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- /*
- * Copyright © 2010 Intel Corporation
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice (including the next
- * paragraph) shall be included in all copies or substantial portions of the
- * Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
- * DEALINGS IN THE SOFTWARE.
- */
- #include "ir.h"
- #include "glsl_parser_extras.h"
- #include "glsl_symbol_table.h"
- #include "main/core.h"
- #include "program/prog_parameter.h"
- #include "program/prog_statevars.h"
- #include "program/prog_instruction.h"
- struct gl_builtin_uniform_element {
- const char *field;
- int tokens[STATE_LENGTH];
- int swizzle;
- };
- struct gl_builtin_uniform_desc {
- const char *name;
- struct gl_builtin_uniform_element *elements;
- unsigned int num_elements;
- };
- static void generate_ARB_draw_buffers_variables(exec_list *,
- struct _mesa_glsl_parse_state *,
- bool, _mesa_glsl_parser_targets);
- static void
- generate_ARB_draw_instanced_variables(exec_list *,
- struct _mesa_glsl_parse_state *,
- bool, _mesa_glsl_parser_targets);
- struct builtin_variable {
- enum ir_variable_mode mode;
- int slot;
- const char *type;
- const char *name;
- glsl_precision prec;
- };
- static const builtin_variable builtin_core_vs_variables[] = {
- { ir_var_out, VERT_RESULT_HPOS, "vec4", "gl_Position", glsl_precision_high },
- { ir_var_out, VERT_RESULT_PSIZ, "float", "gl_PointSize", glsl_precision_medium },
- };
- static const builtin_variable builtin_core_fs_variables[] = {
- { ir_var_in, FRAG_ATTRIB_WPOS, "vec4", "gl_FragCoord", glsl_precision_medium },
- { ir_var_in, FRAG_ATTRIB_FACE, "bool", "gl_FrontFacing", glsl_precision_low },
- { ir_var_out, FRAG_RESULT_COLOR, "vec4", "gl_FragColor", glsl_precision_medium },
- };
- static const builtin_variable builtin_100ES_fs_variables[] = {
- { ir_var_in, FRAG_ATTRIB_PNTC, "vec2", "gl_PointCoord", glsl_precision_medium },
- };
- static const builtin_variable builtin_110_fs_variables[] = {
- { ir_var_out, FRAG_RESULT_DEPTH, "float", "gl_FragDepth", glsl_precision_medium },
- };
- static const builtin_variable builtin_110_deprecated_fs_variables[] = {
- { ir_var_in, FRAG_ATTRIB_COL0, "vec4", "gl_Color", glsl_precision_medium },
- { ir_var_in, FRAG_ATTRIB_COL1, "vec4", "gl_SecondaryColor", glsl_precision_medium },
- { ir_var_in, FRAG_ATTRIB_FOGC, "float", "gl_FogFragCoord", glsl_precision_medium },
- };
- static const builtin_variable builtin_110_deprecated_vs_variables[] = {
- { ir_var_in, VERT_ATTRIB_POS, "vec4", "gl_Vertex", glsl_precision_high },
- { ir_var_in, VERT_ATTRIB_NORMAL, "vec3", "gl_Normal", glsl_precision_medium },
- { ir_var_in, VERT_ATTRIB_COLOR0, "vec4", "gl_Color", glsl_precision_medium },
- { ir_var_in, VERT_ATTRIB_COLOR1, "vec4", "gl_SecondaryColor", glsl_precision_medium },
- { ir_var_in, VERT_ATTRIB_TEX0, "vec4", "gl_MultiTexCoord0", glsl_precision_high },
- { ir_var_in, VERT_ATTRIB_TEX1, "vec4", "gl_MultiTexCoord1", glsl_precision_high },
- { ir_var_in, VERT_ATTRIB_TEX2, "vec4", "gl_MultiTexCoord2", glsl_precision_high },
- { ir_var_in, VERT_ATTRIB_TEX3, "vec4", "gl_MultiTexCoord3", glsl_precision_high },
- { ir_var_in, VERT_ATTRIB_TEX4, "vec4", "gl_MultiTexCoord4", glsl_precision_high },
- { ir_var_in, VERT_ATTRIB_TEX5, "vec4", "gl_MultiTexCoord5", glsl_precision_high },
- { ir_var_in, VERT_ATTRIB_TEX6, "vec4", "gl_MultiTexCoord6", glsl_precision_high },
- { ir_var_in, VERT_ATTRIB_TEX7, "vec4", "gl_MultiTexCoord7", glsl_precision_high },
- { ir_var_in, VERT_ATTRIB_FOG, "float", "gl_FogCoord", glsl_precision_high },
- { ir_var_out, VERT_RESULT_CLIP_VERTEX, "vec4", "gl_ClipVertex", glsl_precision_high },
- { ir_var_out, VERT_RESULT_COL0, "vec4", "gl_FrontColor", glsl_precision_medium },
- { ir_var_out, VERT_RESULT_BFC0, "vec4", "gl_BackColor", glsl_precision_medium },
- { ir_var_out, VERT_RESULT_COL1, "vec4", "gl_FrontSecondaryColor", glsl_precision_medium },
- { ir_var_out, VERT_RESULT_BFC1, "vec4", "gl_BackSecondaryColor", glsl_precision_medium },
- { ir_var_out, VERT_RESULT_FOGC, "float", "gl_FogFragCoord", glsl_precision_medium },
- };
- static const builtin_variable builtin_120_fs_variables[] = {
- { ir_var_in, FRAG_ATTRIB_PNTC, "vec2", "gl_PointCoord", glsl_precision_medium },
- };
- static const builtin_variable builtin_130_vs_variables[] = {
- { ir_var_system_value, SYSTEM_VALUE_VERTEX_ID, "int", "gl_VertexID", glsl_precision_high },
- };
- static const builtin_variable builtin_110_deprecated_uniforms[] = {
- { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrix", glsl_precision_undefined },
- { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrix", glsl_precision_undefined },
- { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrix", glsl_precision_undefined },
- { ir_var_uniform, -1, "mat3", "gl_NormalMatrix", glsl_precision_undefined },
- { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixInverse", glsl_precision_undefined },
- { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixInverse", glsl_precision_undefined },
- { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixInverse", glsl_precision_undefined },
- { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixTranspose", glsl_precision_undefined },
- { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixTranspose", glsl_precision_undefined },
- { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixTranspose", glsl_precision_undefined },
- { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixInverseTranspose", glsl_precision_undefined },
- { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixInverseTranspose", glsl_precision_undefined },
- { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixInverseTranspose", glsl_precision_undefined },
- { ir_var_uniform, -1, "float", "gl_NormalScale", glsl_precision_undefined },
- { ir_var_uniform, -1, "gl_LightModelParameters", "gl_LightModel", glsl_precision_undefined},
- /* Mesa-internal ATI_envmap_bumpmap state. */
- { ir_var_uniform, -1, "vec2", "gl_BumpRotMatrix0MESA", glsl_precision_undefined},
- { ir_var_uniform, -1, "vec2", "gl_BumpRotMatrix1MESA", glsl_precision_undefined},
- { ir_var_uniform, -1, "vec4", "gl_FogParamsOptimizedMESA", glsl_precision_undefined},
- };
- static struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
- {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
- {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
- {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
- };
- static struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
- {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
- };
- static struct gl_builtin_uniform_element gl_Point_elements[] = {
- {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
- {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
- {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
- {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
- {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
- {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
- {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
- };
- static struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
- {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
- {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
- {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
- {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
- {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
- };
- static struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
- {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
- {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
- {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
- {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
- {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
- };
- static struct gl_builtin_uniform_element gl_LightSource_elements[] = {
- {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
- {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
- {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
- {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
- {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
- {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
- MAKE_SWIZZLE4(SWIZZLE_X,
- SWIZZLE_Y,
- SWIZZLE_Z,
- SWIZZLE_Z)},
- {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
- {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
- {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
- {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
- {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
- {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
- };
- static struct gl_builtin_uniform_element gl_LightModel_elements[] = {
- {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
- };
- static struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
- {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
- };
- static struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
- {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
- };
- static struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
- {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
- {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
- {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
- };
- static struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
- {"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 gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
- {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
- };
- static struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
- {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
- };
- static struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
- {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
- };
- static struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
- {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
- };
- static struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
- {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
- };
- static struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
- {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
- };
- static struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
- {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
- };
- static struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
- {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
- };
- static struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
- {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
- };
- static struct gl_builtin_uniform_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 gl_builtin_uniform_element gl_NormalScale_elements[] = {
- {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
- };
- static struct gl_builtin_uniform_element gl_BumpRotMatrix0MESA_elements[] = {
- {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_0}, SWIZZLE_XYZW},
- };
- static struct gl_builtin_uniform_element gl_BumpRotMatrix1MESA_elements[] = {
- {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_1}, SWIZZLE_XYZW},
- };
- static struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
- {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
- };
- static struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = {
- {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW},
- };
- static struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = {
- {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, SWIZZLE_XYZW},
- };
- #define MATRIX(name, statevar, modifier) \
- static struct gl_builtin_uniform_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 gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
- { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
- MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
- { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
- MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
- { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
- MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
- };
- #undef MATRIX
- #define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)}
- static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
- 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),
- 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, glsl_precision prec = glsl_precision_undefined)
- {
- ir_variable *var = new(symtab) ir_variable(type, name, mode, prec);
- 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, glsl_precision prec = glsl_precision_undefined)
- {
- ir_variable *const uni =
- add_variable(instructions, symtab, name, type, ir_var_uniform, -1, prec);
- 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, bool use_precision)
- {
- /* 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, use_precision ? proto->prec : glsl_precision_undefined);
- } else {
- add_variable(instructions, symtab, proto->name, type, proto->mode,
- proto->slot, use_precision ? proto->prec : glsl_precision_undefined);
- }
- }
- 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, glsl_precision_undefined);
- 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"), glsl_precision_undefined);
- }
- 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], state->es_shader);
- }
- }
- 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], state->es_shader);
- }
- 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], state->es_shader);
- }
- 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], state->es_shader);
- }
- }
- 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], state->es_shader);
- }
- 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], state->es_shader);
- }
- for (unsigned i = 0; i < Elements(builtin_100ES_fs_variables); i++) {
- add_builtin_variable(instructions, state->symbols,
- & builtin_100ES_fs_variables[i], state->es_shader);
- }
- 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], state->es_shader);
- }
- for (unsigned i = 0; i < Elements(builtin_110_fs_variables); i++) {
- add_builtin_variable(instructions, state->symbols,
- & builtin_110_fs_variables[i], state->es_shader);
- }
- 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], state->es_shader);
- }
- }
- 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], state->es_shader);
- }
- }
- 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;
- }
- }
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