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glsl2: Make gl_MaxDrawBuffers available in the vertex shader
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parent
e2f84f04e5
commit
22971e922a
1 changed files with 42 additions and 32 deletions
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@ -30,8 +30,9 @@
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#define Elements(x) (sizeof(x)/sizeof(*(x)))
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#endif
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static void generate_ARB_draw_buffers_fs_variables(exec_list *,
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struct _mesa_glsl_parse_state *, bool);
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static void generate_ARB_draw_buffers_variables(exec_list *,
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struct _mesa_glsl_parse_state *,
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bool, _mesa_glsl_parser_targets);
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static ir_variable *
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add_variable(const char *name, enum ir_variable_mode mode, int slot,
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@ -143,20 +144,20 @@ generate_110_uniforms(exec_list *instructions,
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static void
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generate_110_vs_variables(exec_list *instructions,
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glsl_symbol_table *symtab)
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struct _mesa_glsl_parse_state *state)
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{
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for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
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add_builtin_variable(& builtin_core_vs_variables[i],
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instructions, symtab);
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instructions, state->symbols);
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}
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for (unsigned i = 0
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; i < Elements(builtin_110_deprecated_vs_variables)
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; i++) {
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add_builtin_variable(& builtin_110_deprecated_vs_variables[i],
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instructions, symtab);
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instructions, state->symbols);
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}
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generate_110_uniforms(instructions, symtab);
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generate_110_uniforms(instructions, state->symbols);
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/* FINISHME: The size of this array is implementation dependent based on the
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* FINISHME: value of GL_MAX_TEXTURE_COORDS. Every platform that supports
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@ -164,34 +165,37 @@ generate_110_vs_variables(exec_list *instructions,
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* FINISHME: for now.
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*/
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const glsl_type *const vec4_array_type =
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glsl_type::get_array_instance(symtab, glsl_type::vec4_type, 4);
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glsl_type::get_array_instance(state->symbols, glsl_type::vec4_type, 4);
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add_variable("gl_TexCoord", ir_var_out, VERT_RESULT_TEX0, vec4_array_type,
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instructions, symtab);
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instructions, state->symbols);
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generate_ARB_draw_buffers_variables(instructions, state, false,
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vertex_shader);
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}
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static void
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generate_120_vs_variables(exec_list *instructions,
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glsl_symbol_table *symtab)
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struct _mesa_glsl_parse_state *state)
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{
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/* GLSL version 1.20 did not add any built-in variables in the vertex
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* shader.
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*/
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generate_110_vs_variables(instructions, symtab);
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generate_110_vs_variables(instructions, state);
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}
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static void
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generate_130_vs_variables(exec_list *instructions,
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glsl_symbol_table *symtab)
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struct _mesa_glsl_parse_state *state)
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{
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void *ctx = symtab;
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generate_120_vs_variables(instructions, symtab);
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void *ctx = state->symbols;
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generate_120_vs_variables(instructions, state);
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for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) {
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add_builtin_variable(& builtin_130_vs_variables[i],
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instructions, symtab);
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instructions, state->symbols);
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}
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/* FINISHME: The size of this array is implementation dependent based on
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@ -202,7 +206,7 @@ generate_130_vs_variables(exec_list *instructions,
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/* FINISHME: gl_ClipDistance needs a real location assigned. */
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add_variable("gl_ClipDistance", ir_var_out, -1, clip_distance_array_type,
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instructions, symtab);
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instructions, state->symbols);
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}
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@ -214,13 +218,13 @@ initialize_vs_variables(exec_list *instructions,
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switch (state->language_version) {
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case 110:
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generate_110_vs_variables(instructions, state->symbols);
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generate_110_vs_variables(instructions, state);
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break;
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case 120:
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generate_120_vs_variables(instructions, state->symbols);
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generate_120_vs_variables(instructions, state);
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break;
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case 130:
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generate_130_vs_variables(instructions, state->symbols);
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generate_130_vs_variables(instructions, state);
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break;
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}
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}
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@ -253,17 +257,18 @@ generate_110_fs_variables(exec_list *instructions,
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add_variable("gl_TexCoord", ir_var_in, FRAG_ATTRIB_TEX0, vec4_array_type,
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instructions, state->symbols);
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generate_ARB_draw_buffers_fs_variables(instructions, state, false);
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generate_ARB_draw_buffers_variables(instructions, state, false,
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fragment_shader);
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}
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static void
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generate_ARB_draw_buffers_fs_variables(exec_list *instructions,
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struct _mesa_glsl_parse_state *state,
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bool warn)
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generate_ARB_draw_buffers_variables(exec_list *instructions,
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struct _mesa_glsl_parse_state *state,
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bool warn, _mesa_glsl_parser_targets target)
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{
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assert(state->Const.MaxDrawBuffers >= 1);
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/* gl_MaxDrawBuffers is available in all shader stages.
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*/
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ir_variable *const mdb =
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add_variable("gl_MaxDrawBuffers", ir_var_auto, -1,
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glsl_type::int_type, instructions, state->symbols);
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@ -274,16 +279,21 @@ generate_ARB_draw_buffers_fs_variables(exec_list *instructions,
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mdb->constant_value = new(mdb)
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ir_constant(int(state->Const.MaxDrawBuffers));
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const glsl_type *const vec4_array_type =
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glsl_type::get_array_instance(state->symbols, glsl_type::vec4_type,
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state->Const.MaxDrawBuffers);
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ir_variable *const fd =
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add_variable("gl_FragData", ir_var_out, FRAG_RESULT_DATA0,
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vec4_array_type, instructions, state->symbols);
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/* gl_FragData is only available in the fragment shader.
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*/
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if (target == fragment_shader) {
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const glsl_type *const vec4_array_type =
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glsl_type::get_array_instance(state->symbols, glsl_type::vec4_type,
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state->Const.MaxDrawBuffers);
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if (warn)
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fd->warn_extension = "GL_ARB_draw_buffers";
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ir_variable *const fd =
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add_variable("gl_FragData", ir_var_out, FRAG_RESULT_DATA0,
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vec4_array_type, instructions, state->symbols);
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if (warn)
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fd->warn_extension = "GL_ARB_draw_buffers";
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}
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}
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