glsl: Update builtin variables for GLSL 1.40.

Mostly this is a matter of removing variables that have been moved to
the compatibility profile.  There's one addition: gl_InstanceID is
present in the core now.

This fixes the new piglit tests for GLSL 1.40 builtin variables.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Eric Anholt 2012-03-09 11:38:34 -08:00
parent c5ff9a8b9e
commit 177ccd246f

View file

@ -528,25 +528,30 @@ generate_100ES_uniforms(exec_list *instructions,
static void
generate_110_uniforms(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
struct _mesa_glsl_parse_state *state,
bool add_deprecated)
{
glsl_symbol_table *const symtab = state->symbols;
for (unsigned i = 0
; i < Elements(builtin_110_deprecated_uniforms)
; i++) {
add_builtin_variable(instructions, symtab,
& builtin_110_deprecated_uniforms[i]);
if (add_deprecated) {
for (unsigned i = 0
; i < Elements(builtin_110_deprecated_uniforms)
; i++) {
add_builtin_variable(instructions, symtab,
& builtin_110_deprecated_uniforms[i]);
}
}
add_builtin_constant(instructions, symtab, "gl_MaxLights",
state->Const.MaxLights);
add_builtin_constant(instructions, symtab, "gl_MaxClipPlanes",
state->Const.MaxClipPlanes);
add_builtin_constant(instructions, symtab, "gl_MaxTextureUnits",
state->Const.MaxTextureUnits);
add_builtin_constant(instructions, symtab, "gl_MaxTextureCoords",
state->Const.MaxTextureCoords);
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",
@ -562,65 +567,69 @@ generate_110_uniforms(exec_list *instructions,
add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformComponents",
state->Const.MaxFragmentUniformComponents);
const glsl_type *const mat4_array_type =
glsl_type::get_array_instance(glsl_type::mat4_type,
state->Const.MaxTextureCoords);
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_TextureMatrix", mat4_array_type);
add_uniform(instructions, symtab, "gl_TextureMatrixInverse", mat4_array_type);
add_uniform(instructions, symtab, "gl_TextureMatrixTranspose", mat4_array_type);
add_uniform(instructions, symtab, "gl_TextureMatrixInverseTranspose", mat4_array_type);
}
add_uniform(instructions, symtab, "gl_DepthRange",
symtab->get_type("gl_DepthRangeParameters"));
add_uniform(instructions, symtab, "gl_ClipPlane",
glsl_type::get_array_instance(glsl_type::vec4_type,
state->Const.MaxClipPlanes));
add_uniform(instructions, symtab, "gl_Point",
symtab->get_type("gl_PointParameters"));
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 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);
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);
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_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);
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));
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);
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"));
add_uniform(instructions, symtab, "gl_Fog",
symtab->get_type("gl_FogParameters"));
}
/* Mesa-internal current attrib state */
const glsl_type *const vert_attribs =
@ -650,20 +659,23 @@ generate_100ES_vs_variables(exec_list *instructions,
static void
generate_110_vs_variables(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
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]);
}
for (unsigned i = 0
; i < Elements(builtin_110_deprecated_vs_variables)
; i++) {
add_builtin_variable(instructions, state->symbols,
& builtin_110_deprecated_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);
generate_110_uniforms(instructions, state, add_deprecated);
/* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
*
@ -686,12 +698,13 @@ generate_110_vs_variables(exec_list *instructions,
static void
generate_120_vs_variables(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
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);
generate_110_vs_variables(instructions, state, add_deprecated);
}
@ -710,9 +723,10 @@ generate_130_uniforms(exec_list *instructions,
static void
generate_130_vs_variables(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
struct _mesa_glsl_parse_state *state,
bool add_deprecated)
{
generate_120_vs_variables(instructions, state);
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,
@ -751,22 +765,21 @@ initialize_vs_variables(exec_list *instructions,
generate_100ES_vs_variables(instructions, state);
break;
case 110:
generate_110_vs_variables(instructions, state);
generate_110_vs_variables(instructions, state, true);
break;
case 120:
generate_120_vs_variables(instructions, state);
generate_120_vs_variables(instructions, state, true);
break;
case 130:
generate_130_vs_variables(instructions, state);
generate_130_vs_variables(instructions, state, true);
break;
case 140:
generate_130_vs_variables(instructions, state);
generate_130_vs_variables(instructions, state, false);
break;
}
if (state->ARB_draw_instanced_enable)
generate_ARB_draw_instanced_variables(instructions, state, false,
vertex_shader);
generate_ARB_draw_instanced_variables(instructions, state, false,
vertex_shader);
}
@ -793,7 +806,8 @@ generate_100ES_fs_variables(exec_list *instructions,
static void
generate_110_fs_variables(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
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,
@ -805,13 +819,16 @@ generate_110_fs_variables(exec_list *instructions,
& builtin_110_fs_variables[i]);
}
for (unsigned i = 0
; i < Elements(builtin_110_deprecated_fs_variables)
; i++) {
add_builtin_variable(instructions, state->symbols,
& builtin_110_deprecated_fs_variables[i]);
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);
generate_110_uniforms(instructions, state, add_deprecated);
/* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
*
@ -872,7 +889,10 @@ generate_ARB_draw_instanced_variables(exec_list *instructions,
{
/* gl_InstanceIDARB is only available in the vertex shader.
*/
if (target == 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,
@ -880,17 +900,20 @@ generate_ARB_draw_instanced_variables(exec_list *instructions,
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.
*/
inst = add_variable(instructions, state->symbols,
"gl_InstanceID", glsl_type::int_type,
ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID);
ir_variable *inst =
add_variable(instructions, state->symbols,
"gl_InstanceID", glsl_type::int_type,
ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID);
if (warn)
if (state->language_version < 140 && warn)
inst->warn_extension = "GL_ARB_draw_instanced";
}
}
@ -930,9 +953,10 @@ generate_AMD_shader_stencil_export_variables(exec_list *instructions,
static void
generate_120_fs_variables(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
struct _mesa_glsl_parse_state *state,
bool add_deprecated)
{
generate_110_fs_variables(instructions, state);
generate_110_fs_variables(instructions, state, add_deprecated);
for (unsigned i = 0
; i < Elements(builtin_120_fs_variables)
@ -943,13 +967,9 @@ generate_120_fs_variables(exec_list *instructions,
}
static void
generate_130_fs_variables(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
generate_fs_clipdistance(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
{
generate_120_fs_variables(instructions, state);
generate_130_uniforms(instructions, state);
/* From the GLSL 1.30 spec, section 7.2 (Fragment Shader Special
* Variables):
*
@ -970,6 +990,27 @@ generate_130_fs_variables(exec_list *instructions,
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)
@ -980,16 +1021,16 @@ initialize_fs_variables(exec_list *instructions,
generate_100ES_fs_variables(instructions, state);
break;
case 110:
generate_110_fs_variables(instructions, state);
generate_110_fs_variables(instructions, state, true);
break;
case 120:
generate_120_fs_variables(instructions, state);
generate_120_fs_variables(instructions, state, true);
break;
case 130:
generate_130_fs_variables(instructions, state);
break;
case 140:
generate_130_fs_variables(instructions, state);
generate_140_fs_variables(instructions, state);
break;
}