Tizen 2.0 Release
[profile/ivi/osmesa.git] / src / glsl / ir_variable.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 "builtin_variables.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 static struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
43    {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
44    {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
45    {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
46 };
47
48 static struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
49    {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
50 };
51
52 static struct gl_builtin_uniform_element gl_Point_elements[] = {
53    {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
54    {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
55    {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
56    {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
57    {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
58    {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
59    {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
60 };
61
62 static struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
63    {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
64    {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
65    {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
66    {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
67    {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
68 };
69
70 static struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
71    {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
72    {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
73    {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
74    {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
75    {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
76 };
77
78 static struct gl_builtin_uniform_element gl_LightSource_elements[] = {
79    {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
80    {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
81    {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
82    {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
83    {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
84    {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
85     MAKE_SWIZZLE4(SWIZZLE_X,
86                   SWIZZLE_Y,
87                   SWIZZLE_Z,
88                   SWIZZLE_Z)},
89    {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
90    {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
91    {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
92    {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
93    {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
94    {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
95 };
96
97 static struct gl_builtin_uniform_element gl_LightModel_elements[] = {
98    {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
99 };
100
101 static struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
102    {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
103 };
104
105 static struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
106    {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
107 };
108
109 static struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
110    {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
111    {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
112    {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
113 };
114
115 static struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
116    {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
117    {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
118    {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
119 };
120
121 static struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
122    {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
123 };
124
125 static struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
126    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
127 };
128
129 static struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
130    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
131 };
132
133 static struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
134    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
135 };
136
137 static struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
138    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
139 };
140
141 static struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
142    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
143 };
144
145 static struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
146    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
147 };
148
149 static struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
150    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
151 };
152
153 static struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
154    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
155 };
156
157 static struct gl_builtin_uniform_element gl_Fog_elements[] = {
158    {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
159    {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
160    {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
161    {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
162    {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
163 };
164
165 static struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
166    {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
167 };
168
169 static struct gl_builtin_uniform_element gl_MESABumpRotMatrix0_elements[] = {
170    {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_0}, SWIZZLE_XYZW},
171 };
172
173 static struct gl_builtin_uniform_element gl_MESABumpRotMatrix1_elements[] = {
174    {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_1}, SWIZZLE_XYZW},
175 };
176
177 static struct gl_builtin_uniform_element gl_MESAFogParamsOptimized_elements[] = {
178    {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
179 };
180
181 #define MATRIX(name, statevar, modifier)                                \
182    static struct gl_builtin_uniform_element name ## _elements[] = {     \
183       { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW },           \
184       { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW },           \
185       { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW },           \
186       { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW },           \
187    }
188
189 MATRIX(gl_ModelViewMatrix,
190        STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE);
191 MATRIX(gl_ModelViewMatrixInverse,
192        STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS);
193 MATRIX(gl_ModelViewMatrixTranspose,
194        STATE_MODELVIEW_MATRIX, 0);
195 MATRIX(gl_ModelViewMatrixInverseTranspose,
196        STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE);
197
198 MATRIX(gl_ProjectionMatrix,
199        STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE);
200 MATRIX(gl_ProjectionMatrixInverse,
201        STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS);
202 MATRIX(gl_ProjectionMatrixTranspose,
203        STATE_PROJECTION_MATRIX, 0);
204 MATRIX(gl_ProjectionMatrixInverseTranspose,
205        STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE);
206
207 MATRIX(gl_ModelViewProjectionMatrix,
208        STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE);
209 MATRIX(gl_ModelViewProjectionMatrixInverse,
210        STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS);
211 MATRIX(gl_ModelViewProjectionMatrixTranspose,
212        STATE_MVP_MATRIX, 0);
213 MATRIX(gl_ModelViewProjectionMatrixInverseTranspose,
214        STATE_MVP_MATRIX, STATE_MATRIX_INVERSE);
215
216 MATRIX(gl_TextureMatrix,
217        STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE);
218 MATRIX(gl_TextureMatrixInverse,
219        STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS);
220 MATRIX(gl_TextureMatrixTranspose,
221        STATE_TEXTURE_MATRIX, 0);
222 MATRIX(gl_TextureMatrixInverseTranspose,
223        STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE);
224
225 static struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
226    { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
227      MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
228    { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
229      MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
230    { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
231      MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
232 };
233
234 #undef MATRIX
235
236 #define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)}
237
238 const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
239    STATEVAR(gl_DepthRange),
240    STATEVAR(gl_ClipPlane),
241    STATEVAR(gl_Point),
242    STATEVAR(gl_FrontMaterial),
243    STATEVAR(gl_BackMaterial),
244    STATEVAR(gl_LightSource),
245    STATEVAR(gl_LightModel),
246    STATEVAR(gl_FrontLightModelProduct),
247    STATEVAR(gl_BackLightModelProduct),
248    STATEVAR(gl_FrontLightProduct),
249    STATEVAR(gl_BackLightProduct),
250    STATEVAR(gl_TextureEnvColor),
251    STATEVAR(gl_EyePlaneS),
252    STATEVAR(gl_EyePlaneT),
253    STATEVAR(gl_EyePlaneR),
254    STATEVAR(gl_EyePlaneQ),
255    STATEVAR(gl_ObjectPlaneS),
256    STATEVAR(gl_ObjectPlaneT),
257    STATEVAR(gl_ObjectPlaneR),
258    STATEVAR(gl_ObjectPlaneQ),
259    STATEVAR(gl_Fog),
260
261    STATEVAR(gl_ModelViewMatrix),
262    STATEVAR(gl_ModelViewMatrixInverse),
263    STATEVAR(gl_ModelViewMatrixTranspose),
264    STATEVAR(gl_ModelViewMatrixInverseTranspose),
265
266    STATEVAR(gl_ProjectionMatrix),
267    STATEVAR(gl_ProjectionMatrixInverse),
268    STATEVAR(gl_ProjectionMatrixTranspose),
269    STATEVAR(gl_ProjectionMatrixInverseTranspose),
270
271    STATEVAR(gl_ModelViewProjectionMatrix),
272    STATEVAR(gl_ModelViewProjectionMatrixInverse),
273    STATEVAR(gl_ModelViewProjectionMatrixTranspose),
274    STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
275
276    STATEVAR(gl_TextureMatrix),
277    STATEVAR(gl_TextureMatrixInverse),
278    STATEVAR(gl_TextureMatrixTranspose),
279    STATEVAR(gl_TextureMatrixInverseTranspose),
280
281    STATEVAR(gl_NormalMatrix),
282    STATEVAR(gl_NormalScale),
283
284    STATEVAR(gl_MESABumpRotMatrix0),
285    STATEVAR(gl_MESABumpRotMatrix1),
286    STATEVAR(gl_MESAFogParamsOptimized),
287
288    {NULL, NULL, 0}
289 };
290
291 static ir_variable *
292 add_variable(exec_list *instructions, glsl_symbol_table *symtab,
293              const char *name, const glsl_type *type,
294              enum ir_variable_mode mode, int slot)
295 {
296    ir_variable *var = new(symtab) ir_variable(type, name, mode);
297
298    switch (var->mode) {
299    case ir_var_auto:
300    case ir_var_in:
301    case ir_var_const_in:
302    case ir_var_uniform:
303    case ir_var_system_value:
304       var->read_only = true;
305       break;
306    case ir_var_inout:
307    case ir_var_out:
308       break;
309    default:
310       assert(0);
311       break;
312    }
313
314    var->location = slot;
315    var->explicit_location = (slot >= 0);
316
317    /* Once the variable is created an initialized, add it to the symbol table
318     * and add the declaration to the IR stream.
319     */
320    instructions->push_tail(var);
321
322    symtab->add_variable(var);
323    return var;
324 }
325
326 static ir_variable *
327 add_uniform(exec_list *instructions, glsl_symbol_table *symtab,
328             const char *name, const glsl_type *type)
329 {
330    ir_variable *const uni =
331       add_variable(instructions, symtab, name, type, ir_var_uniform, -1);
332
333    unsigned i;
334    for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
335       if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
336          break;
337       }
338    }
339
340    assert(_mesa_builtin_uniform_desc[i].name != NULL);
341    const struct gl_builtin_uniform_desc* const statevar =
342       &_mesa_builtin_uniform_desc[i];
343
344    const unsigned array_count = type->is_array() ? type->length : 1;
345    uni->num_state_slots = array_count * statevar->num_elements;
346
347    ir_state_slot *slots =
348       ralloc_array(uni, ir_state_slot, uni->num_state_slots);
349
350    uni->state_slots = slots;
351
352    for (unsigned a = 0; a < array_count; a++) {
353       for (unsigned j = 0; j < statevar->num_elements; j++) {
354          struct gl_builtin_uniform_element *element = &statevar->elements[j];
355
356          memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
357          if (type->is_array()) {
358             slots->tokens[1] = a;
359          }
360
361          slots->swizzle = element->swizzle;
362          slots++;
363       }
364    }
365
366    return uni;
367 }
368
369 static void
370 add_builtin_variable(exec_list *instructions, glsl_symbol_table *symtab,
371                      const builtin_variable *proto)
372 {
373    /* Create a new variable declaration from the description supplied by
374     * the caller.
375     */
376    const glsl_type *const type = symtab->get_type(proto->type);
377
378    assert(type != NULL);
379
380    if (proto->mode == ir_var_uniform) {
381       add_uniform(instructions, symtab, proto->name, type);
382    } else {
383       add_variable(instructions, symtab, proto->name, type, proto->mode,
384                    proto->slot);
385    }
386 }
387
388 static void
389 add_builtin_constant(exec_list *instructions, glsl_symbol_table *symtab,
390                      const char *name, int value)
391 {
392    ir_variable *const var = add_variable(instructions, symtab,
393                                          name, glsl_type::int_type,
394                                          ir_var_auto, -1);
395    var->constant_value = new(var) ir_constant(value);
396 }
397
398 /* Several constants in GLSL ES have different names than normal desktop GLSL.
399  * Therefore, this function should only be called on the ES path.
400  */
401 static void
402 generate_100ES_uniforms(exec_list *instructions,
403                      struct _mesa_glsl_parse_state *state)
404 {
405    glsl_symbol_table *const symtab = state->symbols;
406
407    add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
408                         state->Const.MaxVertexAttribs);
409    add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformVectors",
410                         state->Const.MaxVertexUniformComponents);
411    add_builtin_constant(instructions, symtab, "gl_MaxVaryingVectors",
412                         state->Const.MaxVaryingFloats / 4);
413    add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
414                         state->Const.MaxVertexTextureImageUnits);
415    add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
416                         state->Const.MaxCombinedTextureImageUnits);
417    add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
418                         state->Const.MaxTextureImageUnits);
419    add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformVectors",
420                         state->Const.MaxFragmentUniformComponents);
421
422    add_uniform(instructions, symtab, "gl_DepthRange",
423                state->symbols->get_type("gl_DepthRangeParameters"));
424 }
425
426 static void
427 generate_110_uniforms(exec_list *instructions,
428                       struct _mesa_glsl_parse_state *state)
429 {
430    glsl_symbol_table *const symtab = state->symbols;
431
432    for (unsigned i = 0
433            ; i < Elements(builtin_110_deprecated_uniforms)
434            ; i++) {
435       add_builtin_variable(instructions, symtab,
436                            & builtin_110_deprecated_uniforms[i]);
437    }
438
439    add_builtin_constant(instructions, symtab, "gl_MaxLights",
440                         state->Const.MaxLights);
441    add_builtin_constant(instructions, symtab, "gl_MaxClipPlanes",
442                         state->Const.MaxClipPlanes);
443    add_builtin_constant(instructions, symtab, "gl_MaxTextureUnits",
444                         state->Const.MaxTextureUnits);
445    add_builtin_constant(instructions, symtab, "gl_MaxTextureCoords",
446                         state->Const.MaxTextureCoords);
447    add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
448                         state->Const.MaxVertexAttribs);
449    add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformComponents",
450                         state->Const.MaxVertexUniformComponents);
451    add_builtin_constant(instructions, symtab, "gl_MaxVaryingFloats",
452                         state->Const.MaxVaryingFloats);
453    add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
454                         state->Const.MaxVertexTextureImageUnits);
455    add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
456                         state->Const.MaxCombinedTextureImageUnits);
457    add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
458                         state->Const.MaxTextureImageUnits);
459    add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformComponents",
460                         state->Const.MaxFragmentUniformComponents);
461
462    const glsl_type *const mat4_array_type =
463       glsl_type::get_array_instance(glsl_type::mat4_type,
464                                     state->Const.MaxTextureCoords);
465
466    add_uniform(instructions, symtab, "gl_TextureMatrix", mat4_array_type);
467    add_uniform(instructions, symtab, "gl_TextureMatrixInverse", mat4_array_type);
468    add_uniform(instructions, symtab, "gl_TextureMatrixTranspose", mat4_array_type);
469    add_uniform(instructions, symtab, "gl_TextureMatrixInverseTranspose", mat4_array_type);
470
471    add_uniform(instructions, symtab, "gl_DepthRange",
472                 symtab->get_type("gl_DepthRangeParameters"));
473
474    add_uniform(instructions, symtab, "gl_ClipPlane",
475                glsl_type::get_array_instance(glsl_type::vec4_type,
476                                              state->Const.MaxClipPlanes));
477    add_uniform(instructions, symtab, "gl_Point",
478                symtab->get_type("gl_PointParameters"));
479
480    const glsl_type *const material_parameters_type =
481       symtab->get_type("gl_MaterialParameters");
482    add_uniform(instructions, symtab, "gl_FrontMaterial", material_parameters_type);
483    add_uniform(instructions, symtab, "gl_BackMaterial", material_parameters_type);
484
485    const glsl_type *const light_source_array_type =
486       glsl_type::get_array_instance(symtab->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
487
488    add_uniform(instructions, symtab, "gl_LightSource", light_source_array_type);
489
490    const glsl_type *const light_model_products_type =
491       symtab->get_type("gl_LightModelProducts");
492    add_uniform(instructions, symtab, "gl_FrontLightModelProduct",
493                light_model_products_type);
494    add_uniform(instructions, symtab, "gl_BackLightModelProduct",
495                light_model_products_type);
496
497    const glsl_type *const light_products_type =
498       glsl_type::get_array_instance(symtab->get_type("gl_LightProducts"),
499                                     state->Const.MaxLights);
500    add_uniform(instructions, symtab, "gl_FrontLightProduct", light_products_type);
501    add_uniform(instructions, symtab, "gl_BackLightProduct", light_products_type);
502
503    add_uniform(instructions, symtab, "gl_TextureEnvColor",
504                glsl_type::get_array_instance(glsl_type::vec4_type,
505                                              state->Const.MaxTextureUnits));
506
507    const glsl_type *const texcoords_vec4 =
508       glsl_type::get_array_instance(glsl_type::vec4_type,
509                                     state->Const.MaxTextureCoords);
510    add_uniform(instructions, symtab, "gl_EyePlaneS", texcoords_vec4);
511    add_uniform(instructions, symtab, "gl_EyePlaneT", texcoords_vec4);
512    add_uniform(instructions, symtab, "gl_EyePlaneR", texcoords_vec4);
513    add_uniform(instructions, symtab, "gl_EyePlaneQ", texcoords_vec4);
514    add_uniform(instructions, symtab, "gl_ObjectPlaneS", texcoords_vec4);
515    add_uniform(instructions, symtab, "gl_ObjectPlaneT", texcoords_vec4);
516    add_uniform(instructions, symtab, "gl_ObjectPlaneR", texcoords_vec4);
517    add_uniform(instructions, symtab, "gl_ObjectPlaneQ", texcoords_vec4);
518
519    add_uniform(instructions, symtab, "gl_Fog",
520                symtab->get_type("gl_FogParameters"));
521 }
522
523 /* This function should only be called for ES, not desktop GL. */
524 static void
525 generate_100ES_vs_variables(exec_list *instructions,
526                           struct _mesa_glsl_parse_state *state)
527 {
528    for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
529       add_builtin_variable(instructions, state->symbols,
530                            & builtin_core_vs_variables[i]);
531    }
532
533    generate_100ES_uniforms(instructions, state);
534
535    generate_ARB_draw_buffers_variables(instructions, state, false,
536                                        vertex_shader);
537 }
538
539
540 static void
541 generate_110_vs_variables(exec_list *instructions,
542                           struct _mesa_glsl_parse_state *state)
543 {
544    for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
545       add_builtin_variable(instructions, state->symbols,
546                            & builtin_core_vs_variables[i]);
547    }
548
549    for (unsigned i = 0
550            ; i < Elements(builtin_110_deprecated_vs_variables)
551            ; i++) {
552       add_builtin_variable(instructions, state->symbols,
553                            & builtin_110_deprecated_vs_variables[i]);
554    }
555    generate_110_uniforms(instructions, state);
556
557    /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
558     *
559     *     "As with all arrays, indices used to subscript gl_TexCoord must
560     *     either be an integral constant expressions, or this array must be
561     *     re-declared by the shader with a size. The size can be at most
562     *     gl_MaxTextureCoords. Using indexes close to 0 may aid the
563     *     implementation in preserving varying resources."
564     */
565    const glsl_type *const vec4_array_type =
566       glsl_type::get_array_instance(glsl_type::vec4_type, 0);
567
568    add_variable(instructions, state->symbols,
569                 "gl_TexCoord", vec4_array_type, ir_var_out, VERT_RESULT_TEX0);
570
571    generate_ARB_draw_buffers_variables(instructions, state, false,
572                                        vertex_shader);
573 }
574
575
576 static void
577 generate_120_vs_variables(exec_list *instructions,
578                           struct _mesa_glsl_parse_state *state)
579 {
580    /* GLSL version 1.20 did not add any built-in variables in the vertex
581     * shader.
582     */
583    generate_110_vs_variables(instructions, state);
584 }
585
586
587 static void
588 generate_130_vs_variables(exec_list *instructions,
589                           struct _mesa_glsl_parse_state *state)
590 {
591    generate_120_vs_variables(instructions, state);
592
593    for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) {
594       add_builtin_variable(instructions, state->symbols,
595                            & builtin_130_vs_variables[i]);
596    }
597
598    const glsl_type *const clip_distance_array_type =
599       glsl_type::get_array_instance(glsl_type::float_type,
600                                     state->Const.MaxClipPlanes);
601
602    /* FINISHME: gl_ClipDistance needs a real location assigned. */
603    add_variable(instructions, state->symbols,
604                 "gl_ClipDistance", clip_distance_array_type, ir_var_out, -1);
605
606 }
607
608
609 static void
610 initialize_vs_variables(exec_list *instructions,
611                         struct _mesa_glsl_parse_state *state)
612 {
613
614    switch (state->language_version) {
615    case 100:
616       generate_100ES_vs_variables(instructions, state);
617       break;
618    case 110:
619       generate_110_vs_variables(instructions, state);
620       break;
621    case 120:
622       generate_120_vs_variables(instructions, state);
623       break;
624    case 130:
625       generate_130_vs_variables(instructions, state);
626       break;
627    }
628
629    if (state->ARB_draw_instanced_enable)
630       generate_ARB_draw_instanced_variables(instructions, state, false,
631                                             vertex_shader);
632 }
633
634
635 /* This function should only be called for ES, not desktop GL. */
636 static void
637 generate_100ES_fs_variables(exec_list *instructions,
638                           struct _mesa_glsl_parse_state *state)
639 {
640    for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
641       add_builtin_variable(instructions, state->symbols,
642                            & builtin_core_fs_variables[i]);
643    }
644
645    for (unsigned i = 0; i < Elements(builtin_100ES_fs_variables); i++) {
646       add_builtin_variable(instructions, state->symbols,
647                            & builtin_100ES_fs_variables[i]);
648    }
649
650    generate_100ES_uniforms(instructions, state);
651
652    generate_ARB_draw_buffers_variables(instructions, state, false,
653                                        fragment_shader);
654 }
655
656 static void
657 generate_110_fs_variables(exec_list *instructions,
658                           struct _mesa_glsl_parse_state *state)
659 {
660    for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
661       add_builtin_variable(instructions, state->symbols,
662                            & builtin_core_fs_variables[i]);
663    }
664
665    for (unsigned i = 0; i < Elements(builtin_110_fs_variables); i++) {
666       add_builtin_variable(instructions, state->symbols,
667                            & builtin_110_fs_variables[i]);
668    }
669
670    for (unsigned i = 0
671            ; i < Elements(builtin_110_deprecated_fs_variables)
672            ; i++) {
673       add_builtin_variable(instructions, state->symbols,
674                            & builtin_110_deprecated_fs_variables[i]);
675    }
676    generate_110_uniforms(instructions, state);
677
678    /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
679     *
680     *     "As with all arrays, indices used to subscript gl_TexCoord must
681     *     either be an integral constant expressions, or this array must be
682     *     re-declared by the shader with a size. The size can be at most
683     *     gl_MaxTextureCoords. Using indexes close to 0 may aid the
684     *     implementation in preserving varying resources."
685     */
686    const glsl_type *const vec4_array_type =
687       glsl_type::get_array_instance(glsl_type::vec4_type, 0);
688
689    add_variable(instructions, state->symbols,
690                 "gl_TexCoord", vec4_array_type, ir_var_in, FRAG_ATTRIB_TEX0);
691
692    generate_ARB_draw_buffers_variables(instructions, state, false,
693                                        fragment_shader);
694 }
695
696
697 static void
698 generate_ARB_draw_buffers_variables(exec_list *instructions,
699                                     struct _mesa_glsl_parse_state *state,
700                                     bool warn, _mesa_glsl_parser_targets target)
701 {
702    /* gl_MaxDrawBuffers is available in all shader stages.
703     */
704    ir_variable *const mdb =
705       add_variable(instructions, state->symbols,
706                    "gl_MaxDrawBuffers", glsl_type::int_type, ir_var_auto, -1);
707
708    if (warn)
709       mdb->warn_extension = "GL_ARB_draw_buffers";
710
711    mdb->constant_value = new(mdb)
712       ir_constant(int(state->Const.MaxDrawBuffers));
713
714
715    /* gl_FragData is only available in the fragment shader.
716     */
717    if (target == fragment_shader) {
718       const glsl_type *const vec4_array_type =
719          glsl_type::get_array_instance(glsl_type::vec4_type,
720                                        state->Const.MaxDrawBuffers);
721
722       ir_variable *const fd =
723          add_variable(instructions, state->symbols,
724                       "gl_FragData", vec4_array_type,
725                       ir_var_out, FRAG_RESULT_DATA0);
726
727       if (warn)
728          fd->warn_extension = "GL_ARB_draw_buffers";
729    }
730 }
731
732
733 static void
734 generate_ARB_draw_instanced_variables(exec_list *instructions,
735                                       struct _mesa_glsl_parse_state *state,
736                                       bool warn,
737                                       _mesa_glsl_parser_targets target)
738 {
739    /* gl_InstanceIDARB is only available in the vertex shader.
740     */
741    if (target == vertex_shader) {
742       ir_variable *const inst =
743          add_variable(instructions, state->symbols,
744                       "gl_InstanceIDARB", glsl_type::int_type,
745                       ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID);
746
747       if (warn)
748          inst->warn_extension = "GL_ARB_draw_instanced";
749    }
750 }
751
752
753 static void
754 generate_ARB_shader_stencil_export_variables(exec_list *instructions,
755                                              struct _mesa_glsl_parse_state *state,
756                                              bool warn)
757 {
758    /* gl_FragStencilRefARB is only available in the fragment shader.
759     */
760    ir_variable *const fd =
761       add_variable(instructions, state->symbols,
762                    "gl_FragStencilRefARB", glsl_type::int_type,
763                    ir_var_out, FRAG_RESULT_STENCIL);
764
765    if (warn)
766       fd->warn_extension = "GL_ARB_shader_stencil_export";
767 }
768
769 static void
770 generate_AMD_shader_stencil_export_variables(exec_list *instructions,
771                                              struct _mesa_glsl_parse_state *state,
772                                              bool warn)
773 {
774    /* gl_FragStencilRefAMD is only available in the fragment shader.
775     */
776    ir_variable *const fd =
777       add_variable(instructions, state->symbols,
778                    "gl_FragStencilRefAMD", glsl_type::int_type,
779                    ir_var_out, FRAG_RESULT_STENCIL);
780
781    if (warn)
782       fd->warn_extension = "GL_AMD_shader_stencil_export";
783 }
784
785 static void
786 generate_120_fs_variables(exec_list *instructions,
787                           struct _mesa_glsl_parse_state *state)
788 {
789    generate_110_fs_variables(instructions, state);
790
791    for (unsigned i = 0
792            ; i < Elements(builtin_120_fs_variables)
793            ; i++) {
794       add_builtin_variable(instructions, state->symbols,
795                            & builtin_120_fs_variables[i]);
796    }
797 }
798
799 static void
800 generate_130_fs_variables(exec_list *instructions,
801                           struct _mesa_glsl_parse_state *state)
802 {
803    generate_120_fs_variables(instructions, state);
804
805    const glsl_type *const clip_distance_array_type =
806       glsl_type::get_array_instance(glsl_type::float_type,
807                                     state->Const.MaxClipPlanes);
808
809    /* FINISHME: gl_ClipDistance needs a real location assigned. */
810    add_variable(instructions, state->symbols,
811                 "gl_ClipDistance", clip_distance_array_type, ir_var_in, -1);
812 }
813
814 static void
815 initialize_fs_variables(exec_list *instructions,
816                         struct _mesa_glsl_parse_state *state)
817 {
818
819    switch (state->language_version) {
820    case 100:
821       generate_100ES_fs_variables(instructions, state);
822       break;
823    case 110:
824       generate_110_fs_variables(instructions, state);
825       break;
826    case 120:
827       generate_120_fs_variables(instructions, state);
828       break;
829    case 130:
830       generate_130_fs_variables(instructions, state);
831       break;
832    }
833
834    if (state->ARB_shader_stencil_export_enable)
835       generate_ARB_shader_stencil_export_variables(instructions, state,
836                                                    state->ARB_shader_stencil_export_warn);
837
838    if (state->AMD_shader_stencil_export_enable)
839       generate_AMD_shader_stencil_export_variables(instructions, state,
840                                                    state->AMD_shader_stencil_export_warn);
841 }
842
843 void
844 _mesa_glsl_initialize_variables(exec_list *instructions,
845                                 struct _mesa_glsl_parse_state *state)
846 {
847    switch (state->target) {
848    case vertex_shader:
849       initialize_vs_variables(instructions, state);
850       break;
851    case geometry_shader:
852       break;
853    case fragment_shader:
854       initialize_fs_variables(instructions, state);
855       break;
856    }
857 }