glsl2: Add definitions of the builtin constants present in GLSL 1.10.

Fixes:
glsl1-built-in constants
This commit is contained in:
Eric Anholt 2010-07-20 14:03:35 -07:00
parent 1245babe0c
commit f8946699ec
4 changed files with 77 additions and 9 deletions

View file

@ -49,8 +49,21 @@ struct _mesa_glsl_parse_state {
* \sa struct gl_constants (in mtypes.h)
*/
struct {
unsigned MaxDrawBuffers;
/* 1.10 */
unsigned MaxLights;
unsigned MaxClipPlanes;
unsigned MaxTextureUnits;
unsigned MaxTextureCoords;
unsigned MaxVertexAttribs;
unsigned MaxVertexUniformComponents;
unsigned MaxVaryingFloats;
unsigned MaxVertexTextureImageUnits;
unsigned MaxCombinedTextureImageUnits;
unsigned MaxTextureImageUnits;
unsigned MaxFragmentUniformComponents;
/* ARB_draw_buffers */
unsigned MaxDrawBuffers;
} Const;
/**

View file

@ -93,6 +93,16 @@ add_builtin_variable(const builtin_variable *proto, exec_list *instructions,
symtab);
}
static void
add_builtin_constant(exec_list *instructions,
struct _mesa_glsl_parse_state *state,
const char *name, int value)
{
ir_variable *const var = add_variable(name, ir_var_auto,
-1, glsl_type::int_type,
instructions, state->symbols);
var->constant_value = new(var) ir_constant(value);
}
static void
generate_110_uniforms(exec_list *instructions,
@ -105,12 +115,28 @@ generate_110_uniforms(exec_list *instructions,
instructions, state->symbols);
}
ir_variable *const mtc = add_variable("gl_MaxTextureCoords", ir_var_auto,
-1, glsl_type::int_type,
instructions, state->symbols);
mtc->constant_value = new(mtc)
ir_constant(int(state->Const.MaxTextureCoords));
add_builtin_constant(instructions, state, "gl_MaxLights",
state->Const.MaxLights);
add_builtin_constant(instructions, state, "gl_MaxClipPlanes",
state->Const.MaxClipPlanes);
add_builtin_constant(instructions, state, "gl_MaxTextureUnits",
state->Const.MaxTextureUnits);
add_builtin_constant(instructions, state, "gl_MaxTextureCoords",
state->Const.MaxTextureCoords);
add_builtin_constant(instructions, state, "gl_MaxVertexAttribs",
state->Const.MaxVertexAttribs);
add_builtin_constant(instructions, state, "gl_MaxVertexUniformComponents",
state->Const.MaxVertexUniformComponents);
add_builtin_constant(instructions, state, "gl_MaxVaryingFloats",
state->Const.MaxVaryingFloats);
add_builtin_constant(instructions, state, "gl_MaxVertexTextureImageUnits",
state->Const.MaxVertexTextureImageUnits);
add_builtin_constant(instructions, state, "gl_MaxCombinedTextureImageUnits",
state->Const.MaxCombinedTextureImageUnits);
add_builtin_constant(instructions, state, "gl_MaxTextureImageUnits",
state->Const.MaxTextureImageUnits);
add_builtin_constant(instructions, state, "gl_MaxFragmentUniformComponents",
state->Const.MaxFragmentUniformComponents);
const glsl_type *const mat4_array_type =
glsl_type::get_array_instance(state->symbols, glsl_type::mat4_type,

View file

@ -148,9 +148,26 @@ compile_shader(struct gl_shader *shader)
memset(&ext, 0, sizeof(ext));
state->extensions = &ext;
state->Const.MaxDrawBuffers = 2;
/* 1.10 minimums. */
state->Const.MaxLights = 8;
state->Const.MaxClipPlanes = 8;
state->Const.MaxTextureUnits = 2;
/* More than the 1.10 minimum to appease parser tests taken from
* apps that (hopefully) already checked the number of coords.
*/
state->Const.MaxTextureCoords = 4;
state->Const.MaxVertexAttribs = 16;
state->Const.MaxVertexUniformComponents = 512;
state->Const.MaxVaryingFloats = 32;
state->Const.MaxVertexTextureImageUnits = 0;
state->Const.MaxCombinedTextureImageUnits = 2;
state->Const.MaxTextureImageUnits = 2;
state->Const.MaxFragmentUniformComponents = 64;
state->Const.MaxDrawBuffers = 2;
const char *source = shader->Source;
state->error = preprocess(state, &source, &state->info_log, &ext);

View file

@ -2170,8 +2170,20 @@ _mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *shader)
state->ARB_texture_rectangle_enable = true;
state->extensions = &ctx->Extensions;
state->Const.MaxDrawBuffers = ctx->Const.MaxDrawBuffers;
state->Const.MaxLights = ctx->Const.MaxLights;
state->Const.MaxClipPlanes = ctx->Const.MaxClipPlanes;
state->Const.MaxTextureUnits = ctx->Const.MaxTextureUnits;
state->Const.MaxTextureCoords = ctx->Const.MaxTextureCoordUnits;
state->Const.MaxVertexAttribs = ctx->Const.VertexProgram.MaxAttribs;
state->Const.MaxVertexUniformComponents = ctx->Const.VertexProgram.MaxUniformComponents;
state->Const.MaxVaryingFloats = ctx->Const.MaxVarying * 4;
state->Const.MaxVertexTextureImageUnits = ctx->Const.MaxVertexTextureImageUnits;
state->Const.MaxCombinedTextureImageUnits = ctx->Const.MaxCombinedTextureImageUnits;
state->Const.MaxTextureImageUnits = ctx->Const.MaxTextureImageUnits;
state->Const.MaxFragmentUniformComponents = ctx->Const.FragmentProgram.MaxUniformComponents;
state->Const.MaxDrawBuffers = ctx->Const.MaxDrawBuffers;
const char *source = shader->Source;
state->error = preprocess(state, &source, &state->info_log,