glsl2: Add the remaining builtin uniforms.

This commit is contained in:
Eric Anholt 2010-07-28 12:23:51 -07:00
parent 73df636e04
commit 85b5dba593

View file

@ -76,6 +76,14 @@ add_variable(const char *name, enum ir_variable_mode mode, int slot,
return var;
}
static ir_variable *
add_uniform(exec_list *instructions,
struct _mesa_glsl_parse_state *state,
const char *name, const glsl_type *type)
{
return add_variable(name, ir_var_uniform, -1, type, instructions,
state->symbols);
}
static void
add_builtin_variable(const builtin_variable *proto, exec_list *instructions,
@ -141,28 +149,58 @@ generate_110_uniforms(exec_list *instructions,
glsl_type::get_array_instance(glsl_type::mat4_type,
state->Const.MaxTextureCoords);
add_variable("gl_TextureMatrix", ir_var_uniform, -1, mat4_array_type,
instructions, state->symbols);
add_uniform(instructions, state, "gl_TextureMatrix", mat4_array_type);
/* FINISHME: Add support for gl_DepthRangeParameters */
/* FINISHME: Add support for gl_ClipPlane[] */
/* FINISHME: Add support for gl_PointParameters */
add_uniform(instructions, state, "gl_DepthRangeParameters",
state->symbols->get_type("gl_DepthRangeParameters"));
/* FINISHME: Add support for gl_MaterialParameters
* FINISHME: (glFrontMaterial, glBackMaterial)
*/
add_uniform(instructions, state, "gl_ClipPlane",
glsl_type::get_array_instance(glsl_type::vec4_type,
state->Const.MaxClipPlanes));
add_uniform(instructions, state, "gl_Point",
state->symbols->get_type("gl_PointParameters"));
const glsl_type *const material_parameters_type =
state->symbols->get_type("gl_MaterialParameters");
add_uniform(instructions, state, "gl_FrontMaterial", material_parameters_type);
add_uniform(instructions, state, "gl_BackMaterial", material_parameters_type);
const glsl_type *const light_source_array_type =
glsl_type::get_array_instance(state->symbols->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
add_variable("gl_LightSource", ir_var_uniform, -1, light_source_array_type,
instructions, state->symbols);
add_uniform(instructions, state, "gl_LightSource", light_source_array_type);
/* FINISHME: Add support for gl_LightModel */
/* FINISHME: Add support for gl_FrontLightProduct[], gl_BackLightProduct[] */
/* FINISHME: Add support for gl_TextureEnvColor[] */
/* FINISHME: Add support for gl_ObjectPlane*[], gl_EyePlane*[] */
/* FINISHME: Add support for gl_Fog */
const glsl_type *const light_model_products_type =
state->symbols->get_type("gl_LightModelProducts");
add_uniform(instructions, state, "gl_FrontLightModelProduct",
light_model_products_type);
add_uniform(instructions, state, "gl_BackLightModelProduct",
light_model_products_type);
const glsl_type *const light_products_type =
glsl_type::get_array_instance(state->symbols->get_type("gl_LightProducts"),
state->Const.MaxLights);
add_uniform(instructions, state, "gl_FrontLightProduct", light_products_type);
add_uniform(instructions, state, "gl_BackLightProduct", light_products_type);
add_uniform(instructions, state, "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, state, "gl_EyePlaneS", texcoords_vec4);
add_uniform(instructions, state, "gl_EyePlaneT", texcoords_vec4);
add_uniform(instructions, state, "gl_EyePlaneR", texcoords_vec4);
add_uniform(instructions, state, "gl_EyePlaneQ", texcoords_vec4);
add_uniform(instructions, state, "gl_ObjectPlaneS", texcoords_vec4);
add_uniform(instructions, state, "gl_ObjectPlaneT", texcoords_vec4);
add_uniform(instructions, state, "gl_ObjectPlaneR", texcoords_vec4);
add_uniform(instructions, state, "gl_ObjectPlaneQ", texcoords_vec4);
add_uniform(instructions, state, "gl_Fog",
state->symbols->get_type("gl_FogParameters"));
}
static void