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It would be nice if we handled optimized uniform math like this in some generic way, since people often end up doing uniform expressions in shaders, but for now keep this hard-coded like it was in the texenvprogram code.
110 lines
5.1 KiB
C
110 lines
5.1 KiB
C
/*
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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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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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#include "main/core.h" /* for slot numbers */
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struct builtin_variable {
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enum ir_variable_mode mode;
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int slot;
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const char *type;
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const char *name;
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};
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static const builtin_variable builtin_core_vs_variables[] = {
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{ ir_var_out, VERT_RESULT_HPOS, "vec4", "gl_Position" },
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{ ir_var_out, VERT_RESULT_PSIZ, "float", "gl_PointSize" },
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};
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static const builtin_variable builtin_core_fs_variables[] = {
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{ ir_var_in, FRAG_ATTRIB_WPOS, "vec4", "gl_FragCoord" },
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{ ir_var_in, FRAG_ATTRIB_FACE, "bool", "gl_FrontFacing" },
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{ ir_var_out, FRAG_RESULT_COLOR, "vec4", "gl_FragColor" },
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};
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static const builtin_variable builtin_100ES_fs_variables[] = {
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{ ir_var_in, FRAG_ATTRIB_PNTC, "vec2", "gl_PointCoord" },
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};
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static const builtin_variable builtin_110_fs_variables[] = {
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{ ir_var_out, FRAG_RESULT_DEPTH, "float", "gl_FragDepth" },
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};
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static const builtin_variable builtin_110_deprecated_fs_variables[] = {
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{ ir_var_in, FRAG_ATTRIB_COL0, "vec4", "gl_Color" },
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{ ir_var_in, FRAG_ATTRIB_COL1, "vec4", "gl_SecondaryColor" },
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{ ir_var_in, FRAG_ATTRIB_FOGC, "float", "gl_FogFragCoord" },
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};
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static const builtin_variable builtin_110_deprecated_vs_variables[] = {
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{ ir_var_in, VERT_ATTRIB_POS, "vec4", "gl_Vertex" },
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{ ir_var_in, VERT_ATTRIB_NORMAL, "vec3", "gl_Normal" },
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{ ir_var_in, VERT_ATTRIB_COLOR0, "vec4", "gl_Color" },
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{ ir_var_in, VERT_ATTRIB_COLOR1, "vec4", "gl_SecondaryColor" },
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{ ir_var_in, VERT_ATTRIB_TEX0, "vec4", "gl_MultiTexCoord0" },
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{ ir_var_in, VERT_ATTRIB_TEX1, "vec4", "gl_MultiTexCoord1" },
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{ ir_var_in, VERT_ATTRIB_TEX2, "vec4", "gl_MultiTexCoord2" },
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{ ir_var_in, VERT_ATTRIB_TEX3, "vec4", "gl_MultiTexCoord3" },
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{ ir_var_in, VERT_ATTRIB_TEX4, "vec4", "gl_MultiTexCoord4" },
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{ ir_var_in, VERT_ATTRIB_TEX5, "vec4", "gl_MultiTexCoord5" },
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{ ir_var_in, VERT_ATTRIB_TEX6, "vec4", "gl_MultiTexCoord6" },
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{ ir_var_in, VERT_ATTRIB_TEX7, "vec4", "gl_MultiTexCoord7" },
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{ ir_var_in, VERT_ATTRIB_FOG, "float", "gl_FogCoord" },
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{ ir_var_out, VERT_RESULT_HPOS, "vec4", "gl_ClipVertex" },
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{ ir_var_out, VERT_RESULT_COL0, "vec4", "gl_FrontColor" },
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{ ir_var_out, VERT_RESULT_BFC0, "vec4", "gl_BackColor" },
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{ ir_var_out, VERT_RESULT_COL1, "vec4", "gl_FrontSecondaryColor" },
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{ ir_var_out, VERT_RESULT_BFC1, "vec4", "gl_BackSecondaryColor" },
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{ ir_var_out, VERT_RESULT_FOGC, "float", "gl_FogFragCoord" },
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};
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static const builtin_variable builtin_120_fs_variables[] = {
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{ ir_var_in, FRAG_ATTRIB_PNTC, "vec2", "gl_PointCoord" },
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};
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static const builtin_variable builtin_130_vs_variables[] = {
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{ ir_var_in, -1, "int", "gl_VertexID" },
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};
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static const builtin_variable builtin_110_deprecated_uniforms[] = {
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{ ir_var_uniform, -1, "mat4", "gl_ModelViewMatrix" },
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{ ir_var_uniform, -1, "mat4", "gl_ProjectionMatrix" },
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{ ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrix" },
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{ ir_var_uniform, -1, "mat3", "gl_NormalMatrix" },
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{ ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixInverse" },
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{ ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixInverse" },
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{ ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixInverse" },
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{ ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixTranspose" },
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{ ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixTranspose" },
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{ ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixTranspose" },
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{ ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixInverseTranspose" },
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{ ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixInverseTranspose" },
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{ ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixInverseTranspose" },
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{ ir_var_uniform, -1, "float", "gl_NormalScale" },
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{ ir_var_uniform, -1, "gl_LightModelParameters", "gl_LightModel"},
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/* Mesa-internal ATI_envmap_bumpmap state. */
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{ ir_var_uniform, -1, "vec2", "gl_MESABumpRotMatrix0"},
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{ ir_var_uniform, -1, "vec2", "gl_MESABumpRotMatrix1"},
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{ ir_var_uniform, -1, "vec4", "gl_MESAFogParamsOptimized"},
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};
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