glsl2: Make gl_MaxDrawBuffers available in the vertex shader

This commit is contained in:
Ian Romanick 2010-06-29 15:29:56 -07:00
parent e2f84f04e5
commit 22971e922a

View file

@ -30,8 +30,9 @@
#define Elements(x) (sizeof(x)/sizeof(*(x)))
#endif
static void generate_ARB_draw_buffers_fs_variables(exec_list *,
struct _mesa_glsl_parse_state *, bool);
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,
@ -143,20 +144,20 @@ generate_110_uniforms(exec_list *instructions,
static void
generate_110_vs_variables(exec_list *instructions,
glsl_symbol_table *symtab)
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, symtab);
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, symtab);
instructions, state->symbols);
}
generate_110_uniforms(instructions, symtab);
generate_110_uniforms(instructions, state->symbols);
/* FINISHME: The size of this array is implementation dependent based on the
* FINISHME: value of GL_MAX_TEXTURE_COORDS. Every platform that supports
@ -164,34 +165,37 @@ generate_110_vs_variables(exec_list *instructions,
* FINISHME: for now.
*/
const glsl_type *const vec4_array_type =
glsl_type::get_array_instance(symtab, glsl_type::vec4_type, 4);
glsl_type::get_array_instance(state->symbols, glsl_type::vec4_type, 4);
add_variable("gl_TexCoord", ir_var_out, VERT_RESULT_TEX0, vec4_array_type,
instructions, symtab);
instructions, state->symbols);
generate_ARB_draw_buffers_variables(instructions, state, false,
vertex_shader);
}
static void
generate_120_vs_variables(exec_list *instructions,
glsl_symbol_table *symtab)
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, symtab);
generate_110_vs_variables(instructions, state);
}
static void
generate_130_vs_variables(exec_list *instructions,
glsl_symbol_table *symtab)
struct _mesa_glsl_parse_state *state)
{
void *ctx = symtab;
generate_120_vs_variables(instructions, symtab);
void *ctx = state->symbols;
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, symtab);
instructions, state->symbols);
}
/* FINISHME: The size of this array is implementation dependent based on
@ -202,7 +206,7 @@ generate_130_vs_variables(exec_list *instructions,
/* FINISHME: gl_ClipDistance needs a real location assigned. */
add_variable("gl_ClipDistance", ir_var_out, -1, clip_distance_array_type,
instructions, symtab);
instructions, state->symbols);
}
@ -214,13 +218,13 @@ initialize_vs_variables(exec_list *instructions,
switch (state->language_version) {
case 110:
generate_110_vs_variables(instructions, state->symbols);
generate_110_vs_variables(instructions, state);
break;
case 120:
generate_120_vs_variables(instructions, state->symbols);
generate_120_vs_variables(instructions, state);
break;
case 130:
generate_130_vs_variables(instructions, state->symbols);
generate_130_vs_variables(instructions, state);
break;
}
}
@ -253,17 +257,18 @@ generate_110_fs_variables(exec_list *instructions,
add_variable("gl_TexCoord", ir_var_in, FRAG_ATTRIB_TEX0, vec4_array_type,
instructions, state->symbols);
generate_ARB_draw_buffers_fs_variables(instructions, state, false);
generate_ARB_draw_buffers_variables(instructions, state, false,
fragment_shader);
}
static void
generate_ARB_draw_buffers_fs_variables(exec_list *instructions,
struct _mesa_glsl_parse_state *state,
bool warn)
generate_ARB_draw_buffers_variables(exec_list *instructions,
struct _mesa_glsl_parse_state *state,
bool warn, _mesa_glsl_parser_targets target)
{
assert(state->Const.MaxDrawBuffers >= 1);
/* 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);
@ -274,16 +279,21 @@ generate_ARB_draw_buffers_fs_variables(exec_list *instructions,
mdb->constant_value = new(mdb)
ir_constant(int(state->Const.MaxDrawBuffers));
const glsl_type *const vec4_array_type =
glsl_type::get_array_instance(state->symbols, 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);
/* 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(state->symbols, glsl_type::vec4_type,
state->Const.MaxDrawBuffers);
if (warn)
fd->warn_extension = "GL_ARB_draw_buffers";
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";
}
}