glsl: Make add_variable, add_uniform, et. al. have similar signatures

While making some other changes in this area I was finding it annoying
each of these functions took mostly the same set of parameters in
differing orders.
This commit is contained in:
Ian Romanick 2011-01-24 16:45:11 -08:00
parent 4e994e150f
commit dfdff940b6

View file

@ -36,9 +36,9 @@ generate_ARB_draw_instanced_variables(exec_list *,
bool, _mesa_glsl_parser_targets);
static ir_variable *
add_variable(const char *name, enum ir_variable_mode mode, int slot,
const glsl_type *type, exec_list *instructions,
glsl_symbol_table *symtab)
add_variable(exec_list *instructions, glsl_symbol_table *symtab,
const char *name, const glsl_type *type,
enum ir_variable_mode mode, int slot)
{
ir_variable *var = new(symtab) ir_variable(type, name, mode);
@ -71,17 +71,15 @@ add_variable(const char *name, enum ir_variable_mode mode, int slot,
}
static ir_variable *
add_uniform(exec_list *instructions,
struct _mesa_glsl_parse_state *state,
add_uniform(exec_list *instructions, glsl_symbol_table *symtab,
const char *name, const glsl_type *type)
{
return add_variable(name, ir_var_uniform, -1, type, instructions,
state->symbols);
return add_variable(instructions, symtab, name, type, ir_var_uniform, -1);
}
static void
add_builtin_variable(const builtin_variable *proto, exec_list *instructions,
glsl_symbol_table *symtab)
add_builtin_variable(exec_list *instructions, glsl_symbol_table *symtab,
const builtin_variable *proto)
{
/* Create a new variable declaration from the description supplied by
* the caller.
@ -90,18 +88,17 @@ add_builtin_variable(const builtin_variable *proto, exec_list *instructions,
assert(type != NULL);
add_variable(proto->name, proto->mode, proto->slot, type, instructions,
symtab);
add_variable(instructions, symtab, proto->name, type, proto->mode,
proto->slot);
}
static void
add_builtin_constant(exec_list *instructions,
struct _mesa_glsl_parse_state *state,
add_builtin_constant(exec_list *instructions, glsl_symbol_table *symtab,
const char *name, int value)
{
ir_variable *const var = add_variable(name, ir_var_auto,
-1, glsl_type::int_type,
instructions, state->symbols);
ir_variable *const var = add_variable(instructions, symtab,
name, glsl_type::int_type,
ir_var_auto, -1);
var->constant_value = new(var) ir_constant(value);
}
@ -112,22 +109,24 @@ static void
generate_100ES_uniforms(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
{
add_builtin_constant(instructions, state, "gl_MaxVertexAttribs",
glsl_symbol_table *const symtab = state->symbols;
add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
state->Const.MaxVertexAttribs);
add_builtin_constant(instructions, state, "gl_MaxVertexUniformVectors",
add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformVectors",
state->Const.MaxVertexUniformComponents);
add_builtin_constant(instructions, state, "gl_MaxVaryingVectors",
add_builtin_constant(instructions, symtab, "gl_MaxVaryingVectors",
state->Const.MaxVaryingFloats / 4);
add_builtin_constant(instructions, state, "gl_MaxVertexTextureImageUnits",
add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
state->Const.MaxVertexTextureImageUnits);
add_builtin_constant(instructions, state, "gl_MaxCombinedTextureImageUnits",
add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
state->Const.MaxCombinedTextureImageUnits);
add_builtin_constant(instructions, state, "gl_MaxTextureImageUnits",
add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
state->Const.MaxTextureImageUnits);
add_builtin_constant(instructions, state, "gl_MaxFragmentUniformVectors",
add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformVectors",
state->Const.MaxFragmentUniformComponents);
add_uniform(instructions, state, "gl_DepthRange",
add_uniform(instructions, symtab, "gl_DepthRange",
state->symbols->get_type("gl_DepthRangeParameters"));
}
@ -135,95 +134,97 @@ static void
generate_110_uniforms(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
{
glsl_symbol_table *const symtab = state->symbols;
for (unsigned i = 0
; i < Elements(builtin_110_deprecated_uniforms)
; i++) {
add_builtin_variable(& builtin_110_deprecated_uniforms[i],
instructions, state->symbols);
add_builtin_variable(instructions, symtab,
& builtin_110_deprecated_uniforms[i]);
}
add_builtin_constant(instructions, state, "gl_MaxLights",
add_builtin_constant(instructions, symtab, "gl_MaxLights",
state->Const.MaxLights);
add_builtin_constant(instructions, state, "gl_MaxClipPlanes",
add_builtin_constant(instructions, symtab, "gl_MaxClipPlanes",
state->Const.MaxClipPlanes);
add_builtin_constant(instructions, state, "gl_MaxTextureUnits",
add_builtin_constant(instructions, symtab, "gl_MaxTextureUnits",
state->Const.MaxTextureUnits);
add_builtin_constant(instructions, state, "gl_MaxTextureCoords",
add_builtin_constant(instructions, symtab, "gl_MaxTextureCoords",
state->Const.MaxTextureCoords);
add_builtin_constant(instructions, state, "gl_MaxVertexAttribs",
add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
state->Const.MaxVertexAttribs);
add_builtin_constant(instructions, state, "gl_MaxVertexUniformComponents",
add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformComponents",
state->Const.MaxVertexUniformComponents);
add_builtin_constant(instructions, state, "gl_MaxVaryingFloats",
add_builtin_constant(instructions, symtab, "gl_MaxVaryingFloats",
state->Const.MaxVaryingFloats);
add_builtin_constant(instructions, state, "gl_MaxVertexTextureImageUnits",
add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
state->Const.MaxVertexTextureImageUnits);
add_builtin_constant(instructions, state, "gl_MaxCombinedTextureImageUnits",
add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
state->Const.MaxCombinedTextureImageUnits);
add_builtin_constant(instructions, state, "gl_MaxTextureImageUnits",
add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
state->Const.MaxTextureImageUnits);
add_builtin_constant(instructions, state, "gl_MaxFragmentUniformComponents",
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);
add_uniform(instructions, state, "gl_TextureMatrix", mat4_array_type);
add_uniform(instructions, state, "gl_TextureMatrixInverse", mat4_array_type);
add_uniform(instructions, state, "gl_TextureMatrixTranspose", mat4_array_type);
add_uniform(instructions, state, "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, state, "gl_DepthRange",
state->symbols->get_type("gl_DepthRangeParameters"));
add_uniform(instructions, symtab, "gl_DepthRange",
symtab->get_type("gl_DepthRangeParameters"));
add_uniform(instructions, state, "gl_ClipPlane",
add_uniform(instructions, symtab, "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"));
add_uniform(instructions, symtab, "gl_Point",
symtab->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);
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(state->symbols->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
glsl_type::get_array_instance(symtab->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
add_uniform(instructions, state, "gl_LightSource", light_source_array_type);
add_uniform(instructions, symtab, "gl_LightSource", light_source_array_type);
const glsl_type *const light_model_products_type =
state->symbols->get_type("gl_LightModelProducts");
add_uniform(instructions, state, "gl_FrontLightModelProduct",
symtab->get_type("gl_LightModelProducts");
add_uniform(instructions, symtab, "gl_FrontLightModelProduct",
light_model_products_type);
add_uniform(instructions, state, "gl_BackLightModelProduct",
add_uniform(instructions, symtab, "gl_BackLightModelProduct",
light_model_products_type);
const glsl_type *const light_products_type =
glsl_type::get_array_instance(state->symbols->get_type("gl_LightProducts"),
glsl_type::get_array_instance(symtab->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, symtab, "gl_FrontLightProduct", light_products_type);
add_uniform(instructions, symtab, "gl_BackLightProduct", light_products_type);
add_uniform(instructions, state, "gl_TextureEnvColor",
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, 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, 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, state, "gl_Fog",
state->symbols->get_type("gl_FogParameters"));
add_uniform(instructions, symtab, "gl_Fog",
symtab->get_type("gl_FogParameters"));
}
/* This function should only be called for ES, not desktop GL. */
@ -232,8 +233,8 @@ generate_100ES_vs_variables(exec_list *instructions,
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, state->symbols);
add_builtin_variable(instructions, state->symbols,
& builtin_core_vs_variables[i]);
}
generate_100ES_uniforms(instructions, state);
@ -248,15 +249,15 @@ generate_110_vs_variables(exec_list *instructions,
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, state->symbols);
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(& builtin_110_deprecated_vs_variables[i],
instructions, state->symbols);
add_builtin_variable(instructions, state->symbols,
& builtin_110_deprecated_vs_variables[i]);
}
generate_110_uniforms(instructions, state);
@ -271,8 +272,8 @@ generate_110_vs_variables(exec_list *instructions,
const glsl_type *const vec4_array_type =
glsl_type::get_array_instance(glsl_type::vec4_type, 0);
add_variable("gl_TexCoord", ir_var_out, VERT_RESULT_TEX0, vec4_array_type,
instructions, state->symbols);
add_variable(instructions, state->symbols,
"gl_TexCoord", vec4_array_type, ir_var_out, VERT_RESULT_TEX0);
generate_ARB_draw_buffers_variables(instructions, state, false,
vertex_shader);
@ -297,8 +298,8 @@ generate_130_vs_variables(exec_list *instructions,
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, state->symbols);
add_builtin_variable(instructions, state->symbols,
& builtin_130_vs_variables[i]);
}
const glsl_type *const clip_distance_array_type =
@ -306,8 +307,8 @@ generate_130_vs_variables(exec_list *instructions,
state->Const.MaxClipPlanes);
/* FINISHME: gl_ClipDistance needs a real location assigned. */
add_variable("gl_ClipDistance", ir_var_out, -1, clip_distance_array_type,
instructions, state->symbols);
add_variable(instructions, state->symbols,
"gl_ClipDistance", clip_distance_array_type, ir_var_out, -1);
}
@ -344,13 +345,13 @@ generate_100ES_fs_variables(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
{
for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
add_builtin_variable(& builtin_core_fs_variables[i],
instructions, state->symbols);
add_builtin_variable(instructions, state->symbols,
& builtin_core_fs_variables[i]);
}
for (unsigned i = 0; i < Elements(builtin_100ES_fs_variables); i++) {
add_builtin_variable(& builtin_100ES_fs_variables[i],
instructions, state->symbols);
add_builtin_variable(instructions, state->symbols,
& builtin_100ES_fs_variables[i]);
}
generate_100ES_uniforms(instructions, state);
@ -364,20 +365,20 @@ generate_110_fs_variables(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
{
for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
add_builtin_variable(& builtin_core_fs_variables[i],
instructions, state->symbols);
add_builtin_variable(instructions, state->symbols,
& builtin_core_fs_variables[i]);
}
for (unsigned i = 0; i < Elements(builtin_110_fs_variables); i++) {
add_builtin_variable(& builtin_110_fs_variables[i],
instructions, state->symbols);
add_builtin_variable(instructions, state->symbols,
& builtin_110_fs_variables[i]);
}
for (unsigned i = 0
; i < Elements(builtin_110_deprecated_fs_variables)
; i++) {
add_builtin_variable(& builtin_110_deprecated_fs_variables[i],
instructions, state->symbols);
add_builtin_variable(instructions, state->symbols,
& builtin_110_deprecated_fs_variables[i]);
}
generate_110_uniforms(instructions, state);
@ -392,8 +393,8 @@ generate_110_fs_variables(exec_list *instructions,
const glsl_type *const vec4_array_type =
glsl_type::get_array_instance(glsl_type::vec4_type, 0);
add_variable("gl_TexCoord", ir_var_in, FRAG_ATTRIB_TEX0, vec4_array_type,
instructions, state->symbols);
add_variable(instructions, state->symbols,
"gl_TexCoord", vec4_array_type, ir_var_in, FRAG_ATTRIB_TEX0);
generate_ARB_draw_buffers_variables(instructions, state, false,
fragment_shader);
@ -408,8 +409,8 @@ generate_ARB_draw_buffers_variables(exec_list *instructions,
/* 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);
add_variable(instructions, state->symbols,
"gl_MaxDrawBuffers", glsl_type::int_type, ir_var_auto, -1);
if (warn)
mdb->warn_extension = "GL_ARB_draw_buffers";
@ -426,8 +427,9 @@ generate_ARB_draw_buffers_variables(exec_list *instructions,
state->Const.MaxDrawBuffers);
ir_variable *const fd =
add_variable("gl_FragData", ir_var_out, FRAG_RESULT_DATA0,
vec4_array_type, instructions, state->symbols);
add_variable(instructions, state->symbols,
"gl_FragData", vec4_array_type,
ir_var_out, FRAG_RESULT_DATA0);
if (warn)
fd->warn_extension = "GL_ARB_draw_buffers";
@ -445,9 +447,9 @@ generate_ARB_draw_instanced_variables(exec_list *instructions,
*/
if (target == vertex_shader) {
ir_variable *const inst =
add_variable("gl_InstanceIDARB", ir_var_system_value,
SYSTEM_VALUE_INSTANCE_ID,
glsl_type::int_type, instructions, state->symbols);
add_variable(instructions, state->symbols,
"gl_InstanceIDARB", glsl_type::int_type,
ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID);
if (warn)
inst->warn_extension = "GL_ARB_draw_instanced";
@ -463,8 +465,9 @@ generate_ARB_shader_stencil_export_variables(exec_list *instructions,
/* gl_FragStencilRefARB is only available in the fragment shader.
*/
ir_variable *const fd =
add_variable("gl_FragStencilRefARB", ir_var_out, FRAG_RESULT_STENCIL,
glsl_type::int_type, instructions, state->symbols);
add_variable(instructions, state->symbols,
"gl_FragStencilRefARB", glsl_type::int_type,
ir_var_out, FRAG_RESULT_STENCIL);
if (warn)
fd->warn_extension = "GL_ARB_shader_stencil_export";
@ -479,8 +482,8 @@ generate_120_fs_variables(exec_list *instructions,
for (unsigned i = 0
; i < Elements(builtin_120_fs_variables)
; i++) {
add_builtin_variable(& builtin_120_fs_variables[i],
instructions, state->symbols);
add_builtin_variable(instructions, state->symbols,
& builtin_120_fs_variables[i]);
}
}
@ -495,8 +498,8 @@ generate_130_fs_variables(exec_list *instructions,
state->Const.MaxClipPlanes);
/* FINISHME: gl_ClipDistance needs a real location assigned. */
add_variable("gl_ClipDistance", ir_var_in, -1, clip_distance_array_type,
instructions, state->symbols);
add_variable(instructions, state->symbols,
"gl_ClipDistance", clip_distance_array_type, ir_var_in, -1);
}
static void