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mesa: Move the list of builtin uniform info from ir_to_mesa to shared code.
I'm still not pleased with how builtin uniforms are handled, but as long as we're relying on the prog_statevar stuff this seems about as good as it'll get.
This commit is contained in:
parent
9ac910cfcd
commit
daacaac3c8
3 changed files with 251 additions and 243 deletions
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@ -3,6 +3,7 @@
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*
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* Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
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* Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved.
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* Copyright © 2010 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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@ -44,7 +45,7 @@
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#include "program/prog_parameter.h"
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#include "program/prog_statevars.h"
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#include "program/prog_uniform.h"
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#include "program/prog_instruction.h"
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static GLenum
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@ -79,6 +80,234 @@ base_uniform_type(GLenum type)
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}
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}
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static struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
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{"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
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{"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
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{"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
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};
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static struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
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{NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
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};
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static struct gl_builtin_uniform_element gl_Point_elements[] = {
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{"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
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{"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
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{"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
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{"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
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{"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
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{"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
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{"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
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};
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static struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
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{"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
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{"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
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{"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
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};
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static struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
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{"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
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{"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
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{"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
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};
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static struct gl_builtin_uniform_element gl_LightSource_elements[] = {
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{"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
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{"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
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{"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
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{"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_XYZW},
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{"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
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{"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
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{"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
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{"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
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{"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
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{"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
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};
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static struct gl_builtin_uniform_element gl_LightModel_elements[] = {
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{"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
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};
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static struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
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{"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
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};
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static struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
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{"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
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};
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static struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
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{"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
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};
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static struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
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{"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
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};
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static struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
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{NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
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};
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static struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
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{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
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};
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static struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
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{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
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};
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static struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
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{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
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};
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static struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
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{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
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};
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static struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
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{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
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};
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static struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
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{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
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};
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static struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
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{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
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};
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static struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
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{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
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};
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static struct gl_builtin_uniform_element gl_Fog_elements[] = {
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{"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
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{"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
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{"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
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{"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
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{"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
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};
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static struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
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{NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
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};
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#define MATRIX(name, statevar, modifier) \
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static struct gl_builtin_uniform_element name ## _elements[] = { \
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{ NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW }, \
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{ NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW }, \
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{ NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW }, \
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{ NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW }, \
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}
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MATRIX(gl_ModelViewMatrix,
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STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE);
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MATRIX(gl_ModelViewMatrixInverse,
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STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS);
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MATRIX(gl_ModelViewMatrixTranspose,
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STATE_MODELVIEW_MATRIX, 0);
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MATRIX(gl_ModelViewMatrixInverseTranspose,
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STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE);
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MATRIX(gl_ProjectionMatrix,
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STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE);
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MATRIX(gl_ProjectionMatrixInverse,
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STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS);
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MATRIX(gl_ProjectionMatrixTranspose,
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STATE_PROJECTION_MATRIX, 0);
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MATRIX(gl_ProjectionMatrixInverseTranspose,
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STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE);
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MATRIX(gl_ModelViewProjectionMatrix,
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STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE);
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MATRIX(gl_ModelViewProjectionMatrixInverse,
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STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS);
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MATRIX(gl_ModelViewProjectionMatrixTranspose,
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STATE_MVP_MATRIX, 0);
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MATRIX(gl_ModelViewProjectionMatrixInverseTranspose,
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STATE_MVP_MATRIX, STATE_MATRIX_INVERSE);
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MATRIX(gl_TextureMatrix,
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STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE);
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MATRIX(gl_TextureMatrixInverse,
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STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS);
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MATRIX(gl_TextureMatrixTranspose,
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STATE_TEXTURE_MATRIX, 0);
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MATRIX(gl_TextureMatrixInverseTranspose,
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STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE);
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static struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
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{ NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
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SWIZZLE_XYZW },
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{ NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
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SWIZZLE_XYZW },
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{ NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
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SWIZZLE_XYZW },
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};
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#undef MATRIX
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#define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)}
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const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
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STATEVAR(gl_DepthRange),
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STATEVAR(gl_ClipPlane),
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STATEVAR(gl_Point),
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STATEVAR(gl_FrontMaterial),
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STATEVAR(gl_BackMaterial),
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STATEVAR(gl_LightSource),
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STATEVAR(gl_LightModel),
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STATEVAR(gl_FrontLightModelProduct),
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STATEVAR(gl_BackLightModelProduct),
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STATEVAR(gl_FrontLightProduct),
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STATEVAR(gl_BackLightProduct),
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STATEVAR(gl_TextureEnvColor),
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STATEVAR(gl_EyePlaneS),
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STATEVAR(gl_EyePlaneT),
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STATEVAR(gl_EyePlaneR),
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STATEVAR(gl_EyePlaneQ),
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STATEVAR(gl_ObjectPlaneS),
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STATEVAR(gl_ObjectPlaneT),
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STATEVAR(gl_ObjectPlaneR),
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STATEVAR(gl_ObjectPlaneQ),
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STATEVAR(gl_Fog),
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STATEVAR(gl_ModelViewMatrix),
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STATEVAR(gl_ModelViewMatrixInverse),
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STATEVAR(gl_ModelViewMatrixTranspose),
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STATEVAR(gl_ModelViewMatrixInverseTranspose),
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STATEVAR(gl_ProjectionMatrix),
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STATEVAR(gl_ProjectionMatrixInverse),
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STATEVAR(gl_ProjectionMatrixTranspose),
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STATEVAR(gl_ProjectionMatrixInverseTranspose),
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STATEVAR(gl_ModelViewProjectionMatrix),
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STATEVAR(gl_ModelViewProjectionMatrixInverse),
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STATEVAR(gl_ModelViewProjectionMatrixTranspose),
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STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
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STATEVAR(gl_TextureMatrix),
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STATEVAR(gl_TextureMatrixInverse),
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STATEVAR(gl_TextureMatrixTranspose),
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STATEVAR(gl_TextureMatrixInverseTranspose),
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STATEVAR(gl_NormalMatrix),
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STATEVAR(gl_NormalScale),
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{NULL, NULL, 0}
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};
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static GLboolean
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is_boolean_type(GLenum type)
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@ -26,6 +26,7 @@
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#define UNIFORMS_H
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#include "glheader.h"
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#include "program/prog_parameter.h"
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struct gl_program;
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struct _glapi_table;
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@ -172,4 +173,18 @@ _mesa_update_shader_textures_used(struct gl_program *prog);
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extern void
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_mesa_init_shader_uniform_dispatch(struct _glapi_table *exec);
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struct gl_builtin_uniform_element {
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const char *field;
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int tokens[STATE_LENGTH];
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int swizzle;
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};
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struct gl_builtin_uniform_desc {
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const char *name;
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struct gl_builtin_uniform_element *elements;
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unsigned int num_elements;
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};
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extern const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[];
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#endif /* UNIFORMS_H */
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@ -577,243 +577,6 @@ ir_to_mesa_visitor::find_variable_storage(ir_variable *var)
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return NULL;
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}
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struct statevar_element {
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const char *field;
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int tokens[STATE_LENGTH];
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int swizzle;
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};
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static struct statevar_element gl_DepthRange_elements[] = {
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{"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
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{"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
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{"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
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};
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static struct statevar_element gl_ClipPlane_elements[] = {
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{NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
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};
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static struct statevar_element gl_Point_elements[] = {
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{"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
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{"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
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{"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
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{"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
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{"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
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{"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
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{"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
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};
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static struct statevar_element gl_FrontMaterial_elements[] = {
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{"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
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{"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
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{"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
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};
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static struct statevar_element gl_BackMaterial_elements[] = {
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{"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
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{"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
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{"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
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};
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static struct statevar_element gl_LightSource_elements[] = {
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{"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
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{"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
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{"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
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{"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_XYZW},
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{"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
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{"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
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{"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
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{"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
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{"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
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{"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
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};
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static struct statevar_element gl_LightModel_elements[] = {
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{"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
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};
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static struct statevar_element gl_FrontLightModelProduct_elements[] = {
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{"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
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};
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static struct statevar_element gl_BackLightModelProduct_elements[] = {
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{"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
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};
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static struct statevar_element gl_FrontLightProduct_elements[] = {
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{"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
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};
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static struct statevar_element gl_BackLightProduct_elements[] = {
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{"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 statevar_element gl_TextureEnvColor_elements[] = {
|
||||
{NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
|
||||
};
|
||||
|
||||
static struct statevar_element gl_EyePlaneS_elements[] = {
|
||||
{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
|
||||
};
|
||||
|
||||
static struct statevar_element gl_EyePlaneT_elements[] = {
|
||||
{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
|
||||
};
|
||||
|
||||
static struct statevar_element gl_EyePlaneR_elements[] = {
|
||||
{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
|
||||
};
|
||||
|
||||
static struct statevar_element gl_EyePlaneQ_elements[] = {
|
||||
{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
|
||||
};
|
||||
|
||||
static struct statevar_element gl_ObjectPlaneS_elements[] = {
|
||||
{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
|
||||
};
|
||||
|
||||
static struct statevar_element gl_ObjectPlaneT_elements[] = {
|
||||
{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
|
||||
};
|
||||
|
||||
static struct statevar_element gl_ObjectPlaneR_elements[] = {
|
||||
{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
|
||||
};
|
||||
|
||||
static struct statevar_element gl_ObjectPlaneQ_elements[] = {
|
||||
{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
|
||||
};
|
||||
|
||||
static struct statevar_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 statevar_element gl_NormalScale_elements[] = {
|
||||
{NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
|
||||
};
|
||||
|
||||
#define MATRIX(name, statevar, modifier) \
|
||||
static struct statevar_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 statevar_element gl_NormalMatrix_elements[] = {
|
||||
{ NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
|
||||
SWIZZLE_XYZW },
|
||||
{ NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
|
||||
SWIZZLE_XYZW },
|
||||
{ NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
|
||||
SWIZZLE_XYZW },
|
||||
};
|
||||
|
||||
#undef MATRIX
|
||||
|
||||
#define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)}
|
||||
|
||||
static const struct statevar {
|
||||
const char *name;
|
||||
struct statevar_element *elements;
|
||||
unsigned int num_elements;
|
||||
} statevars[] = {
|
||||
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),
|
||||
};
|
||||
|
||||
void
|
||||
ir_to_mesa_visitor::visit(ir_variable *ir)
|
||||
{
|
||||
|
|
@ -826,19 +589,20 @@ ir_to_mesa_visitor::visit(ir_variable *ir)
|
|||
|
||||
if (ir->mode == ir_var_uniform && strncmp(ir->name, "gl_", 3) == 0) {
|
||||
unsigned int i;
|
||||
const struct gl_builtin_uniform_desc *statevar;
|
||||
|
||||
for (i = 0; i < Elements(statevars); i++) {
|
||||
if (strcmp(ir->name, statevars[i].name) == 0)
|
||||
for (i = 0; _mesa_builtin_uniform_desc[i].name; i++) {
|
||||
if (strcmp(ir->name, _mesa_builtin_uniform_desc[i].name) == 0)
|
||||
break;
|
||||
}
|
||||
|
||||
if (i == Elements(statevars)) {
|
||||
if (!_mesa_builtin_uniform_desc[i].name) {
|
||||
fail_link(this->shader_program,
|
||||
"Failed to find builtin uniform `%s'\n", ir->name);
|
||||
return;
|
||||
}
|
||||
|
||||
const struct statevar *statevar = &statevars[i];
|
||||
statevar = &_mesa_builtin_uniform_desc[i];
|
||||
|
||||
int array_count;
|
||||
if (ir->type->is_array()) {
|
||||
|
|
@ -881,7 +645,7 @@ ir_to_mesa_visitor::visit(ir_variable *ir)
|
|||
|
||||
for (int a = 0; a < array_count; a++) {
|
||||
for (unsigned int i = 0; i < statevar->num_elements; i++) {
|
||||
struct statevar_element *element = &statevar->elements[i];
|
||||
struct gl_builtin_uniform_element *element = &statevar->elements[i];
|
||||
int tokens[STATE_LENGTH];
|
||||
|
||||
memcpy(tokens, element->tokens, sizeof(element->tokens));
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue