mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
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I can't see any reason this is global (unless for debugging) Reviewed-by: Matt Turner <mattst88@gmail.com> Signed-off-by: Dave Airlie <airlied@redhat.com>
1061 lines
38 KiB
C++
1061 lines
38 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 "ir.h"
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#include "glsl_parser_extras.h"
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#include "glsl_symbol_table.h"
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#include "main/core.h"
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#include "main/uniforms.h"
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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_instruction.h"
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static void generate_ARB_draw_buffers_variables(exec_list *,
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struct _mesa_glsl_parse_state *,
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bool, _mesa_glsl_parser_targets);
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static void
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generate_ARB_draw_instanced_variables(exec_list *,
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struct _mesa_glsl_parse_state *,
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bool, _mesa_glsl_parser_targets);
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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_CLIP_VERTEX, "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_system_value, SYSTEM_VALUE_VERTEX_ID, "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_BumpRotMatrix0MESA"},
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{ ir_var_uniform, -1, "vec2", "gl_BumpRotMatrix1MESA"},
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{ ir_var_uniform, -1, "vec4", "gl_FogParamsOptimizedMESA"},
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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},
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MAKE_SWIZZLE4(SWIZZLE_X,
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SWIZZLE_Y,
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SWIZZLE_Z,
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SWIZZLE_Z)},
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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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static struct gl_builtin_uniform_element gl_BumpRotMatrix0MESA_elements[] = {
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{NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_0}, SWIZZLE_XYZW},
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};
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static struct gl_builtin_uniform_element gl_BumpRotMatrix1MESA_elements[] = {
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{NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_1}, SWIZZLE_XYZW},
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};
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static struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
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{NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
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};
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static struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = {
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{NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW},
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};
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static struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = {
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{NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, SWIZZLE_XYZW},
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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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MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
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{ NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
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MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
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{ NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
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MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
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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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static 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),
|
|
|
|
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),
|
|
|
|
STATEVAR(gl_BumpRotMatrix0MESA),
|
|
STATEVAR(gl_BumpRotMatrix1MESA),
|
|
STATEVAR(gl_FogParamsOptimizedMESA),
|
|
STATEVAR(gl_CurrentAttribVertMESA),
|
|
STATEVAR(gl_CurrentAttribFragMESA),
|
|
|
|
{NULL, NULL, 0}
|
|
};
|
|
|
|
static ir_variable *
|
|
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);
|
|
|
|
switch (var->mode) {
|
|
case ir_var_auto:
|
|
case ir_var_in:
|
|
case ir_var_const_in:
|
|
case ir_var_uniform:
|
|
case ir_var_system_value:
|
|
var->read_only = true;
|
|
break;
|
|
case ir_var_inout:
|
|
case ir_var_out:
|
|
break;
|
|
default:
|
|
assert(0);
|
|
break;
|
|
}
|
|
|
|
var->location = slot;
|
|
var->explicit_location = (slot >= 0);
|
|
var->explicit_index = 0;
|
|
|
|
/* Once the variable is created an initialized, add it to the symbol table
|
|
* and add the declaration to the IR stream.
|
|
*/
|
|
instructions->push_tail(var);
|
|
|
|
symtab->add_variable(var);
|
|
return var;
|
|
}
|
|
|
|
static ir_variable *
|
|
add_uniform(exec_list *instructions, glsl_symbol_table *symtab,
|
|
const char *name, const glsl_type *type)
|
|
{
|
|
ir_variable *const uni =
|
|
add_variable(instructions, symtab, name, type, ir_var_uniform, -1);
|
|
|
|
unsigned i;
|
|
for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
|
|
if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
assert(_mesa_builtin_uniform_desc[i].name != NULL);
|
|
const struct gl_builtin_uniform_desc* const statevar =
|
|
&_mesa_builtin_uniform_desc[i];
|
|
|
|
const unsigned array_count = type->is_array() ? type->length : 1;
|
|
uni->num_state_slots = array_count * statevar->num_elements;
|
|
|
|
ir_state_slot *slots =
|
|
ralloc_array(uni, ir_state_slot, uni->num_state_slots);
|
|
|
|
uni->state_slots = slots;
|
|
|
|
for (unsigned a = 0; a < array_count; a++) {
|
|
for (unsigned j = 0; j < statevar->num_elements; j++) {
|
|
struct gl_builtin_uniform_element *element = &statevar->elements[j];
|
|
|
|
memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
|
|
if (type->is_array()) {
|
|
if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
|
|
strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
|
|
slots->tokens[2] = a;
|
|
} else {
|
|
slots->tokens[1] = a;
|
|
}
|
|
}
|
|
|
|
slots->swizzle = element->swizzle;
|
|
slots++;
|
|
}
|
|
}
|
|
|
|
return uni;
|
|
}
|
|
|
|
static void
|
|
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.
|
|
*/
|
|
const glsl_type *const type = symtab->get_type(proto->type);
|
|
|
|
assert(type != NULL);
|
|
|
|
if (proto->mode == ir_var_uniform) {
|
|
add_uniform(instructions, symtab, proto->name, type);
|
|
} else {
|
|
add_variable(instructions, symtab, proto->name, type, proto->mode,
|
|
proto->slot);
|
|
}
|
|
}
|
|
|
|
static ir_variable *
|
|
add_builtin_constant(exec_list *instructions, glsl_symbol_table *symtab,
|
|
const char *name, int value)
|
|
{
|
|
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);
|
|
var->constant_initializer = new(var) ir_constant(value);
|
|
var->has_initializer = true;
|
|
return var;
|
|
}
|
|
|
|
/* Several constants in GLSL ES have different names than normal desktop GLSL.
|
|
* Therefore, this function should only be called on the ES path.
|
|
*/
|
|
static void
|
|
generate_100ES_uniforms(exec_list *instructions,
|
|
struct _mesa_glsl_parse_state *state)
|
|
{
|
|
glsl_symbol_table *const symtab = state->symbols;
|
|
|
|
add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
|
|
state->Const.MaxVertexAttribs);
|
|
add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformVectors",
|
|
state->Const.MaxVertexUniformComponents);
|
|
add_builtin_constant(instructions, symtab, "gl_MaxVaryingVectors",
|
|
state->Const.MaxVaryingFloats / 4);
|
|
add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
|
|
state->Const.MaxVertexTextureImageUnits);
|
|
add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
|
|
state->Const.MaxCombinedTextureImageUnits);
|
|
add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
|
|
state->Const.MaxTextureImageUnits);
|
|
add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformVectors",
|
|
state->Const.MaxFragmentUniformComponents);
|
|
|
|
add_uniform(instructions, symtab, "gl_DepthRange",
|
|
state->symbols->get_type("gl_DepthRangeParameters"));
|
|
}
|
|
|
|
static void
|
|
generate_110_uniforms(exec_list *instructions,
|
|
struct _mesa_glsl_parse_state *state,
|
|
bool add_deprecated)
|
|
{
|
|
glsl_symbol_table *const symtab = state->symbols;
|
|
|
|
if (add_deprecated) {
|
|
for (unsigned i = 0
|
|
; i < Elements(builtin_110_deprecated_uniforms)
|
|
; i++) {
|
|
add_builtin_variable(instructions, symtab,
|
|
& builtin_110_deprecated_uniforms[i]);
|
|
}
|
|
}
|
|
|
|
if (add_deprecated) {
|
|
add_builtin_constant(instructions, symtab, "gl_MaxLights",
|
|
state->Const.MaxLights);
|
|
add_builtin_constant(instructions, symtab, "gl_MaxClipPlanes",
|
|
state->Const.MaxClipPlanes);
|
|
add_builtin_constant(instructions, symtab, "gl_MaxTextureUnits",
|
|
state->Const.MaxTextureUnits);
|
|
add_builtin_constant(instructions, symtab, "gl_MaxTextureCoords",
|
|
state->Const.MaxTextureCoords);
|
|
}
|
|
add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
|
|
state->Const.MaxVertexAttribs);
|
|
add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformComponents",
|
|
state->Const.MaxVertexUniformComponents);
|
|
add_builtin_constant(instructions, symtab, "gl_MaxVaryingFloats",
|
|
state->Const.MaxVaryingFloats);
|
|
add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
|
|
state->Const.MaxVertexTextureImageUnits);
|
|
add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
|
|
state->Const.MaxCombinedTextureImageUnits);
|
|
add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
|
|
state->Const.MaxTextureImageUnits);
|
|
add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformComponents",
|
|
state->Const.MaxFragmentUniformComponents);
|
|
|
|
if (add_deprecated) {
|
|
const glsl_type *const mat4_array_type =
|
|
glsl_type::get_array_instance(glsl_type::mat4_type,
|
|
state->Const.MaxTextureCoords);
|
|
|
|
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, symtab, "gl_DepthRange",
|
|
symtab->get_type("gl_DepthRangeParameters"));
|
|
|
|
if (add_deprecated) {
|
|
add_uniform(instructions, symtab, "gl_ClipPlane",
|
|
glsl_type::get_array_instance(glsl_type::vec4_type,
|
|
state->Const.MaxClipPlanes));
|
|
add_uniform(instructions, symtab, "gl_Point",
|
|
symtab->get_type("gl_PointParameters"));
|
|
|
|
const glsl_type *const 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(symtab->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
|
|
|
|
add_uniform(instructions, symtab, "gl_LightSource", light_source_array_type);
|
|
|
|
const glsl_type *const light_model_products_type =
|
|
symtab->get_type("gl_LightModelProducts");
|
|
add_uniform(instructions, symtab, "gl_FrontLightModelProduct",
|
|
light_model_products_type);
|
|
add_uniform(instructions, symtab, "gl_BackLightModelProduct",
|
|
light_model_products_type);
|
|
|
|
const glsl_type *const light_products_type =
|
|
glsl_type::get_array_instance(symtab->get_type("gl_LightProducts"),
|
|
state->Const.MaxLights);
|
|
add_uniform(instructions, symtab, "gl_FrontLightProduct", light_products_type);
|
|
add_uniform(instructions, symtab, "gl_BackLightProduct", light_products_type);
|
|
|
|
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, 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, symtab, "gl_Fog",
|
|
symtab->get_type("gl_FogParameters"));
|
|
}
|
|
|
|
/* Mesa-internal current attrib state */
|
|
const glsl_type *const vert_attribs =
|
|
glsl_type::get_array_instance(glsl_type::vec4_type, VERT_ATTRIB_MAX);
|
|
add_uniform(instructions, symtab, "gl_CurrentAttribVertMESA", vert_attribs);
|
|
const glsl_type *const frag_attribs =
|
|
glsl_type::get_array_instance(glsl_type::vec4_type, FRAG_ATTRIB_MAX);
|
|
add_uniform(instructions, symtab, "gl_CurrentAttribFragMESA", frag_attribs);
|
|
}
|
|
|
|
/* This function should only be called for ES, not desktop GL. */
|
|
static void
|
|
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(instructions, state->symbols,
|
|
& builtin_core_vs_variables[i]);
|
|
}
|
|
|
|
generate_100ES_uniforms(instructions, state);
|
|
|
|
generate_ARB_draw_buffers_variables(instructions, state, false,
|
|
vertex_shader);
|
|
}
|
|
|
|
|
|
static void
|
|
generate_110_vs_variables(exec_list *instructions,
|
|
struct _mesa_glsl_parse_state *state,
|
|
bool add_deprecated)
|
|
{
|
|
for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
|
|
add_builtin_variable(instructions, state->symbols,
|
|
& builtin_core_vs_variables[i]);
|
|
}
|
|
|
|
if (add_deprecated) {
|
|
for (unsigned i = 0
|
|
; i < Elements(builtin_110_deprecated_vs_variables)
|
|
; i++) {
|
|
add_builtin_variable(instructions, state->symbols,
|
|
& builtin_110_deprecated_vs_variables[i]);
|
|
}
|
|
}
|
|
generate_110_uniforms(instructions, state, add_deprecated);
|
|
|
|
/* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
|
|
*
|
|
* "As with all arrays, indices used to subscript gl_TexCoord must
|
|
* either be an integral constant expressions, or this array must be
|
|
* re-declared by the shader with a size. The size can be at most
|
|
* gl_MaxTextureCoords. Using indexes close to 0 may aid the
|
|
* implementation in preserving varying resources."
|
|
*/
|
|
const glsl_type *const vec4_array_type =
|
|
glsl_type::get_array_instance(glsl_type::vec4_type, 0);
|
|
|
|
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);
|
|
}
|
|
|
|
|
|
static void
|
|
generate_120_vs_variables(exec_list *instructions,
|
|
struct _mesa_glsl_parse_state *state,
|
|
bool add_deprecated)
|
|
{
|
|
/* GLSL version 1.20 did not add any built-in variables in the vertex
|
|
* shader.
|
|
*/
|
|
generate_110_vs_variables(instructions, state, add_deprecated);
|
|
}
|
|
|
|
|
|
static void
|
|
generate_130_uniforms(exec_list *instructions,
|
|
struct _mesa_glsl_parse_state *state)
|
|
{
|
|
glsl_symbol_table *const symtab = state->symbols;
|
|
|
|
add_builtin_constant(instructions, symtab, "gl_MaxClipDistances",
|
|
state->Const.MaxClipPlanes);
|
|
add_builtin_constant(instructions, symtab, "gl_MaxVaryingComponents",
|
|
state->Const.MaxVaryingFloats);
|
|
}
|
|
|
|
|
|
static void
|
|
generate_130_vs_variables(exec_list *instructions,
|
|
struct _mesa_glsl_parse_state *state,
|
|
bool add_deprecated)
|
|
{
|
|
generate_120_vs_variables(instructions, state, add_deprecated);
|
|
|
|
for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) {
|
|
add_builtin_variable(instructions, state->symbols,
|
|
& builtin_130_vs_variables[i]);
|
|
}
|
|
|
|
generate_130_uniforms(instructions, state);
|
|
|
|
/* From the GLSL 1.30 spec, section 7.1 (Vertex Shader Special
|
|
* Variables):
|
|
*
|
|
* The gl_ClipDistance array is predeclared as unsized and must
|
|
* be sized by the shader either redeclaring it with a size or
|
|
* indexing it only with integral constant expressions.
|
|
*
|
|
* We represent this in Mesa by initially declaring the array as
|
|
* size 0.
|
|
*/
|
|
const glsl_type *const clip_distance_array_type =
|
|
glsl_type::get_array_instance(glsl_type::float_type, 0);
|
|
|
|
add_variable(instructions, state->symbols,
|
|
"gl_ClipDistance", clip_distance_array_type, ir_var_out,
|
|
VERT_RESULT_CLIP_DIST0);
|
|
|
|
}
|
|
|
|
|
|
static void
|
|
initialize_vs_variables(exec_list *instructions,
|
|
struct _mesa_glsl_parse_state *state)
|
|
{
|
|
|
|
switch (state->language_version) {
|
|
case 100:
|
|
generate_100ES_vs_variables(instructions, state);
|
|
break;
|
|
case 110:
|
|
generate_110_vs_variables(instructions, state, true);
|
|
break;
|
|
case 120:
|
|
generate_120_vs_variables(instructions, state, true);
|
|
break;
|
|
case 130:
|
|
generate_130_vs_variables(instructions, state, true);
|
|
break;
|
|
case 140:
|
|
generate_130_vs_variables(instructions, state, false);
|
|
break;
|
|
}
|
|
|
|
generate_ARB_draw_instanced_variables(instructions, state, false,
|
|
vertex_shader);
|
|
}
|
|
|
|
|
|
/* This function should only be called for ES, not desktop GL. */
|
|
static void
|
|
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(instructions, state->symbols,
|
|
& builtin_core_fs_variables[i]);
|
|
}
|
|
|
|
for (unsigned i = 0; i < Elements(builtin_100ES_fs_variables); i++) {
|
|
add_builtin_variable(instructions, state->symbols,
|
|
& builtin_100ES_fs_variables[i]);
|
|
}
|
|
|
|
generate_100ES_uniforms(instructions, state);
|
|
|
|
generate_ARB_draw_buffers_variables(instructions, state, false,
|
|
fragment_shader);
|
|
}
|
|
|
|
static void
|
|
generate_110_fs_variables(exec_list *instructions,
|
|
struct _mesa_glsl_parse_state *state,
|
|
bool add_deprecated)
|
|
{
|
|
for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
|
|
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(instructions, state->symbols,
|
|
& builtin_110_fs_variables[i]);
|
|
}
|
|
|
|
if (add_deprecated) {
|
|
for (unsigned i = 0
|
|
; i < Elements(builtin_110_deprecated_fs_variables)
|
|
; i++) {
|
|
add_builtin_variable(instructions, state->symbols,
|
|
& builtin_110_deprecated_fs_variables[i]);
|
|
}
|
|
}
|
|
|
|
generate_110_uniforms(instructions, state, add_deprecated);
|
|
|
|
/* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
|
|
*
|
|
* "As with all arrays, indices used to subscript gl_TexCoord must
|
|
* either be an integral constant expressions, or this array must be
|
|
* re-declared by the shader with a size. The size can be at most
|
|
* gl_MaxTextureCoords. Using indexes close to 0 may aid the
|
|
* implementation in preserving varying resources."
|
|
*/
|
|
const glsl_type *const vec4_array_type =
|
|
glsl_type::get_array_instance(glsl_type::vec4_type, 0);
|
|
|
|
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);
|
|
}
|
|
|
|
|
|
static void
|
|
generate_ARB_draw_buffers_variables(exec_list *instructions,
|
|
struct _mesa_glsl_parse_state *state,
|
|
bool warn, _mesa_glsl_parser_targets target)
|
|
{
|
|
/* gl_MaxDrawBuffers is available in all shader stages.
|
|
*/
|
|
ir_variable *const mdb =
|
|
add_builtin_constant(instructions, state->symbols, "gl_MaxDrawBuffers",
|
|
state->Const.MaxDrawBuffers);
|
|
|
|
if (warn)
|
|
mdb->warn_extension = "GL_ARB_draw_buffers";
|
|
|
|
/* gl_FragData is only available in the fragment shader.
|
|
*/
|
|
if (target == fragment_shader) {
|
|
const glsl_type *const vec4_array_type =
|
|
glsl_type::get_array_instance(glsl_type::vec4_type,
|
|
state->Const.MaxDrawBuffers);
|
|
|
|
ir_variable *const fd =
|
|
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";
|
|
}
|
|
}
|
|
|
|
|
|
static void
|
|
generate_ARB_draw_instanced_variables(exec_list *instructions,
|
|
struct _mesa_glsl_parse_state *state,
|
|
bool warn,
|
|
_mesa_glsl_parser_targets target)
|
|
{
|
|
/* gl_InstanceIDARB is only available in the vertex shader.
|
|
*/
|
|
if (target != vertex_shader)
|
|
return;
|
|
|
|
if (state->ARB_draw_instanced_enable) {
|
|
ir_variable *inst =
|
|
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";
|
|
}
|
|
|
|
if (state->ARB_draw_instanced_enable || state->language_version >= 140) {
|
|
/* Originally ARB_draw_instanced only specified that ARB decorated name.
|
|
* Since no vendor actually implemented that behavior and some apps use
|
|
* the undecorated name, the extension now specifies that both names are
|
|
* available.
|
|
*/
|
|
ir_variable *inst =
|
|
add_variable(instructions, state->symbols,
|
|
"gl_InstanceID", glsl_type::int_type,
|
|
ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID);
|
|
|
|
if (state->language_version < 140 && warn)
|
|
inst->warn_extension = "GL_ARB_draw_instanced";
|
|
}
|
|
}
|
|
|
|
|
|
static void
|
|
generate_ARB_shader_stencil_export_variables(exec_list *instructions,
|
|
struct _mesa_glsl_parse_state *state,
|
|
bool warn)
|
|
{
|
|
/* gl_FragStencilRefARB is only available in the fragment shader.
|
|
*/
|
|
ir_variable *const fd =
|
|
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";
|
|
}
|
|
|
|
static void
|
|
generate_AMD_shader_stencil_export_variables(exec_list *instructions,
|
|
struct _mesa_glsl_parse_state *state,
|
|
bool warn)
|
|
{
|
|
/* gl_FragStencilRefAMD is only available in the fragment shader.
|
|
*/
|
|
ir_variable *const fd =
|
|
add_variable(instructions, state->symbols,
|
|
"gl_FragStencilRefAMD", glsl_type::int_type,
|
|
ir_var_out, FRAG_RESULT_STENCIL);
|
|
|
|
if (warn)
|
|
fd->warn_extension = "GL_AMD_shader_stencil_export";
|
|
}
|
|
|
|
static void
|
|
generate_120_fs_variables(exec_list *instructions,
|
|
struct _mesa_glsl_parse_state *state,
|
|
bool add_deprecated)
|
|
{
|
|
generate_110_fs_variables(instructions, state, add_deprecated);
|
|
|
|
for (unsigned i = 0
|
|
; i < Elements(builtin_120_fs_variables)
|
|
; i++) {
|
|
add_builtin_variable(instructions, state->symbols,
|
|
& builtin_120_fs_variables[i]);
|
|
}
|
|
}
|
|
|
|
static void
|
|
generate_fs_clipdistance(exec_list *instructions,
|
|
struct _mesa_glsl_parse_state *state)
|
|
{
|
|
/* From the GLSL 1.30 spec, section 7.2 (Fragment Shader Special
|
|
* Variables):
|
|
*
|
|
* The built-in input variable gl_ClipDistance array contains linearly
|
|
* interpolated values for the vertex values written by the vertex shader
|
|
* to the gl_ClipDistance vertex output variable. This array must be
|
|
* sized in the fragment shader either implicitly or explicitly to be the
|
|
* same size as it was sized in the vertex shader.
|
|
*
|
|
* In other words, the array must be pre-declared as implicitly sized. We
|
|
* represent this in Mesa by initially declaring the array as size 0.
|
|
*/
|
|
const glsl_type *const clip_distance_array_type =
|
|
glsl_type::get_array_instance(glsl_type::float_type, 0);
|
|
|
|
add_variable(instructions, state->symbols,
|
|
"gl_ClipDistance", clip_distance_array_type, ir_var_in,
|
|
FRAG_ATTRIB_CLIP_DIST0);
|
|
}
|
|
|
|
static void
|
|
generate_130_fs_variables(exec_list *instructions,
|
|
struct _mesa_glsl_parse_state *state)
|
|
{
|
|
generate_120_fs_variables(instructions, state, true);
|
|
|
|
generate_130_uniforms(instructions, state);
|
|
generate_fs_clipdistance(instructions, state);
|
|
}
|
|
|
|
|
|
static void
|
|
generate_140_fs_variables(exec_list *instructions,
|
|
struct _mesa_glsl_parse_state *state)
|
|
{
|
|
generate_120_fs_variables(instructions, state, false);
|
|
|
|
generate_130_uniforms(instructions, state);
|
|
generate_fs_clipdistance(instructions, state);
|
|
}
|
|
|
|
static void
|
|
initialize_fs_variables(exec_list *instructions,
|
|
struct _mesa_glsl_parse_state *state)
|
|
{
|
|
|
|
switch (state->language_version) {
|
|
case 100:
|
|
generate_100ES_fs_variables(instructions, state);
|
|
break;
|
|
case 110:
|
|
generate_110_fs_variables(instructions, state, true);
|
|
break;
|
|
case 120:
|
|
generate_120_fs_variables(instructions, state, true);
|
|
break;
|
|
case 130:
|
|
generate_130_fs_variables(instructions, state);
|
|
break;
|
|
case 140:
|
|
generate_140_fs_variables(instructions, state);
|
|
break;
|
|
}
|
|
|
|
if (state->ARB_shader_stencil_export_enable)
|
|
generate_ARB_shader_stencil_export_variables(instructions, state,
|
|
state->ARB_shader_stencil_export_warn);
|
|
|
|
if (state->AMD_shader_stencil_export_enable)
|
|
generate_AMD_shader_stencil_export_variables(instructions, state,
|
|
state->AMD_shader_stencil_export_warn);
|
|
}
|
|
|
|
void
|
|
_mesa_glsl_initialize_variables(exec_list *instructions,
|
|
struct _mesa_glsl_parse_state *state)
|
|
{
|
|
switch (state->target) {
|
|
case vertex_shader:
|
|
initialize_vs_variables(instructions, state);
|
|
break;
|
|
case geometry_shader:
|
|
break;
|
|
case fragment_shader:
|
|
initialize_fs_variables(instructions, state);
|
|
break;
|
|
}
|
|
}
|