c2715254a59c0c0172850c6e34a2a1cd6d7e4d53
[profile/ivi/mesa.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      SWIZZLE_XYZW },
228    { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
229      SWIZZLE_XYZW },
230    { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
231      SWIZZLE_XYZW },
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    return add_variable(instructions, symtab, name, type, ir_var_uniform, -1);
331 }
332
333 static void
334 add_builtin_variable(exec_list *instructions, glsl_symbol_table *symtab,
335                      const builtin_variable *proto)
336 {
337    /* Create a new variable declaration from the description supplied by
338     * the caller.
339     */
340    const glsl_type *const type = symtab->get_type(proto->type);
341
342    assert(type != NULL);
343
344    add_variable(instructions, symtab, proto->name, type, proto->mode,
345                 proto->slot);
346 }
347
348 static void
349 add_builtin_constant(exec_list *instructions, glsl_symbol_table *symtab,
350                      const char *name, int value)
351 {
352    ir_variable *const var = add_variable(instructions, symtab,
353                                          name, glsl_type::int_type,
354                                          ir_var_auto, -1);
355    var->constant_value = new(var) ir_constant(value);
356 }
357
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.
360  */
361 static void
362 generate_100ES_uniforms(exec_list *instructions,
363                      struct _mesa_glsl_parse_state *state)
364 {
365    glsl_symbol_table *const symtab = state->symbols;
366
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);
381
382    add_uniform(instructions, symtab, "gl_DepthRange",
383                state->symbols->get_type("gl_DepthRangeParameters"));
384 }
385
386 static void
387 generate_110_uniforms(exec_list *instructions,
388                       struct _mesa_glsl_parse_state *state)
389 {
390    glsl_symbol_table *const symtab = state->symbols;
391
392    for (unsigned i = 0
393            ; i < Elements(builtin_110_deprecated_uniforms)
394            ; i++) {
395       add_builtin_variable(instructions, symtab,
396                            & builtin_110_deprecated_uniforms[i]);
397    }
398
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);
421
422    const glsl_type *const mat4_array_type =
423       glsl_type::get_array_instance(glsl_type::mat4_type,
424                                     state->Const.MaxTextureCoords);
425
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);
430
431    add_uniform(instructions, symtab, "gl_DepthRange",
432                 symtab->get_type("gl_DepthRangeParameters"));
433
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"));
439
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);
444
445    const glsl_type *const light_source_array_type =
446       glsl_type::get_array_instance(symtab->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
447
448    add_uniform(instructions, symtab, "gl_LightSource", light_source_array_type);
449
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);
456
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);
462
463    add_uniform(instructions, symtab, "gl_TextureEnvColor",
464                glsl_type::get_array_instance(glsl_type::vec4_type,
465                                              state->Const.MaxTextureUnits));
466
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);
478
479    add_uniform(instructions, symtab, "gl_Fog",
480                symtab->get_type("gl_FogParameters"));
481 }
482
483 /* This function should only be called for ES, not desktop GL. */
484 static void
485 generate_100ES_vs_variables(exec_list *instructions,
486                           struct _mesa_glsl_parse_state *state)
487 {
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]);
491    }
492
493    generate_100ES_uniforms(instructions, state);
494
495    generate_ARB_draw_buffers_variables(instructions, state, false,
496                                        vertex_shader);
497 }
498
499
500 static void
501 generate_110_vs_variables(exec_list *instructions,
502                           struct _mesa_glsl_parse_state *state)
503 {
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]);
507    }
508
509    for (unsigned i = 0
510            ; i < Elements(builtin_110_deprecated_vs_variables)
511            ; i++) {
512       add_builtin_variable(instructions, state->symbols,
513                            & builtin_110_deprecated_vs_variables[i]);
514    }
515    generate_110_uniforms(instructions, state);
516
517    /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
518     *
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."
524     */
525    const glsl_type *const vec4_array_type =
526       glsl_type::get_array_instance(glsl_type::vec4_type, 0);
527
528    add_variable(instructions, state->symbols,
529                 "gl_TexCoord", vec4_array_type, ir_var_out, VERT_RESULT_TEX0);
530
531    generate_ARB_draw_buffers_variables(instructions, state, false,
532                                        vertex_shader);
533 }
534
535
536 static void
537 generate_120_vs_variables(exec_list *instructions,
538                           struct _mesa_glsl_parse_state *state)
539 {
540    /* GLSL version 1.20 did not add any built-in variables in the vertex
541     * shader.
542     */
543    generate_110_vs_variables(instructions, state);
544 }
545
546
547 static void
548 generate_130_vs_variables(exec_list *instructions,
549                           struct _mesa_glsl_parse_state *state)
550 {
551    generate_120_vs_variables(instructions, state);
552
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]);
556    }
557
558    const glsl_type *const clip_distance_array_type =
559       glsl_type::get_array_instance(glsl_type::float_type,
560                                     state->Const.MaxClipPlanes);
561
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);
565
566 }
567
568
569 static void
570 initialize_vs_variables(exec_list *instructions,
571                         struct _mesa_glsl_parse_state *state)
572 {
573
574    switch (state->language_version) {
575    case 100:
576       generate_100ES_vs_variables(instructions, state);
577       break;
578    case 110:
579       generate_110_vs_variables(instructions, state);
580       break;
581    case 120:
582       generate_120_vs_variables(instructions, state);
583       break;
584    case 130:
585       generate_130_vs_variables(instructions, state);
586       break;
587    }
588
589    if (state->ARB_draw_instanced_enable)
590       generate_ARB_draw_instanced_variables(instructions, state, false,
591                                             vertex_shader);
592 }
593
594
595 /* This function should only be called for ES, not desktop GL. */
596 static void
597 generate_100ES_fs_variables(exec_list *instructions,
598                           struct _mesa_glsl_parse_state *state)
599 {
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]);
603    }
604
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]);
608    }
609
610    generate_100ES_uniforms(instructions, state);
611
612    generate_ARB_draw_buffers_variables(instructions, state, false,
613                                        fragment_shader);
614 }
615
616 static void
617 generate_110_fs_variables(exec_list *instructions,
618                           struct _mesa_glsl_parse_state *state)
619 {
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]);
623    }
624
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]);
628    }
629
630    for (unsigned i = 0
631            ; i < Elements(builtin_110_deprecated_fs_variables)
632            ; i++) {
633       add_builtin_variable(instructions, state->symbols,
634                            & builtin_110_deprecated_fs_variables[i]);
635    }
636    generate_110_uniforms(instructions, state);
637
638    /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
639     *
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."
645     */
646    const glsl_type *const vec4_array_type =
647       glsl_type::get_array_instance(glsl_type::vec4_type, 0);
648
649    add_variable(instructions, state->symbols,
650                 "gl_TexCoord", vec4_array_type, ir_var_in, FRAG_ATTRIB_TEX0);
651
652    generate_ARB_draw_buffers_variables(instructions, state, false,
653                                        fragment_shader);
654 }
655
656
657 static void
658 generate_ARB_draw_buffers_variables(exec_list *instructions,
659                                     struct _mesa_glsl_parse_state *state,
660                                     bool warn, _mesa_glsl_parser_targets target)
661 {
662    /* gl_MaxDrawBuffers is available in all shader stages.
663     */
664    ir_variable *const mdb =
665       add_variable(instructions, state->symbols,
666                    "gl_MaxDrawBuffers", glsl_type::int_type, ir_var_auto, -1);
667
668    if (warn)
669       mdb->warn_extension = "GL_ARB_draw_buffers";
670
671    mdb->constant_value = new(mdb)
672       ir_constant(int(state->Const.MaxDrawBuffers));
673
674
675    /* gl_FragData is only available in the fragment shader.
676     */
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);
681
682       ir_variable *const fd =
683          add_variable(instructions, state->symbols,
684                       "gl_FragData", vec4_array_type,
685                       ir_var_out, FRAG_RESULT_DATA0);
686
687       if (warn)
688          fd->warn_extension = "GL_ARB_draw_buffers";
689    }
690 }
691
692
693 static void
694 generate_ARB_draw_instanced_variables(exec_list *instructions,
695                                       struct _mesa_glsl_parse_state *state,
696                                       bool warn,
697                                       _mesa_glsl_parser_targets target)
698 {
699    /* gl_InstanceIDARB is only available in the vertex shader.
700     */
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);
706
707       if (warn)
708          inst->warn_extension = "GL_ARB_draw_instanced";
709    }
710 }
711
712
713 static void
714 generate_ARB_shader_stencil_export_variables(exec_list *instructions,
715                                              struct _mesa_glsl_parse_state *state,
716                                              bool warn)
717 {
718    /* gl_FragStencilRefARB is only available in the fragment shader.
719     */
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);
724
725    if (warn)
726       fd->warn_extension = "GL_ARB_shader_stencil_export";
727 }
728
729 static void
730 generate_120_fs_variables(exec_list *instructions,
731                           struct _mesa_glsl_parse_state *state)
732 {
733    generate_110_fs_variables(instructions, state);
734
735    for (unsigned i = 0
736            ; i < Elements(builtin_120_fs_variables)
737            ; i++) {
738       add_builtin_variable(instructions, state->symbols,
739                            & builtin_120_fs_variables[i]);
740    }
741 }
742
743 static void
744 generate_130_fs_variables(exec_list *instructions,
745                           struct _mesa_glsl_parse_state *state)
746 {
747    generate_120_fs_variables(instructions, state);
748
749    const glsl_type *const clip_distance_array_type =
750       glsl_type::get_array_instance(glsl_type::float_type,
751                                     state->Const.MaxClipPlanes);
752
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);
756 }
757
758 static void
759 initialize_fs_variables(exec_list *instructions,
760                         struct _mesa_glsl_parse_state *state)
761 {
762
763    switch (state->language_version) {
764    case 100:
765       generate_100ES_fs_variables(instructions, state);
766       break;
767    case 110:
768       generate_110_fs_variables(instructions, state);
769       break;
770    case 120:
771       generate_120_fs_variables(instructions, state);
772       break;
773    case 130:
774       generate_130_fs_variables(instructions, state);
775       break;
776    }
777
778    if (state->ARB_shader_stencil_export_enable)
779       generate_ARB_shader_stencil_export_variables(instructions, state,
780                                                    state->ARB_shader_stencil_export_warn);
781 }
782
783 void
784 _mesa_glsl_initialize_variables(exec_list *instructions,
785                                 struct _mesa_glsl_parse_state *state)
786 {
787    switch (state->target) {
788    case vertex_shader:
789       initialize_vs_variables(instructions, state);
790       break;
791    case geometry_shader:
792       break;
793    case fragment_shader:
794       initialize_fs_variables(instructions, state);
795       break;
796    }
797 }