2 * Copyright © 2010 Intel Corporation
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:
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
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.
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"
33 static void generate_ARB_draw_buffers_variables(exec_list *,
34 struct _mesa_glsl_parse_state *,
35 bool, _mesa_glsl_parser_targets);
38 generate_ARB_draw_instanced_variables(exec_list *,
39 struct _mesa_glsl_parse_state *,
40 bool, _mesa_glsl_parser_targets);
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},
48 static struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
49 {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
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},
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},
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},
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,
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},
97 static struct gl_builtin_uniform_element gl_LightModel_elements[] = {
98 {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
101 static struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
102 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
105 static struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
106 {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
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},
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},
121 static struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
122 {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
125 static struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
126 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
129 static struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
130 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
133 static struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
134 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
137 static struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
138 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
141 static struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
142 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
145 static struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
146 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
149 static struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
150 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
153 static struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
154 {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
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},
165 static struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
166 {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
169 static struct gl_builtin_uniform_element gl_MESABumpRotMatrix0_elements[] = {
170 {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_0}, SWIZZLE_XYZW},
173 static struct gl_builtin_uniform_element gl_MESABumpRotMatrix1_elements[] = {
174 {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_1}, SWIZZLE_XYZW},
177 static struct gl_builtin_uniform_element gl_MESAFogParamsOptimized_elements[] = {
178 {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
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 }, \
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);
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);
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);
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);
225 static struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
226 { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
228 { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
230 { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
236 #define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)}
238 const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
239 STATEVAR(gl_DepthRange),
240 STATEVAR(gl_ClipPlane),
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),
261 STATEVAR(gl_ModelViewMatrix),
262 STATEVAR(gl_ModelViewMatrixInverse),
263 STATEVAR(gl_ModelViewMatrixTranspose),
264 STATEVAR(gl_ModelViewMatrixInverseTranspose),
266 STATEVAR(gl_ProjectionMatrix),
267 STATEVAR(gl_ProjectionMatrixInverse),
268 STATEVAR(gl_ProjectionMatrixTranspose),
269 STATEVAR(gl_ProjectionMatrixInverseTranspose),
271 STATEVAR(gl_ModelViewProjectionMatrix),
272 STATEVAR(gl_ModelViewProjectionMatrixInverse),
273 STATEVAR(gl_ModelViewProjectionMatrixTranspose),
274 STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
276 STATEVAR(gl_TextureMatrix),
277 STATEVAR(gl_TextureMatrixInverse),
278 STATEVAR(gl_TextureMatrixTranspose),
279 STATEVAR(gl_TextureMatrixInverseTranspose),
281 STATEVAR(gl_NormalMatrix),
282 STATEVAR(gl_NormalScale),
284 STATEVAR(gl_MESABumpRotMatrix0),
285 STATEVAR(gl_MESABumpRotMatrix1),
286 STATEVAR(gl_MESAFogParamsOptimized),
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)
296 ir_variable *var = new(symtab) ir_variable(type, name, mode);
301 case ir_var_const_in:
303 case ir_var_system_value:
304 var->read_only = true;
314 var->location = slot;
315 var->explicit_location = (slot >= 0);
317 /* Once the variable is created an initialized, add it to the symbol table
318 * and add the declaration to the IR stream.
320 instructions->push_tail(var);
322 symtab->add_variable(var);
327 add_uniform(exec_list *instructions, glsl_symbol_table *symtab,
328 const char *name, const glsl_type *type)
330 return add_variable(instructions, symtab, name, type, ir_var_uniform, -1);
334 add_builtin_variable(exec_list *instructions, glsl_symbol_table *symtab,
335 const builtin_variable *proto)
337 /* Create a new variable declaration from the description supplied by
340 const glsl_type *const type = symtab->get_type(proto->type);
342 assert(type != NULL);
344 add_variable(instructions, symtab, proto->name, type, proto->mode,
349 add_builtin_constant(exec_list *instructions, glsl_symbol_table *symtab,
350 const char *name, int value)
352 ir_variable *const var = add_variable(instructions, symtab,
353 name, glsl_type::int_type,
355 var->constant_value = new(var) ir_constant(value);
358 /* Several constants in GLSL ES have different names than normal desktop GLSL.
359 * Therefore, this function should only be called on the ES path.
362 generate_100ES_uniforms(exec_list *instructions,
363 struct _mesa_glsl_parse_state *state)
365 glsl_symbol_table *const symtab = state->symbols;
367 add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
368 state->Const.MaxVertexAttribs);
369 add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformVectors",
370 state->Const.MaxVertexUniformComponents);
371 add_builtin_constant(instructions, symtab, "gl_MaxVaryingVectors",
372 state->Const.MaxVaryingFloats / 4);
373 add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
374 state->Const.MaxVertexTextureImageUnits);
375 add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
376 state->Const.MaxCombinedTextureImageUnits);
377 add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
378 state->Const.MaxTextureImageUnits);
379 add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformVectors",
380 state->Const.MaxFragmentUniformComponents);
382 add_uniform(instructions, symtab, "gl_DepthRange",
383 state->symbols->get_type("gl_DepthRangeParameters"));
387 generate_110_uniforms(exec_list *instructions,
388 struct _mesa_glsl_parse_state *state)
390 glsl_symbol_table *const symtab = state->symbols;
393 ; i < Elements(builtin_110_deprecated_uniforms)
395 add_builtin_variable(instructions, symtab,
396 & builtin_110_deprecated_uniforms[i]);
399 add_builtin_constant(instructions, symtab, "gl_MaxLights",
400 state->Const.MaxLights);
401 add_builtin_constant(instructions, symtab, "gl_MaxClipPlanes",
402 state->Const.MaxClipPlanes);
403 add_builtin_constant(instructions, symtab, "gl_MaxTextureUnits",
404 state->Const.MaxTextureUnits);
405 add_builtin_constant(instructions, symtab, "gl_MaxTextureCoords",
406 state->Const.MaxTextureCoords);
407 add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
408 state->Const.MaxVertexAttribs);
409 add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformComponents",
410 state->Const.MaxVertexUniformComponents);
411 add_builtin_constant(instructions, symtab, "gl_MaxVaryingFloats",
412 state->Const.MaxVaryingFloats);
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_MaxFragmentUniformComponents",
420 state->Const.MaxFragmentUniformComponents);
422 const glsl_type *const mat4_array_type =
423 glsl_type::get_array_instance(glsl_type::mat4_type,
424 state->Const.MaxTextureCoords);
426 add_uniform(instructions, symtab, "gl_TextureMatrix", mat4_array_type);
427 add_uniform(instructions, symtab, "gl_TextureMatrixInverse", mat4_array_type);
428 add_uniform(instructions, symtab, "gl_TextureMatrixTranspose", mat4_array_type);
429 add_uniform(instructions, symtab, "gl_TextureMatrixInverseTranspose", mat4_array_type);
431 add_uniform(instructions, symtab, "gl_DepthRange",
432 symtab->get_type("gl_DepthRangeParameters"));
434 add_uniform(instructions, symtab, "gl_ClipPlane",
435 glsl_type::get_array_instance(glsl_type::vec4_type,
436 state->Const.MaxClipPlanes));
437 add_uniform(instructions, symtab, "gl_Point",
438 symtab->get_type("gl_PointParameters"));
440 const glsl_type *const material_parameters_type =
441 symtab->get_type("gl_MaterialParameters");
442 add_uniform(instructions, symtab, "gl_FrontMaterial", material_parameters_type);
443 add_uniform(instructions, symtab, "gl_BackMaterial", material_parameters_type);
445 const glsl_type *const light_source_array_type =
446 glsl_type::get_array_instance(symtab->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
448 add_uniform(instructions, symtab, "gl_LightSource", light_source_array_type);
450 const glsl_type *const light_model_products_type =
451 symtab->get_type("gl_LightModelProducts");
452 add_uniform(instructions, symtab, "gl_FrontLightModelProduct",
453 light_model_products_type);
454 add_uniform(instructions, symtab, "gl_BackLightModelProduct",
455 light_model_products_type);
457 const glsl_type *const light_products_type =
458 glsl_type::get_array_instance(symtab->get_type("gl_LightProducts"),
459 state->Const.MaxLights);
460 add_uniform(instructions, symtab, "gl_FrontLightProduct", light_products_type);
461 add_uniform(instructions, symtab, "gl_BackLightProduct", light_products_type);
463 add_uniform(instructions, symtab, "gl_TextureEnvColor",
464 glsl_type::get_array_instance(glsl_type::vec4_type,
465 state->Const.MaxTextureUnits));
467 const glsl_type *const texcoords_vec4 =
468 glsl_type::get_array_instance(glsl_type::vec4_type,
469 state->Const.MaxTextureCoords);
470 add_uniform(instructions, symtab, "gl_EyePlaneS", texcoords_vec4);
471 add_uniform(instructions, symtab, "gl_EyePlaneT", texcoords_vec4);
472 add_uniform(instructions, symtab, "gl_EyePlaneR", texcoords_vec4);
473 add_uniform(instructions, symtab, "gl_EyePlaneQ", texcoords_vec4);
474 add_uniform(instructions, symtab, "gl_ObjectPlaneS", texcoords_vec4);
475 add_uniform(instructions, symtab, "gl_ObjectPlaneT", texcoords_vec4);
476 add_uniform(instructions, symtab, "gl_ObjectPlaneR", texcoords_vec4);
477 add_uniform(instructions, symtab, "gl_ObjectPlaneQ", texcoords_vec4);
479 add_uniform(instructions, symtab, "gl_Fog",
480 symtab->get_type("gl_FogParameters"));
483 /* This function should only be called for ES, not desktop GL. */
485 generate_100ES_vs_variables(exec_list *instructions,
486 struct _mesa_glsl_parse_state *state)
488 for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
489 add_builtin_variable(instructions, state->symbols,
490 & builtin_core_vs_variables[i]);
493 generate_100ES_uniforms(instructions, state);
495 generate_ARB_draw_buffers_variables(instructions, state, false,
501 generate_110_vs_variables(exec_list *instructions,
502 struct _mesa_glsl_parse_state *state)
504 for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
505 add_builtin_variable(instructions, state->symbols,
506 & builtin_core_vs_variables[i]);
510 ; i < Elements(builtin_110_deprecated_vs_variables)
512 add_builtin_variable(instructions, state->symbols,
513 & builtin_110_deprecated_vs_variables[i]);
515 generate_110_uniforms(instructions, state);
517 /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
519 * "As with all arrays, indices used to subscript gl_TexCoord must
520 * either be an integral constant expressions, or this array must be
521 * re-declared by the shader with a size. The size can be at most
522 * gl_MaxTextureCoords. Using indexes close to 0 may aid the
523 * implementation in preserving varying resources."
525 const glsl_type *const vec4_array_type =
526 glsl_type::get_array_instance(glsl_type::vec4_type, 0);
528 add_variable(instructions, state->symbols,
529 "gl_TexCoord", vec4_array_type, ir_var_out, VERT_RESULT_TEX0);
531 generate_ARB_draw_buffers_variables(instructions, state, false,
537 generate_120_vs_variables(exec_list *instructions,
538 struct _mesa_glsl_parse_state *state)
540 /* GLSL version 1.20 did not add any built-in variables in the vertex
543 generate_110_vs_variables(instructions, state);
548 generate_130_vs_variables(exec_list *instructions,
549 struct _mesa_glsl_parse_state *state)
551 generate_120_vs_variables(instructions, state);
553 for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) {
554 add_builtin_variable(instructions, state->symbols,
555 & builtin_130_vs_variables[i]);
558 const glsl_type *const clip_distance_array_type =
559 glsl_type::get_array_instance(glsl_type::float_type,
560 state->Const.MaxClipPlanes);
562 /* FINISHME: gl_ClipDistance needs a real location assigned. */
563 add_variable(instructions, state->symbols,
564 "gl_ClipDistance", clip_distance_array_type, ir_var_out, -1);
570 initialize_vs_variables(exec_list *instructions,
571 struct _mesa_glsl_parse_state *state)
574 switch (state->language_version) {
576 generate_100ES_vs_variables(instructions, state);
579 generate_110_vs_variables(instructions, state);
582 generate_120_vs_variables(instructions, state);
585 generate_130_vs_variables(instructions, state);
589 if (state->ARB_draw_instanced_enable)
590 generate_ARB_draw_instanced_variables(instructions, state, false,
595 /* This function should only be called for ES, not desktop GL. */
597 generate_100ES_fs_variables(exec_list *instructions,
598 struct _mesa_glsl_parse_state *state)
600 for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
601 add_builtin_variable(instructions, state->symbols,
602 & builtin_core_fs_variables[i]);
605 for (unsigned i = 0; i < Elements(builtin_100ES_fs_variables); i++) {
606 add_builtin_variable(instructions, state->symbols,
607 & builtin_100ES_fs_variables[i]);
610 generate_100ES_uniforms(instructions, state);
612 generate_ARB_draw_buffers_variables(instructions, state, false,
617 generate_110_fs_variables(exec_list *instructions,
618 struct _mesa_glsl_parse_state *state)
620 for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
621 add_builtin_variable(instructions, state->symbols,
622 & builtin_core_fs_variables[i]);
625 for (unsigned i = 0; i < Elements(builtin_110_fs_variables); i++) {
626 add_builtin_variable(instructions, state->symbols,
627 & builtin_110_fs_variables[i]);
631 ; i < Elements(builtin_110_deprecated_fs_variables)
633 add_builtin_variable(instructions, state->symbols,
634 & builtin_110_deprecated_fs_variables[i]);
636 generate_110_uniforms(instructions, state);
638 /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
640 * "As with all arrays, indices used to subscript gl_TexCoord must
641 * either be an integral constant expressions, or this array must be
642 * re-declared by the shader with a size. The size can be at most
643 * gl_MaxTextureCoords. Using indexes close to 0 may aid the
644 * implementation in preserving varying resources."
646 const glsl_type *const vec4_array_type =
647 glsl_type::get_array_instance(glsl_type::vec4_type, 0);
649 add_variable(instructions, state->symbols,
650 "gl_TexCoord", vec4_array_type, ir_var_in, FRAG_ATTRIB_TEX0);
652 generate_ARB_draw_buffers_variables(instructions, state, false,
658 generate_ARB_draw_buffers_variables(exec_list *instructions,
659 struct _mesa_glsl_parse_state *state,
660 bool warn, _mesa_glsl_parser_targets target)
662 /* gl_MaxDrawBuffers is available in all shader stages.
664 ir_variable *const mdb =
665 add_variable(instructions, state->symbols,
666 "gl_MaxDrawBuffers", glsl_type::int_type, ir_var_auto, -1);
669 mdb->warn_extension = "GL_ARB_draw_buffers";
671 mdb->constant_value = new(mdb)
672 ir_constant(int(state->Const.MaxDrawBuffers));
675 /* gl_FragData is only available in the fragment shader.
677 if (target == fragment_shader) {
678 const glsl_type *const vec4_array_type =
679 glsl_type::get_array_instance(glsl_type::vec4_type,
680 state->Const.MaxDrawBuffers);
682 ir_variable *const fd =
683 add_variable(instructions, state->symbols,
684 "gl_FragData", vec4_array_type,
685 ir_var_out, FRAG_RESULT_DATA0);
688 fd->warn_extension = "GL_ARB_draw_buffers";
694 generate_ARB_draw_instanced_variables(exec_list *instructions,
695 struct _mesa_glsl_parse_state *state,
697 _mesa_glsl_parser_targets target)
699 /* gl_InstanceIDARB is only available in the vertex shader.
701 if (target == vertex_shader) {
702 ir_variable *const inst =
703 add_variable(instructions, state->symbols,
704 "gl_InstanceIDARB", glsl_type::int_type,
705 ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID);
708 inst->warn_extension = "GL_ARB_draw_instanced";
714 generate_ARB_shader_stencil_export_variables(exec_list *instructions,
715 struct _mesa_glsl_parse_state *state,
718 /* gl_FragStencilRefARB is only available in the fragment shader.
720 ir_variable *const fd =
721 add_variable(instructions, state->symbols,
722 "gl_FragStencilRefARB", glsl_type::int_type,
723 ir_var_out, FRAG_RESULT_STENCIL);
726 fd->warn_extension = "GL_ARB_shader_stencil_export";
730 generate_120_fs_variables(exec_list *instructions,
731 struct _mesa_glsl_parse_state *state)
733 generate_110_fs_variables(instructions, state);
736 ; i < Elements(builtin_120_fs_variables)
738 add_builtin_variable(instructions, state->symbols,
739 & builtin_120_fs_variables[i]);
744 generate_130_fs_variables(exec_list *instructions,
745 struct _mesa_glsl_parse_state *state)
747 generate_120_fs_variables(instructions, state);
749 const glsl_type *const clip_distance_array_type =
750 glsl_type::get_array_instance(glsl_type::float_type,
751 state->Const.MaxClipPlanes);
753 /* FINISHME: gl_ClipDistance needs a real location assigned. */
754 add_variable(instructions, state->symbols,
755 "gl_ClipDistance", clip_distance_array_type, ir_var_in, -1);
759 initialize_fs_variables(exec_list *instructions,
760 struct _mesa_glsl_parse_state *state)
763 switch (state->language_version) {
765 generate_100ES_fs_variables(instructions, state);
768 generate_110_fs_variables(instructions, state);
771 generate_120_fs_variables(instructions, state);
774 generate_130_fs_variables(instructions, state);
778 if (state->ARB_shader_stencil_export_enable)
779 generate_ARB_shader_stencil_export_variables(instructions, state,
780 state->ARB_shader_stencil_export_warn);
784 _mesa_glsl_initialize_variables(exec_list *instructions,
785 struct _mesa_glsl_parse_state *state)
787 switch (state->target) {
789 initialize_vs_variables(instructions, state);
791 case geometry_shader:
793 case fragment_shader:
794 initialize_fs_variables(instructions, state);