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/*
* 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;
}
}