glsl: Assign locations for uniforms in UBOs using the std140 rules.
[profile/ivi/mesa.git] / src / glsl / builtin_variables.cpp
1 /*
2  * Copyright © 2010 Intel Corporation
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21  * DEALINGS IN THE SOFTWARE.
22  */
23
24 #include "ir.h"
25 #include "glsl_parser_extras.h"
26 #include "glsl_symbol_table.h"
27 #include "main/core.h"
28 #include "main/uniforms.h"
29 #include "program/prog_parameter.h"
30 #include "program/prog_statevars.h"
31 #include "program/prog_instruction.h"
32
33 static void generate_ARB_draw_buffers_variables(exec_list *,
34                                                 struct _mesa_glsl_parse_state *,
35                                                 bool, _mesa_glsl_parser_targets);
36
37 static void
38 generate_ARB_draw_instanced_variables(exec_list *,
39                                       struct _mesa_glsl_parse_state *,
40                                       bool, _mesa_glsl_parser_targets);
41
42 struct builtin_variable {
43    enum ir_variable_mode mode;
44    int slot;
45    const char *type;
46    const char *name;
47 };
48
49 static const builtin_variable builtin_core_vs_variables[] = {
50    { ir_var_out, VERT_RESULT_HPOS, "vec4",  "gl_Position" },
51    { ir_var_out, VERT_RESULT_PSIZ, "float", "gl_PointSize" },
52 };
53
54 static const builtin_variable builtin_core_fs_variables[] = {
55    { ir_var_in,  FRAG_ATTRIB_WPOS,  "vec4",  "gl_FragCoord" },
56    { ir_var_in,  FRAG_ATTRIB_FACE,  "bool",  "gl_FrontFacing" },
57    { ir_var_out, FRAG_RESULT_COLOR, "vec4",  "gl_FragColor" },
58 };
59
60 static const builtin_variable builtin_100ES_fs_variables[] = {
61    { ir_var_in,  FRAG_ATTRIB_PNTC,   "vec2",   "gl_PointCoord" },
62 };
63
64 static const builtin_variable builtin_110_fs_variables[] = {
65    { ir_var_out, FRAG_RESULT_DEPTH, "float", "gl_FragDepth" },
66 };
67
68 static const builtin_variable builtin_110_deprecated_fs_variables[] = {
69    { ir_var_in,  FRAG_ATTRIB_COL0,  "vec4",  "gl_Color" },
70    { ir_var_in,  FRAG_ATTRIB_COL1,  "vec4",  "gl_SecondaryColor" },
71    { ir_var_in,  FRAG_ATTRIB_FOGC,  "float", "gl_FogFragCoord" },
72 };
73
74 static const builtin_variable builtin_110_deprecated_vs_variables[] = {
75    { ir_var_in,  VERT_ATTRIB_POS,         "vec4",  "gl_Vertex" },
76    { ir_var_in,  VERT_ATTRIB_NORMAL,      "vec3",  "gl_Normal" },
77    { ir_var_in,  VERT_ATTRIB_COLOR0,      "vec4",  "gl_Color" },
78    { ir_var_in,  VERT_ATTRIB_COLOR1,      "vec4",  "gl_SecondaryColor" },
79    { ir_var_in,  VERT_ATTRIB_TEX0,        "vec4",  "gl_MultiTexCoord0" },
80    { ir_var_in,  VERT_ATTRIB_TEX1,        "vec4",  "gl_MultiTexCoord1" },
81    { ir_var_in,  VERT_ATTRIB_TEX2,        "vec4",  "gl_MultiTexCoord2" },
82    { ir_var_in,  VERT_ATTRIB_TEX3,        "vec4",  "gl_MultiTexCoord3" },
83    { ir_var_in,  VERT_ATTRIB_TEX4,        "vec4",  "gl_MultiTexCoord4" },
84    { ir_var_in,  VERT_ATTRIB_TEX5,        "vec4",  "gl_MultiTexCoord5" },
85    { ir_var_in,  VERT_ATTRIB_TEX6,        "vec4",  "gl_MultiTexCoord6" },
86    { ir_var_in,  VERT_ATTRIB_TEX7,        "vec4",  "gl_MultiTexCoord7" },
87    { ir_var_in,  VERT_ATTRIB_FOG,         "float", "gl_FogCoord" },
88    { ir_var_out, VERT_RESULT_CLIP_VERTEX, "vec4",  "gl_ClipVertex" },
89    { ir_var_out, VERT_RESULT_COL0,        "vec4",  "gl_FrontColor" },
90    { ir_var_out, VERT_RESULT_BFC0,        "vec4",  "gl_BackColor" },
91    { ir_var_out, VERT_RESULT_COL1,        "vec4",  "gl_FrontSecondaryColor" },
92    { ir_var_out, VERT_RESULT_BFC1,        "vec4",  "gl_BackSecondaryColor" },
93    { ir_var_out, VERT_RESULT_FOGC,        "float", "gl_FogFragCoord" },
94 };
95
96 static const builtin_variable builtin_120_fs_variables[] = {
97    { ir_var_in,  FRAG_ATTRIB_PNTC,   "vec2",   "gl_PointCoord" },
98 };
99
100 static const builtin_variable builtin_130_vs_variables[] = {
101    { ir_var_system_value,  SYSTEM_VALUE_VERTEX_ID, "int",   "gl_VertexID" },
102 };
103
104 static const builtin_variable builtin_110_deprecated_uniforms[] = {
105    { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrix" },
106    { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrix" },
107    { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrix" },
108    { ir_var_uniform, -1, "mat3", "gl_NormalMatrix" },
109    { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixInverse" },
110    { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixInverse" },
111    { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixInverse" },
112    { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixTranspose" },
113    { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixTranspose" },
114    { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixTranspose" },
115    { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixInverseTranspose" },
116    { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixInverseTranspose" },
117    { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixInverseTranspose" },
118    { ir_var_uniform, -1, "float", "gl_NormalScale" },
119    { ir_var_uniform, -1, "gl_LightModelParameters", "gl_LightModel"},
120
121    /* Mesa-internal ATI_envmap_bumpmap state. */
122    { ir_var_uniform, -1, "vec2", "gl_BumpRotMatrix0MESA"},
123    { ir_var_uniform, -1, "vec2", "gl_BumpRotMatrix1MESA"},
124    { ir_var_uniform, -1, "vec4", "gl_FogParamsOptimizedMESA"},
125 };
126
127 static struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
128    {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
129    {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
130    {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
131 };
132
133 static struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
134    {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
135 };
136
137 static struct gl_builtin_uniform_element gl_Point_elements[] = {
138    {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
139    {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
140    {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
141    {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
142    {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
143    {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
144    {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
145 };
146
147 static struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
148    {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
149    {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
150    {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
151    {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
152    {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
153 };
154
155 static struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
156    {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
157    {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
158    {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
159    {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
160    {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
161 };
162
163 static struct gl_builtin_uniform_element gl_LightSource_elements[] = {
164    {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
165    {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
166    {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
167    {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
168    {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
169    {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
170     MAKE_SWIZZLE4(SWIZZLE_X,
171                   SWIZZLE_Y,
172                   SWIZZLE_Z,
173                   SWIZZLE_Z)},
174    {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
175    {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
176    {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
177    {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
178    {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
179    {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
180 };
181
182 static struct gl_builtin_uniform_element gl_LightModel_elements[] = {
183    {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
184 };
185
186 static struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
187    {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
188 };
189
190 static struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
191    {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
192 };
193
194 static struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
195    {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
196    {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
197    {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
198 };
199
200 static struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
201    {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
202    {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
203    {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
204 };
205
206 static struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
207    {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
208 };
209
210 static struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
211    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
212 };
213
214 static struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
215    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
216 };
217
218 static struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
219    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
220 };
221
222 static struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
223    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
224 };
225
226 static struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
227    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
228 };
229
230 static struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
231    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
232 };
233
234 static struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
235    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
236 };
237
238 static struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
239    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
240 };
241
242 static struct gl_builtin_uniform_element gl_Fog_elements[] = {
243    {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
244    {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
245    {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
246    {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
247    {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
248 };
249
250 static struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
251    {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
252 };
253
254 static struct gl_builtin_uniform_element gl_BumpRotMatrix0MESA_elements[] = {
255    {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_0}, SWIZZLE_XYZW},
256 };
257
258 static struct gl_builtin_uniform_element gl_BumpRotMatrix1MESA_elements[] = {
259    {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_1}, SWIZZLE_XYZW},
260 };
261
262 static struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
263    {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
264 };
265
266 static struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = {
267    {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW},
268 };
269
270 static struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = {
271    {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, SWIZZLE_XYZW},
272 };
273
274 #define MATRIX(name, statevar, modifier)                                \
275    static struct gl_builtin_uniform_element name ## _elements[] = {     \
276       { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW },           \
277       { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW },           \
278       { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW },           \
279       { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW },           \
280    }
281
282 MATRIX(gl_ModelViewMatrix,
283        STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE);
284 MATRIX(gl_ModelViewMatrixInverse,
285        STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS);
286 MATRIX(gl_ModelViewMatrixTranspose,
287        STATE_MODELVIEW_MATRIX, 0);
288 MATRIX(gl_ModelViewMatrixInverseTranspose,
289        STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE);
290
291 MATRIX(gl_ProjectionMatrix,
292        STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE);
293 MATRIX(gl_ProjectionMatrixInverse,
294        STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS);
295 MATRIX(gl_ProjectionMatrixTranspose,
296        STATE_PROJECTION_MATRIX, 0);
297 MATRIX(gl_ProjectionMatrixInverseTranspose,
298        STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE);
299
300 MATRIX(gl_ModelViewProjectionMatrix,
301        STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE);
302 MATRIX(gl_ModelViewProjectionMatrixInverse,
303        STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS);
304 MATRIX(gl_ModelViewProjectionMatrixTranspose,
305        STATE_MVP_MATRIX, 0);
306 MATRIX(gl_ModelViewProjectionMatrixInverseTranspose,
307        STATE_MVP_MATRIX, STATE_MATRIX_INVERSE);
308
309 MATRIX(gl_TextureMatrix,
310        STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE);
311 MATRIX(gl_TextureMatrixInverse,
312        STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS);
313 MATRIX(gl_TextureMatrixTranspose,
314        STATE_TEXTURE_MATRIX, 0);
315 MATRIX(gl_TextureMatrixInverseTranspose,
316        STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE);
317
318 static struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
319    { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
320      MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
321    { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
322      MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
323    { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
324      MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
325 };
326
327 #undef MATRIX
328
329 #define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)}
330
331 const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
332    STATEVAR(gl_DepthRange),
333    STATEVAR(gl_ClipPlane),
334    STATEVAR(gl_Point),
335    STATEVAR(gl_FrontMaterial),
336    STATEVAR(gl_BackMaterial),
337    STATEVAR(gl_LightSource),
338    STATEVAR(gl_LightModel),
339    STATEVAR(gl_FrontLightModelProduct),
340    STATEVAR(gl_BackLightModelProduct),
341    STATEVAR(gl_FrontLightProduct),
342    STATEVAR(gl_BackLightProduct),
343    STATEVAR(gl_TextureEnvColor),
344    STATEVAR(gl_EyePlaneS),
345    STATEVAR(gl_EyePlaneT),
346    STATEVAR(gl_EyePlaneR),
347    STATEVAR(gl_EyePlaneQ),
348    STATEVAR(gl_ObjectPlaneS),
349    STATEVAR(gl_ObjectPlaneT),
350    STATEVAR(gl_ObjectPlaneR),
351    STATEVAR(gl_ObjectPlaneQ),
352    STATEVAR(gl_Fog),
353
354    STATEVAR(gl_ModelViewMatrix),
355    STATEVAR(gl_ModelViewMatrixInverse),
356    STATEVAR(gl_ModelViewMatrixTranspose),
357    STATEVAR(gl_ModelViewMatrixInverseTranspose),
358
359    STATEVAR(gl_ProjectionMatrix),
360    STATEVAR(gl_ProjectionMatrixInverse),
361    STATEVAR(gl_ProjectionMatrixTranspose),
362    STATEVAR(gl_ProjectionMatrixInverseTranspose),
363
364    STATEVAR(gl_ModelViewProjectionMatrix),
365    STATEVAR(gl_ModelViewProjectionMatrixInverse),
366    STATEVAR(gl_ModelViewProjectionMatrixTranspose),
367    STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
368
369    STATEVAR(gl_TextureMatrix),
370    STATEVAR(gl_TextureMatrixInverse),
371    STATEVAR(gl_TextureMatrixTranspose),
372    STATEVAR(gl_TextureMatrixInverseTranspose),
373
374    STATEVAR(gl_NormalMatrix),
375    STATEVAR(gl_NormalScale),
376
377    STATEVAR(gl_BumpRotMatrix0MESA),
378    STATEVAR(gl_BumpRotMatrix1MESA),
379    STATEVAR(gl_FogParamsOptimizedMESA),
380    STATEVAR(gl_CurrentAttribVertMESA),
381    STATEVAR(gl_CurrentAttribFragMESA),
382
383    {NULL, NULL, 0}
384 };
385
386 static ir_variable *
387 add_variable(exec_list *instructions, glsl_symbol_table *symtab,
388              const char *name, const glsl_type *type,
389              enum ir_variable_mode mode, int slot)
390 {
391    ir_variable *var = new(symtab) ir_variable(type, name, mode);
392
393    switch (var->mode) {
394    case ir_var_auto:
395    case ir_var_in:
396    case ir_var_const_in:
397    case ir_var_uniform:
398    case ir_var_system_value:
399       var->read_only = true;
400       break;
401    case ir_var_inout:
402    case ir_var_out:
403       break;
404    default:
405       assert(0);
406       break;
407    }
408
409    var->location = slot;
410    var->explicit_location = (slot >= 0);
411    var->explicit_index = 0;
412
413    /* Once the variable is created an initialized, add it to the symbol table
414     * and add the declaration to the IR stream.
415     */
416    instructions->push_tail(var);
417
418    symtab->add_variable(var);
419    return var;
420 }
421
422 static ir_variable *
423 add_uniform(exec_list *instructions, glsl_symbol_table *symtab,
424             const char *name, const glsl_type *type)
425 {
426    ir_variable *const uni =
427       add_variable(instructions, symtab, name, type, ir_var_uniform, -1);
428
429    unsigned i;
430    for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
431       if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
432          break;
433       }
434    }
435
436    assert(_mesa_builtin_uniform_desc[i].name != NULL);
437    const struct gl_builtin_uniform_desc* const statevar =
438       &_mesa_builtin_uniform_desc[i];
439
440    const unsigned array_count = type->is_array() ? type->length : 1;
441    uni->num_state_slots = array_count * statevar->num_elements;
442
443    ir_state_slot *slots =
444       ralloc_array(uni, ir_state_slot, uni->num_state_slots);
445
446    uni->state_slots = slots;
447
448    for (unsigned a = 0; a < array_count; a++) {
449       for (unsigned j = 0; j < statevar->num_elements; j++) {
450          struct gl_builtin_uniform_element *element = &statevar->elements[j];
451
452          memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
453          if (type->is_array()) {
454             if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
455                 strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
456                slots->tokens[2] = a;
457             } else {
458                slots->tokens[1] = a;
459             }
460          }
461
462          slots->swizzle = element->swizzle;
463          slots++;
464       }
465    }
466
467    return uni;
468 }
469
470 static void
471 add_builtin_variable(exec_list *instructions, glsl_symbol_table *symtab,
472                      const builtin_variable *proto)
473 {
474    /* Create a new variable declaration from the description supplied by
475     * the caller.
476     */
477    const glsl_type *const type = symtab->get_type(proto->type);
478
479    assert(type != NULL);
480
481    if (proto->mode == ir_var_uniform) {
482       add_uniform(instructions, symtab, proto->name, type);
483    } else {
484       add_variable(instructions, symtab, proto->name, type, proto->mode,
485                    proto->slot);
486    }
487 }
488
489 static ir_variable *
490 add_builtin_constant(exec_list *instructions, glsl_symbol_table *symtab,
491                      const char *name, int value)
492 {
493    ir_variable *const var = add_variable(instructions, symtab,
494                                          name, glsl_type::int_type,
495                                          ir_var_auto, -1);
496    var->constant_value = new(var) ir_constant(value);
497    var->constant_initializer = new(var) ir_constant(value);
498    var->has_initializer = true;
499    return var;
500 }
501
502 /* Several constants in GLSL ES have different names than normal desktop GLSL.
503  * Therefore, this function should only be called on the ES path.
504  */
505 static void
506 generate_100ES_uniforms(exec_list *instructions,
507                      struct _mesa_glsl_parse_state *state)
508 {
509    glsl_symbol_table *const symtab = state->symbols;
510
511    add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
512                         state->Const.MaxVertexAttribs);
513    add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformVectors",
514                         state->Const.MaxVertexUniformComponents);
515    add_builtin_constant(instructions, symtab, "gl_MaxVaryingVectors",
516                         state->Const.MaxVaryingFloats / 4);
517    add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
518                         state->Const.MaxVertexTextureImageUnits);
519    add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
520                         state->Const.MaxCombinedTextureImageUnits);
521    add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
522                         state->Const.MaxTextureImageUnits);
523    add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformVectors",
524                         state->Const.MaxFragmentUniformComponents);
525
526    add_uniform(instructions, symtab, "gl_DepthRange",
527                state->symbols->get_type("gl_DepthRangeParameters"));
528 }
529
530 static void
531 generate_110_uniforms(exec_list *instructions,
532                       struct _mesa_glsl_parse_state *state,
533                       bool add_deprecated)
534 {
535    glsl_symbol_table *const symtab = state->symbols;
536
537    if (add_deprecated) {
538       for (unsigned i = 0
539               ; i < Elements(builtin_110_deprecated_uniforms)
540               ; i++) {
541          add_builtin_variable(instructions, symtab,
542                               & builtin_110_deprecated_uniforms[i]);
543       }
544    }
545
546    if (add_deprecated) {
547       add_builtin_constant(instructions, symtab, "gl_MaxLights",
548                            state->Const.MaxLights);
549       add_builtin_constant(instructions, symtab, "gl_MaxClipPlanes",
550                            state->Const.MaxClipPlanes);
551       add_builtin_constant(instructions, symtab, "gl_MaxTextureUnits",
552                            state->Const.MaxTextureUnits);
553       add_builtin_constant(instructions, symtab, "gl_MaxTextureCoords",
554                            state->Const.MaxTextureCoords);
555    }
556    add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
557                         state->Const.MaxVertexAttribs);
558    add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformComponents",
559                         state->Const.MaxVertexUniformComponents);
560    add_builtin_constant(instructions, symtab, "gl_MaxVaryingFloats",
561                         state->Const.MaxVaryingFloats);
562    add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
563                         state->Const.MaxVertexTextureImageUnits);
564    add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
565                         state->Const.MaxCombinedTextureImageUnits);
566    add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
567                         state->Const.MaxTextureImageUnits);
568    add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformComponents",
569                         state->Const.MaxFragmentUniformComponents);
570
571    if (add_deprecated) {
572       const glsl_type *const mat4_array_type =
573          glsl_type::get_array_instance(glsl_type::mat4_type,
574                                        state->Const.MaxTextureCoords);
575
576       add_uniform(instructions, symtab, "gl_TextureMatrix", mat4_array_type);
577       add_uniform(instructions, symtab, "gl_TextureMatrixInverse", mat4_array_type);
578       add_uniform(instructions, symtab, "gl_TextureMatrixTranspose", mat4_array_type);
579       add_uniform(instructions, symtab, "gl_TextureMatrixInverseTranspose", mat4_array_type);
580    }
581
582    add_uniform(instructions, symtab, "gl_DepthRange",
583                 symtab->get_type("gl_DepthRangeParameters"));
584
585    if (add_deprecated) {
586       add_uniform(instructions, symtab, "gl_ClipPlane",
587                   glsl_type::get_array_instance(glsl_type::vec4_type,
588                                                 state->Const.MaxClipPlanes));
589       add_uniform(instructions, symtab, "gl_Point",
590                   symtab->get_type("gl_PointParameters"));
591
592       const glsl_type *const material_parameters_type =
593          symtab->get_type("gl_MaterialParameters");
594       add_uniform(instructions, symtab, "gl_FrontMaterial", material_parameters_type);
595       add_uniform(instructions, symtab, "gl_BackMaterial", material_parameters_type);
596
597       const glsl_type *const light_source_array_type =
598          glsl_type::get_array_instance(symtab->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
599
600       add_uniform(instructions, symtab, "gl_LightSource", light_source_array_type);
601
602       const glsl_type *const light_model_products_type =
603          symtab->get_type("gl_LightModelProducts");
604       add_uniform(instructions, symtab, "gl_FrontLightModelProduct",
605                   light_model_products_type);
606       add_uniform(instructions, symtab, "gl_BackLightModelProduct",
607                   light_model_products_type);
608
609       const glsl_type *const light_products_type =
610          glsl_type::get_array_instance(symtab->get_type("gl_LightProducts"),
611                                        state->Const.MaxLights);
612       add_uniform(instructions, symtab, "gl_FrontLightProduct", light_products_type);
613       add_uniform(instructions, symtab, "gl_BackLightProduct", light_products_type);
614
615       add_uniform(instructions, symtab, "gl_TextureEnvColor",
616                   glsl_type::get_array_instance(glsl_type::vec4_type,
617                                                 state->Const.MaxTextureUnits));
618
619       const glsl_type *const texcoords_vec4 =
620          glsl_type::get_array_instance(glsl_type::vec4_type,
621                                        state->Const.MaxTextureCoords);
622       add_uniform(instructions, symtab, "gl_EyePlaneS", texcoords_vec4);
623       add_uniform(instructions, symtab, "gl_EyePlaneT", texcoords_vec4);
624       add_uniform(instructions, symtab, "gl_EyePlaneR", texcoords_vec4);
625       add_uniform(instructions, symtab, "gl_EyePlaneQ", texcoords_vec4);
626       add_uniform(instructions, symtab, "gl_ObjectPlaneS", texcoords_vec4);
627       add_uniform(instructions, symtab, "gl_ObjectPlaneT", texcoords_vec4);
628       add_uniform(instructions, symtab, "gl_ObjectPlaneR", texcoords_vec4);
629       add_uniform(instructions, symtab, "gl_ObjectPlaneQ", texcoords_vec4);
630
631       add_uniform(instructions, symtab, "gl_Fog",
632                   symtab->get_type("gl_FogParameters"));
633    }
634
635    /* Mesa-internal current attrib state */
636    const glsl_type *const vert_attribs =
637       glsl_type::get_array_instance(glsl_type::vec4_type, VERT_ATTRIB_MAX);
638    add_uniform(instructions, symtab, "gl_CurrentAttribVertMESA", vert_attribs);
639    const glsl_type *const frag_attribs =
640       glsl_type::get_array_instance(glsl_type::vec4_type, FRAG_ATTRIB_MAX);
641    add_uniform(instructions, symtab, "gl_CurrentAttribFragMESA", frag_attribs);
642 }
643
644 /* This function should only be called for ES, not desktop GL. */
645 static void
646 generate_100ES_vs_variables(exec_list *instructions,
647                           struct _mesa_glsl_parse_state *state)
648 {
649    for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
650       add_builtin_variable(instructions, state->symbols,
651                            & builtin_core_vs_variables[i]);
652    }
653
654    generate_100ES_uniforms(instructions, state);
655
656    generate_ARB_draw_buffers_variables(instructions, state, false,
657                                        vertex_shader);
658 }
659
660
661 static void
662 generate_110_vs_variables(exec_list *instructions,
663                           struct _mesa_glsl_parse_state *state,
664                           bool add_deprecated)
665 {
666    for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
667       add_builtin_variable(instructions, state->symbols,
668                            & builtin_core_vs_variables[i]);
669    }
670
671    if (add_deprecated) {
672       for (unsigned i = 0
673               ; i < Elements(builtin_110_deprecated_vs_variables)
674               ; i++) {
675          add_builtin_variable(instructions, state->symbols,
676                               & builtin_110_deprecated_vs_variables[i]);
677       }
678    }
679    generate_110_uniforms(instructions, state, add_deprecated);
680
681    /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
682     *
683     *     "As with all arrays, indices used to subscript gl_TexCoord must
684     *     either be an integral constant expressions, or this array must be
685     *     re-declared by the shader with a size. The size can be at most
686     *     gl_MaxTextureCoords. Using indexes close to 0 may aid the
687     *     implementation in preserving varying resources."
688     */
689    const glsl_type *const vec4_array_type =
690       glsl_type::get_array_instance(glsl_type::vec4_type, 0);
691
692    add_variable(instructions, state->symbols,
693                 "gl_TexCoord", vec4_array_type, ir_var_out, VERT_RESULT_TEX0);
694
695    generate_ARB_draw_buffers_variables(instructions, state, false,
696                                        vertex_shader);
697 }
698
699
700 static void
701 generate_120_vs_variables(exec_list *instructions,
702                           struct _mesa_glsl_parse_state *state,
703                           bool add_deprecated)
704 {
705    /* GLSL version 1.20 did not add any built-in variables in the vertex
706     * shader.
707     */
708    generate_110_vs_variables(instructions, state, add_deprecated);
709 }
710
711
712 static void
713 generate_130_uniforms(exec_list *instructions,
714                       struct _mesa_glsl_parse_state *state)
715 {
716    glsl_symbol_table *const symtab = state->symbols;
717
718    add_builtin_constant(instructions, symtab, "gl_MaxClipDistances",
719                         state->Const.MaxClipPlanes);
720    add_builtin_constant(instructions, symtab, "gl_MaxVaryingComponents",
721                         state->Const.MaxVaryingFloats);
722 }
723
724
725 static void
726 generate_130_vs_variables(exec_list *instructions,
727                           struct _mesa_glsl_parse_state *state,
728                           bool add_deprecated)
729 {
730    generate_120_vs_variables(instructions, state, add_deprecated);
731
732    for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) {
733       add_builtin_variable(instructions, state->symbols,
734                            & builtin_130_vs_variables[i]);
735    }
736
737    generate_130_uniforms(instructions, state);
738
739    /* From the GLSL 1.30 spec, section 7.1 (Vertex Shader Special
740     * Variables):
741     *
742     *   The gl_ClipDistance array is predeclared as unsized and must
743     *   be sized by the shader either redeclaring it with a size or
744     *   indexing it only with integral constant expressions.
745     *
746     * We represent this in Mesa by initially declaring the array as
747     * size 0.
748     */
749    const glsl_type *const clip_distance_array_type =
750       glsl_type::get_array_instance(glsl_type::float_type, 0);
751
752    add_variable(instructions, state->symbols,
753                 "gl_ClipDistance", clip_distance_array_type, ir_var_out,
754                 VERT_RESULT_CLIP_DIST0);
755
756 }
757
758
759 static void
760 initialize_vs_variables(exec_list *instructions,
761                         struct _mesa_glsl_parse_state *state)
762 {
763
764    switch (state->language_version) {
765    case 100:
766       generate_100ES_vs_variables(instructions, state);
767       break;
768    case 110:
769       generate_110_vs_variables(instructions, state, true);
770       break;
771    case 120:
772       generate_120_vs_variables(instructions, state, true);
773       break;
774    case 130:
775       generate_130_vs_variables(instructions, state, true);
776       break;
777    case 140:
778       generate_130_vs_variables(instructions, state, false);
779       break;
780    }
781
782    generate_ARB_draw_instanced_variables(instructions, state, false,
783                                          vertex_shader);
784 }
785
786
787 /* This function should only be called for ES, not desktop GL. */
788 static void
789 generate_100ES_fs_variables(exec_list *instructions,
790                           struct _mesa_glsl_parse_state *state)
791 {
792    for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
793       add_builtin_variable(instructions, state->symbols,
794                            & builtin_core_fs_variables[i]);
795    }
796
797    for (unsigned i = 0; i < Elements(builtin_100ES_fs_variables); i++) {
798       add_builtin_variable(instructions, state->symbols,
799                            & builtin_100ES_fs_variables[i]);
800    }
801
802    generate_100ES_uniforms(instructions, state);
803
804    generate_ARB_draw_buffers_variables(instructions, state, false,
805                                        fragment_shader);
806 }
807
808 static void
809 generate_110_fs_variables(exec_list *instructions,
810                           struct _mesa_glsl_parse_state *state,
811                           bool add_deprecated)
812 {
813    for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
814       add_builtin_variable(instructions, state->symbols,
815                            & builtin_core_fs_variables[i]);
816    }
817
818    for (unsigned i = 0; i < Elements(builtin_110_fs_variables); i++) {
819       add_builtin_variable(instructions, state->symbols,
820                            & builtin_110_fs_variables[i]);
821    }
822
823    if (add_deprecated) {
824       for (unsigned i = 0
825               ; i < Elements(builtin_110_deprecated_fs_variables)
826               ; i++) {
827          add_builtin_variable(instructions, state->symbols,
828                               & builtin_110_deprecated_fs_variables[i]);
829       }
830    }
831
832    generate_110_uniforms(instructions, state, add_deprecated);
833
834    /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
835     *
836     *     "As with all arrays, indices used to subscript gl_TexCoord must
837     *     either be an integral constant expressions, or this array must be
838     *     re-declared by the shader with a size. The size can be at most
839     *     gl_MaxTextureCoords. Using indexes close to 0 may aid the
840     *     implementation in preserving varying resources."
841     */
842    const glsl_type *const vec4_array_type =
843       glsl_type::get_array_instance(glsl_type::vec4_type, 0);
844
845    add_variable(instructions, state->symbols,
846                 "gl_TexCoord", vec4_array_type, ir_var_in, FRAG_ATTRIB_TEX0);
847
848    generate_ARB_draw_buffers_variables(instructions, state, false,
849                                        fragment_shader);
850 }
851
852
853 static void
854 generate_ARB_draw_buffers_variables(exec_list *instructions,
855                                     struct _mesa_glsl_parse_state *state,
856                                     bool warn, _mesa_glsl_parser_targets target)
857 {
858    /* gl_MaxDrawBuffers is available in all shader stages.
859     */
860    ir_variable *const mdb =
861       add_builtin_constant(instructions, state->symbols, "gl_MaxDrawBuffers",
862                            state->Const.MaxDrawBuffers);
863
864    if (warn)
865       mdb->warn_extension = "GL_ARB_draw_buffers";
866
867    /* gl_FragData is only available in the fragment shader.
868     */
869    if (target == fragment_shader) {
870       const glsl_type *const vec4_array_type =
871          glsl_type::get_array_instance(glsl_type::vec4_type,
872                                        state->Const.MaxDrawBuffers);
873
874       ir_variable *const fd =
875          add_variable(instructions, state->symbols,
876                       "gl_FragData", vec4_array_type,
877                       ir_var_out, FRAG_RESULT_DATA0);
878
879       if (warn)
880          fd->warn_extension = "GL_ARB_draw_buffers";
881    }
882 }
883
884
885 static void
886 generate_ARB_draw_instanced_variables(exec_list *instructions,
887                                       struct _mesa_glsl_parse_state *state,
888                                       bool warn,
889                                       _mesa_glsl_parser_targets target)
890 {
891    /* gl_InstanceIDARB is only available in the vertex shader.
892     */
893    if (target != vertex_shader)
894       return;
895
896    if (state->ARB_draw_instanced_enable) {
897       ir_variable *inst =
898          add_variable(instructions, state->symbols,
899                       "gl_InstanceIDARB", glsl_type::int_type,
900                       ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID);
901
902       if (warn)
903          inst->warn_extension = "GL_ARB_draw_instanced";
904    }
905
906    if (state->ARB_draw_instanced_enable || state->language_version >= 140) {
907       /* Originally ARB_draw_instanced only specified that ARB decorated name.
908        * Since no vendor actually implemented that behavior and some apps use
909        * the undecorated name, the extension now specifies that both names are
910        * available.
911        */
912       ir_variable *inst =
913          add_variable(instructions, state->symbols,
914                       "gl_InstanceID", glsl_type::int_type,
915                       ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID);
916
917       if (state->language_version < 140 && warn)
918          inst->warn_extension = "GL_ARB_draw_instanced";
919    }
920 }
921
922
923 static void
924 generate_ARB_shader_stencil_export_variables(exec_list *instructions,
925                                              struct _mesa_glsl_parse_state *state,
926                                              bool warn)
927 {
928    /* gl_FragStencilRefARB is only available in the fragment shader.
929     */
930    ir_variable *const fd =
931       add_variable(instructions, state->symbols,
932                    "gl_FragStencilRefARB", glsl_type::int_type,
933                    ir_var_out, FRAG_RESULT_STENCIL);
934
935    if (warn)
936       fd->warn_extension = "GL_ARB_shader_stencil_export";
937 }
938
939 static void
940 generate_AMD_shader_stencil_export_variables(exec_list *instructions,
941                                              struct _mesa_glsl_parse_state *state,
942                                              bool warn)
943 {
944    /* gl_FragStencilRefAMD is only available in the fragment shader.
945     */
946    ir_variable *const fd =
947       add_variable(instructions, state->symbols,
948                    "gl_FragStencilRefAMD", glsl_type::int_type,
949                    ir_var_out, FRAG_RESULT_STENCIL);
950
951    if (warn)
952       fd->warn_extension = "GL_AMD_shader_stencil_export";
953 }
954
955 static void
956 generate_120_fs_variables(exec_list *instructions,
957                           struct _mesa_glsl_parse_state *state,
958                           bool add_deprecated)
959 {
960    generate_110_fs_variables(instructions, state, add_deprecated);
961
962    for (unsigned i = 0
963            ; i < Elements(builtin_120_fs_variables)
964            ; i++) {
965       add_builtin_variable(instructions, state->symbols,
966                            & builtin_120_fs_variables[i]);
967    }
968 }
969
970 static void
971 generate_fs_clipdistance(exec_list *instructions,
972                          struct _mesa_glsl_parse_state *state)
973 {
974    /* From the GLSL 1.30 spec, section 7.2 (Fragment Shader Special
975     * Variables):
976     *
977     *   The built-in input variable gl_ClipDistance array contains linearly
978     *   interpolated values for the vertex values written by the vertex shader
979     *   to the gl_ClipDistance vertex output variable. This array must be
980     *   sized in the fragment shader either implicitly or explicitly to be the
981     *   same size as it was sized in the vertex shader.
982     *
983     * In other words, the array must be pre-declared as implicitly sized.  We
984     * represent this in Mesa by initially declaring the array as size 0.
985     */
986    const glsl_type *const clip_distance_array_type =
987       glsl_type::get_array_instance(glsl_type::float_type, 0);
988
989    add_variable(instructions, state->symbols,
990                 "gl_ClipDistance", clip_distance_array_type, ir_var_in,
991                 FRAG_ATTRIB_CLIP_DIST0);
992 }
993
994 static void
995 generate_130_fs_variables(exec_list *instructions,
996                           struct _mesa_glsl_parse_state *state)
997 {
998    generate_120_fs_variables(instructions, state, true);
999
1000    generate_130_uniforms(instructions, state);
1001    generate_fs_clipdistance(instructions, state);
1002 }
1003
1004
1005 static void
1006 generate_140_fs_variables(exec_list *instructions,
1007                           struct _mesa_glsl_parse_state *state)
1008 {
1009    generate_120_fs_variables(instructions, state, false);
1010
1011    generate_130_uniforms(instructions, state);
1012    generate_fs_clipdistance(instructions, state);
1013 }
1014
1015 static void
1016 initialize_fs_variables(exec_list *instructions,
1017                         struct _mesa_glsl_parse_state *state)
1018 {
1019
1020    switch (state->language_version) {
1021    case 100:
1022       generate_100ES_fs_variables(instructions, state);
1023       break;
1024    case 110:
1025       generate_110_fs_variables(instructions, state, true);
1026       break;
1027    case 120:
1028       generate_120_fs_variables(instructions, state, true);
1029       break;
1030    case 130:
1031       generate_130_fs_variables(instructions, state);
1032       break;
1033    case 140:
1034       generate_140_fs_variables(instructions, state);
1035       break;
1036    }
1037
1038    if (state->ARB_shader_stencil_export_enable)
1039       generate_ARB_shader_stencil_export_variables(instructions, state,
1040                                                    state->ARB_shader_stencil_export_warn);
1041
1042    if (state->AMD_shader_stencil_export_enable)
1043       generate_AMD_shader_stencil_export_variables(instructions, state,
1044                                                    state->AMD_shader_stencil_export_warn);
1045 }
1046
1047 void
1048 _mesa_glsl_initialize_variables(exec_list *instructions,
1049                                 struct _mesa_glsl_parse_state *state)
1050 {
1051    switch (state->target) {
1052    case vertex_shader:
1053       initialize_vs_variables(instructions, state);
1054       break;
1055    case geometry_shader:
1056       break;
1057    case fragment_shader:
1058       initialize_fs_variables(instructions, state);
1059       break;
1060    }
1061 }