW}, |
| }; |
| |
| #define MATRIX(name, statevar, modifier) \ |
| static struct gl_builtin_uniform_element name ## _elements[] = { \ |
| { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW }, \ |
| { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW }, \ |
| { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW }, \ |
| { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW }, \ |
| } |
| |
| MATRIX(gl_ModelViewMatrix, |
| STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE); |
| MATRIX(gl_ModelViewMatrixInverse, |
| STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS); |
| MATRIX(gl_ModelViewMatrixTranspose, |
| STATE_MODELVIEW_MATRIX, 0); |
| MATRIX(gl_ModelViewMatrixInverseTranspose, |
| STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE); |
| |
| MATRIX(gl_ProjectionMatrix, |
| STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE); |
| MATRIX(gl_ProjectionMatrixInverse, |
| STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS); |
| MATRIX(gl_ProjectionMatrixTranspose, |
| STATE_PROJECTION_MATRIX, 0); |
| MATRIX(gl_ProjectionMatrixInverseTranspose, |
| STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE); |
| |
| MATRIX(gl_ModelViewProjectionMatrix, |
| STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE); |
| MATRIX(gl_ModelViewProjectionMatrixInverse, |
| STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS); |
| MATRIX(gl_ModelViewProjectionMatrixTranspose, |
| STATE_MVP_MATRIX, 0); |
| MATRIX(gl_ModelViewProjectionMatrixInverseTranspose, |
| STATE_MVP_MATRIX, STATE_MATRIX_INVERSE); |
| |
| MATRIX(gl_TextureMatrix, |
| STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE); |
| MATRIX(gl_TextureMatrixInverse, |
| STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS); |
| MATRIX(gl_TextureMatrixTranspose, |
| STATE_TEXTURE_MATRIX, 0); |
| MATRIX(gl_TextureMatrixInverseTranspose, |
| STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE); |
| |
| static struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = { |
| { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE}, |
| MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) }, |
| { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE}, |
| MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) }, |
| { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE}, |
| MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) }, |
| }; |
| |
| #undef MATRIX |
| |
| #define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)} |
| |
| const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = { |
| STATEVAR(gl_DepthRange), |
| STATEVAR(gl_ClipPlane), |
| STATEVAR(gl_Point), |
| STATEVAR(gl_FrontMaterial), |
| STATEVAR(gl_BackMaterial), |
| STATEVAR(gl_LightSource), |
| STATEVAR(gl_LightModel), |
| STATEVAR(gl_FrontLightModelProduct), |
| STATEVAR(gl_BackLightModelProduct), |
| STATEVAR(gl_FrontLightProduct), |
| STATEVAR(gl_BackLightProduct), |
| STATEVAR(gl_TextureEnvColor), |
| STATEVAR(gl_EyePlaneS), |
| STATEVAR(gl_EyePlaneT), |
| STATEVAR(gl_EyePlaneR), |
| STATEVAR(gl_EyePlaneQ), |
| STATEVAR(gl_ObjectPlaneS), |
| STATEVAR(gl_ObjectPlaneT), |
| STATEVAR(gl_ObjectPlaneR), |
| STATEVAR(gl_ObjectPlaneQ), |
| STATEVAR(gl_Fog), |
| |
| STATEVAR(gl_ModelViewMatrix), |
| STATEVAR(gl_ModelViewMatrixInverse), |
| STATEVAR(gl_ModelViewMatrixTranspose), |
| STATEVAR(gl_ModelViewMatrixInverseTranspose), |
| |
| STATEVAR(gl_ProjectionMatrix), |
| STATEVAR(gl_ProjectionMatrixInverse), |
| STATEVAR(gl_ProjectionMatrixTranspose), |
| STATEVAR(gl_ProjectionMatrixInverseTranspose), |
| |
| STATEVAR(gl_ModelViewProjectionMatrix), |
| STATEVAR(gl_ModelViewProjectionMatrixInverse), |
| STATEVAR(gl_ModelViewProjectionMatrixTranspose), |
| STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose), |
| |
| STATEVAR(gl_TextureMatrix), |
| STATEVAR(gl_TextureMatrixInverse), |
| STATEVAR(gl_TextureMatrixTranspose), |
| STATEVAR(gl_TextureMatrixInverseTranspose), |
| |
| STATEVAR(gl_NormalMatrix), |
| STATEVAR(gl_NormalScale), |
| |
| STATEVAR(gl_BumpRotMatrix0MESA), |
| STATEVAR(gl_BumpRotMatrix1MESA), |
| STATEVAR(gl_FogParamsOptimizedMESA), |
| STATEVAR(gl_CurrentAttribVertMESA), |
| STATEVAR(gl_CurrentAttribFragMESA), |
| |
| {NULL, NULL, 0} |
| }; |
| |
| static ir_variable * |
| add_variable(exec_list *instructions, glsl_symbol_table *symtab, |
| const char *name, const glsl_type *type, |
| enum ir_variable_mode mode, int slot) |
| { |
| ir_variable *var = new(symtab) ir_variable(type, name, mode); |
| |
| switch (var->mode) { |
| case ir_var_auto: |
| case ir_var_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); |
| var->explicit_index = 0; |
| |
| /* Once the variable is created an initialized, add it to the symbol table |
| * and add the declaration to the IR stream. |
| */ |
| instructions->push_tail(var); |
| |
| symtab->add_variable(var); |
| return var; |
| } |
| |
| static ir_variable * |
| add_uniform(exec_list *instructions, glsl_symbol_table *symtab, |
| const char *name, const glsl_type *type) |
| { |
| ir_variable *const uni = |
| add_variable(instructions, symtab, name, type, ir_var_uniform, -1); |
| |
| unsigned i; |
| for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) { |
| if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) { |
| break; |
| } |
| } |
| |
| assert(_mesa_builtin_uniform_desc[i].name != NULL); |
| const struct gl_builtin_uniform_desc* const statevar = |
| &_mesa_builtin_uniform_desc[i]; |
| |
| const unsigned array_count = type->is_array() ? type->length : 1; |
| uni->num_state_slots = array_count * statevar->num_elements; |
| |
| ir_state_slot *slots = |
| ralloc_array(uni, ir_state_slot, uni->num_state_slots); |
| |
| uni->state_slots = slots; |
| |
| for (unsigned a = 0; a < array_count; a++) { |
| for (unsigned j = 0; j < statevar->num_elements; j++) { |
| struct gl_builtin_uniform_element *element = &statevar->elements[j]; |
| |
| memcpy(slots->tokens, element->tokens, sizeof(element->tokens)); |
| if (type->is_array()) { |
| if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 || |
| strcmp(name, "gl_CurrentAttribFragMESA") == 0) { |
| slots->tokens[2] = a; |
| } else { |
| slots->tokens[1] = a; |
| } |
| } |
| |
| slots->swizzle = element->swizzle; |
| slots++; |
| } |
| } |
| |
| return uni; |
| } |
| |
| static void |
| add_builtin_variable(exec_list *instructions, glsl_symbol_table *symtab, |
| const builtin_variable *proto) |
| { |
| /* Create a new variable declaration from the description supplied by |
| * the caller. |
| */ |
| const glsl_type *const type = symtab->get_type(proto->type); |
| |
| assert(type != NULL); |
| |
| if (proto->mode == ir_var_uniform) { |
| add_uniform(instructions, symtab, proto->name, type); |
| } else { |
| add_variable(instructions, symtab, proto->name, type, proto->mode, |
| proto->slot); |
| } |
| } |
| |
| static ir_variable * |
| add_builtin_constant(exec_list *instructions, glsl_symbol_table *symtab, |
| const char *name, int value) |
| { |
| ir_variable *const var = add_variable(instructions, symtab, |
| name, glsl_type::int_type, |
| ir_var_auto, -1); |
| var->constant_value = new(var) ir_constant(value); |
| var->constant_initializer = new(var) ir_constant(value); |
| var->has_initializer = true; |
| return var; |
| } |
| |
| /* 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, |
| bool add_deprecated) |
| { |
| glsl_symbol_table *const symtab = state->symbols; |
| |
| if (add_deprecated) { |
| for (unsigned i = 0 |
| ; i < Elements(builtin_110_deprecated_uniforms) |
| ; i++) { |
| add_builtin_variable(instructions, symtab, |
| & builtin_110_deprecated_uniforms[i]); |
| } |
| } |
| |
| if (add_deprecated) { |
| add_builtin_constant(instructions, symtab, "gl_MaxLights", |
| state->Const.MaxLights); |
| add_builtin_constant(instructions, symtab, "gl_MaxClipPlanes", |
| state->Const.MaxClipPlanes); |
| add_builtin_constant(instructions, symtab, "gl_MaxTextureUnits", |
| state->Const.MaxTextureUnits); |
| add_builtin_constant(instructions, symtab, "gl_MaxTextureCoords", |
| state->Const.MaxTextureCoords); |
| } |
| add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs", |
| state->Const.MaxVertexAttribs); |
| add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformComponents", |
| state->Const.MaxVertexUniformComponents); |
| add_builtin_constant(instructions, symtab, "gl_MaxVaryingFloats", |
| state->Const.MaxVaryingFloats); |
| add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits", |
| state->Const.MaxVertexTextureImageUnits); |
| add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits", |
| state->Const.MaxCombinedTextureImageUnits); |
| add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits", |
| state->Const.MaxTextureImageUnits); |
| add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformComponents", |
| state->Const.MaxFragmentUniformComponents); |
| |
| if (add_deprecated) { |
| const glsl_type *const mat4_array_type = |
| glsl_type::get_array_instance(glsl_type::mat4_type, |
| state->Const.MaxTextureCoords); |
| |
| add_uniform(instructions, symtab, "gl_TextureMatrix", mat4_array_type); |
| add_uniform(instructions, symtab, "gl_TextureMatrixInverse", mat4_array_type); |
| add_uniform(instructions, symtab, "gl_TextureMatrixTranspose", mat4_array_type); |
| add_uniform(instructions, symtab, "gl_TextureMatrixInverseTranspose", mat4_array_type); |
| } |
| |
| add_uniform(instructions, symtab, "gl_DepthRange", |
| symtab->get_type("gl_DepthRangeParameters")); |
| |
| if (add_deprecated) { |
| add_uniform(instructions, symtab, "gl_ClipPlane", |
| glsl_type::get_array_instance(glsl_type::vec4_type, |
| state->Const.MaxClipPlanes)); |
| add_uniform(instructions, symtab, "gl_Point", |
| symtab->get_type("gl_PointParameters")); |
| |
| const glsl_type *const material_parameters_type = |
| symtab->get_type("gl_MaterialParameters"); |
| add_uniform(instructions, symtab, "gl_FrontMaterial", material_parameters_type); |
| add_uniform(instructions, symtab, "gl_BackMaterial", material_parameters_type); |
| |
| const glsl_type *const light_source_array_type = |
| glsl_type::get_array_instance(symtab->get_type("gl_LightSourceParameters"), state->Const.MaxLights); |
| |
| add_uniform(instructions, symtab, "gl_LightSource", light_source_array_type); |
| |
| const glsl_type *const light_model_products_type = |
| symtab->get_type("gl_LightModelProducts"); |
| add_uniform(instructions, symtab, "gl_FrontLightModelProduct", |
| light_model_products_type); |
| add_uniform(instructions, symtab, "gl_BackLightModelProduct", |
| light_model_products_type); |
| |
| const glsl_type *const light_products_type = |
| glsl_type::get_array_instance(symtab->get_type("gl_LightProducts"), |
| state->Const.MaxLights); |
| add_uniform(instructions, symtab, "gl_FrontLightProduct", light_products_type); |
| add_uniform(instructions, symtab, "gl_BackLightProduct", light_products_type); |
| |
| add_uniform(instructions, symtab, "gl_TextureEnvColor", |
| glsl_type::get_array_instance(glsl_type::vec4_type, |
| state->Const.MaxTextureUnits)); |
| |
| const glsl_type *const texcoords_vec4 = |
| glsl_type::get_array_instance(glsl_type::vec4_type, |
| state->Const.MaxTextureCoords); |
| add_uniform(instructions, symtab, "gl_EyePlaneS", texcoords_vec4); |
| add_uniform(instructions, symtab, "gl_EyePlaneT", texcoords_vec4); |
| add_uniform(instructions, symtab, "gl_EyePlaneR", texcoords_vec4); |
| add_uniform(instructions, symtab, "gl_EyePlaneQ", texcoords_vec4); |
| add_uniform(instructions, symtab, "gl_ObjectPlaneS", texcoords_vec4); |
| add_uniform(instructions, symtab, "gl_ObjectPlaneT", texcoords_vec4); |
| add_uniform(instructions, symtab, "gl_ObjectPlaneR", texcoords_vec4); |
| add_uniform(instructions, symtab, "gl_ObjectPlaneQ", texcoords_vec4); |
| |
| add_uniform(instructions, symtab, "gl_Fog", |
| symtab->get_type("gl_FogParameters")); |
| } |
| |
| /* Mesa-internal current attrib state */ |
| const glsl_type *const vert_attribs = |
| glsl_type::get_array_instance(glsl_type::vec4_type, VERT_ATTRIB_MAX); |
| add_uniform(instructions, symtab, "gl_CurrentAttribVertMESA", vert_attribs); |
| const glsl_type *const frag_attribs = |
| glsl_type::get_array_instance(glsl_type::vec4_type, FRAG_ATTRIB_MAX); |
| add_uniform(instructions, symtab, "gl_CurrentAttribFragMESA", frag_attribs); |
| } |
| |
| /* This function should only be called for ES, not desktop GL. */ |
| static void |
| generate_100ES_vs_variables(exec_list *instructions, |
| struct _mesa_glsl_parse_state *state) |
| { |
| for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) { |
| add_builtin_variable(instructions, state->symbols, |
| & builtin_core_vs_variables[i]); |
| } |
| |
| generate_100ES_uniforms(instructions, state); |
| |
| generate_ARB_draw_buffers_variables(instructions, state, false, |
| vertex_shader); |
| } |
| |
| |
| static void |
| generate_110_vs_variables(exec_list *instructions, |
| struct _mesa_glsl_parse_state *state, |
| bool add_deprecated) |
| { |
| for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) { |
| add_builtin_variable(instructions, state->symbols, |
| & builtin_core_vs_variables[i]); |
| } |
| |
| if (add_deprecated) { |
| for (unsigned i = 0 |
| ; i < Elements(builtin_110_deprecated_vs_variables) |
| ; i++) { |
| add_builtin_variable(instructions, state->symbols, |
| & builtin_110_deprecated_vs_variables[i]); |
| } |
| } |
| generate_110_uniforms(instructions, state, add_deprecated); |
| |
| /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec: |
| * |
| * "As with all arrays, indices used to subscript gl_TexCoord must |
| * either be an integral constant expressions, or this array must be |
| * re-declared by the shader with a size. The size can be at most |
| * gl_MaxTextureCoords. Using indexes close to 0 may aid the |
| * implementation in preserving varying resources." |
| */ |
| const glsl_type *const vec4_array_type = |
| glsl_type::get_array_instance(glsl_type::vec4_type, 0); |
| |
| add_variable(instructions, state->symbols, |
| "gl_TexCoord", vec4_array_type, ir_var_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, |
| bool add_deprecated) |
| { |
| /* GLSL version 1.20 did not add any built-in variables in the vertex |
| * shader. |
| */ |
| generate_110_vs_variables(instructions, state, add_deprecated); |
| } |
| |
| |
| static void |
| generate_130_uniforms(exec_list *instructions, |
| struct _mesa_glsl_parse_state *state) |
| { |
| glsl_symbol_table *const symtab = state->symbols; |
| |
| add_builtin_constant(instructions, symtab, "gl_MaxClipDistances", |
| state->Const.MaxClipPlanes); |
| add_builtin_constant(instructions, symtab, "gl_MaxVaryingComponents", |
| state->Const.MaxVaryingFloats); |
| } |
| |
| |
| static void |
| generate_130_vs_variables(exec_list *instructions, |
| struct _mesa_glsl_parse_state *state, |
| bool add_deprecated) |
| { |
| generate_120_vs_variables(instructions, state, add_deprecated); |
| |
| for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) { |
| add_builtin_variable(instructions, state->symbols, |
| & builtin_130_vs_variables[i]); |
| } |
| |
| generate_130_uniforms(instructions, state); |
| |
| /* From the GLSL 1.30 spec, section 7.1 (Vertex Shader Special |
| * Variables): |
| * |
| * The gl_ClipDistance array is predeclared as unsized and must |
| * be sized by the shader either redeclaring it with a size or |
| * indexing it only with integral constant expressions. |
| * |
| * We represent this in Mesa by initially declaring the array as |
| * size 0. |
| */ |
| const glsl_type *const clip_distance_array_type = |
| glsl_type::get_array_instance(glsl_type::float_type, 0); |
| |
| add_variable(instructions, state->symbols, |
| "gl_ClipDistance", clip_distance_array_type, ir_var_out, |
| VERT_RESULT_CLIP_DIST0); |
| |
| } |
| |
| |
| 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, true); |
| break; |
| case 120: |
| generate_120_vs_variables(instructions, state, true); |
| break; |
| case 130: |
| generate_130_vs_variables(instructions, state, true); |
| break; |
| case 140: |
| generate_130_vs_variables(instructions, state, false); |
| break; |
| } |
| |
| generate_ARB_draw_instanced_variables(instructions, state, false, |
| vertex_shader); |
| } |
| |
| |
| /* This function should only be called for ES, not desktop GL. */ |
| static void |
| generate_100ES_fs_variables(exec_list *instructions, |
| struct _mesa_glsl_parse_state *state) |
| { |
| for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) { |
| add_builtin_variable(instructions, state->symbols, |
| & builtin_core_fs_variables[i]); |
| } |
| |
| for (unsigned i = 0; i < Elements(builtin_100ES_fs_variables); i++) { |
| add_builtin_variable(instructions, state->symbols, |
| & builtin_100ES_fs_variables[i]); |
| } |
| |
| generate_100ES_uniforms(instructions, state); |
| |
| generate_ARB_draw_buffers_variables(instructions, state, false, |
| fragment_shader); |
| } |
| |
| static void |
| generate_110_fs_variables(exec_list *instructions, |
| struct _mesa_glsl_parse_state *state, |
| bool add_deprecated) |
| { |
| for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) { |
| add_builtin_variable(instructions, state->symbols, |
| & builtin_core_fs_variables[i]); |
| } |
| |
| for (unsigned i = 0; i < Elements(builtin_110_fs_variables); i++) { |
| add_builtin_variable(instructions, state->symbols, |
| & builtin_110_fs_variables[i]); |
| } |
| |
| if (add_deprecated) { |
| for (unsigned i = 0 |
| ; i < Elements(builtin_110_deprecated_fs_variables) |
| ; i++) { |
| add_builtin_variable(instructions, state->symbols, |
| & builtin_110_deprecated_fs_variables[i]); |
| } |
| } |
| |
| generate_110_uniforms(instructions, state, add_deprecated); |
| |
| /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec: |
| * |
| * "As with all arrays, indices used to subscript gl_TexCoord must |
| * either be an integral constant expressions, or this array must be |
| * re-declared by the shader with a size. The size can be at most |
| * gl_MaxTextureCoords. Using indexes close to 0 may aid the |
| * implementation in preserving varying resources." |
| */ |
| const glsl_type *const vec4_array_type = |
| glsl_type::get_array_instance(glsl_type::vec4_type, 0); |
| |
| add_variable(instructions, state->symbols, |
| "gl_TexCoord", vec4_array_type, ir_var_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_builtin_constant(instructions, state->symbols, "gl_MaxDrawBuffers", |
| state->Const.MaxDrawBuffers); |
| |
| if (warn) |
| mdb->warn_extension = "GL_ARB_draw_buffers"; |
| |
| /* gl_FragData is only available in the fragment shader. |
| */ |
| 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) |
| return; |
| |
| if (state->ARB_draw_instanced_enable) { |
| ir_variable *inst = |
| add_variable(instructions, state->symbols, |
| "gl_InstanceIDARB", glsl_type::int_type, |
| ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID); |
| |
| if (warn) |
| inst->warn_extension = "GL_ARB_draw_instanced"; |
| } |
| |
| if (state->ARB_draw_instanced_enable || state->language_version >= 140) { |
| /* Originally ARB_draw_instanced only specified that ARB decorated name. |
| * Since no vendor actually implemented that behavior and some apps use |
| * the undecorated name, the extension now specifies that both names are |
| * available. |
| */ |
| ir_variable *inst = |
| add_variable(instructions, state->symbols, |
| "gl_InstanceID", glsl_type::int_type, |
| ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID); |
| |
| if (state->language_version < 140 && 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, |
| bool add_deprecated) |
| { |
| generate_110_fs_variables(instructions, state, add_deprecated); |
| |
| for (unsigned i = 0 |
| ; i < Elements(builtin_120_fs_variables) |
| ; i++) { |
| add_builtin_variable(instructions, state->symbols, |
| & builtin_120_fs_variables[i]); |
| } |
| } |
| |
| static void |
| generate_fs_clipdistance(exec_list *instructions, |
| struct _mesa_glsl_parse_state *state) |
| { |
| /* From the GLSL 1.30 spec, section 7.2 (Fragment Shader Special |
| * Variables): |
| * |
| * The built-in input variable gl_ClipDistance array contains linearly |
| * interpolated values for the vertex values written by the vertex shader |
| * to the gl_ClipDistance vertex output variable. This array must be |
| * sized in the fragment shader either implicitly or explicitly to be the |
| * same size as it was sized in the vertex shader. |
| * |
| * In other words, the array must be pre-declared as implicitly sized. We |
| * represent this in Mesa by initially declaring the array as size 0. |
| */ |
| const glsl_type *const clip_distance_array_type = |
| glsl_type::get_array_instance(glsl_type::float_type, 0); |
| |
| add_variable(instructions, state->symbols, |
| "gl_ClipDistance", clip_distance_array_type, ir_var_in, |
| FRAG_ATTRIB_CLIP_DIST0); |
| } |
| |
| static void |
| generate_130_fs_variables(exec_list *instructions, |
| struct _mesa_glsl_parse_state *state) |
| { |
| generate_120_fs_variables(instructions, state, true); |
| |
| generate_130_uniforms(instructions, state); |
| generate_fs_clipdistance(instructions, state); |
| } |
| |
| |
| static void |
| generate_140_fs_variables(exec_list *instructions, |
| struct _mesa_glsl_parse_state *state) |
| { |
| generate_120_fs_variables(instructions, state, false); |
| |
| generate_130_uniforms(instructions, state); |
| generate_fs_clipdistance(instructions, state); |
| } |
| |
| static void |
| initialize_fs_variables(exec_list *instructions, |
| struct _mesa_glsl_parse_state *state) |
| { |
| |
| switch (state->language_version) { |
| case 100: |
| generate_100ES_fs_variables(instructions, state); |
| break; |
| case 110: |
| generate_110_fs_variables(instructions, state, true); |
| break; |
| case 120: |
| generate_120_fs_variables(instructions, state, true); |
| break; |
| case 130: |
| generate_130_fs_variables(instructions, state); |
| break; |
| case 140: |
| generate_140_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; |
| } |
| } |