#include "program/prog_statevars.h"
#include "program/prog_instruction.h"
-static void generate_ARB_draw_buffers_variables(exec_list *,
- struct _mesa_glsl_parse_state *,
- bool, _mesa_glsl_parser_targets);
-
-static void
-generate_ARB_draw_instanced_variables(exec_list *,
- struct _mesa_glsl_parse_state *,
- bool, _mesa_glsl_parser_targets);
-
-static void
-generate_AMD_vertex_shader_layer_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state,
- bool warn,
- _mesa_glsl_parser_targets target);
-
-struct builtin_variable {
- enum ir_variable_mode mode;
- int slot;
- const char *type;
- const char *name;
-};
-
-static const builtin_variable builtin_core_vs_variables[] = {
- { ir_var_shader_out, VARYING_SLOT_POS, "vec4", "gl_Position" },
- { ir_var_shader_out, VARYING_SLOT_PSIZ, "float", "gl_PointSize" },
-};
-
-static const builtin_variable builtin_core_fs_variables[] = {
- { ir_var_shader_in, VARYING_SLOT_POS, "vec4", "gl_FragCoord" },
- { ir_var_shader_in, VARYING_SLOT_FACE, "bool", "gl_FrontFacing" },
- { ir_var_shader_out, FRAG_RESULT_COLOR, "vec4", "gl_FragColor" },
-};
-
-static const builtin_variable builtin_100ES_fs_variables[] = {
- { ir_var_shader_in, VARYING_SLOT_PNTC, "vec2", "gl_PointCoord" },
-};
-
-static const builtin_variable builtin_300ES_vs_variables[] = {
- { ir_var_system_value, SYSTEM_VALUE_VERTEX_ID, "int", "gl_VertexID" },
-};
-
-static const builtin_variable builtin_300ES_fs_variables[] = {
- { ir_var_shader_in, VARYING_SLOT_POS, "vec4", "gl_FragCoord" },
- { ir_var_shader_in, VARYING_SLOT_FACE, "bool", "gl_FrontFacing" },
- { ir_var_shader_out, FRAG_RESULT_DEPTH, "float", "gl_FragDepth" },
- { ir_var_shader_in, VARYING_SLOT_PNTC, "vec2", "gl_PointCoord" },
-};
-
-static const builtin_variable builtin_110_fs_variables[] = {
- { ir_var_shader_out, FRAG_RESULT_DEPTH, "float", "gl_FragDepth" },
-};
-
-static const builtin_variable builtin_110_deprecated_fs_variables[] = {
- { ir_var_shader_in, VARYING_SLOT_COL0, "vec4", "gl_Color" },
- { ir_var_shader_in, VARYING_SLOT_COL1, "vec4", "gl_SecondaryColor" },
- { ir_var_shader_in, VARYING_SLOT_FOGC, "float", "gl_FogFragCoord" },
-};
-
-static const builtin_variable builtin_110_deprecated_vs_variables[] = {
- { ir_var_shader_in, VERT_ATTRIB_POS, "vec4", "gl_Vertex" },
- { ir_var_shader_in, VERT_ATTRIB_NORMAL, "vec3", "gl_Normal" },
- { ir_var_shader_in, VERT_ATTRIB_COLOR0, "vec4", "gl_Color" },
- { ir_var_shader_in, VERT_ATTRIB_COLOR1, "vec4", "gl_SecondaryColor" },
- { ir_var_shader_in, VERT_ATTRIB_TEX0, "vec4", "gl_MultiTexCoord0" },
- { ir_var_shader_in, VERT_ATTRIB_TEX1, "vec4", "gl_MultiTexCoord1" },
- { ir_var_shader_in, VERT_ATTRIB_TEX2, "vec4", "gl_MultiTexCoord2" },
- { ir_var_shader_in, VERT_ATTRIB_TEX3, "vec4", "gl_MultiTexCoord3" },
- { ir_var_shader_in, VERT_ATTRIB_TEX4, "vec4", "gl_MultiTexCoord4" },
- { ir_var_shader_in, VERT_ATTRIB_TEX5, "vec4", "gl_MultiTexCoord5" },
- { ir_var_shader_in, VERT_ATTRIB_TEX6, "vec4", "gl_MultiTexCoord6" },
- { ir_var_shader_in, VERT_ATTRIB_TEX7, "vec4", "gl_MultiTexCoord7" },
- { ir_var_shader_in, VERT_ATTRIB_FOG, "float", "gl_FogCoord" },
- { ir_var_shader_out, VARYING_SLOT_CLIP_VERTEX, "vec4", "gl_ClipVertex" },
- { ir_var_shader_out, VARYING_SLOT_COL0, "vec4", "gl_FrontColor" },
- { ir_var_shader_out, VARYING_SLOT_BFC0, "vec4", "gl_BackColor" },
- { ir_var_shader_out, VARYING_SLOT_COL1, "vec4", "gl_FrontSecondaryColor" },
- { ir_var_shader_out, VARYING_SLOT_BFC1, "vec4", "gl_BackSecondaryColor" },
- { ir_var_shader_out, VARYING_SLOT_FOGC, "float", "gl_FogFragCoord" },
-};
-
-static const builtin_variable builtin_120_fs_variables[] = {
- { ir_var_shader_in, VARYING_SLOT_PNTC, "vec2", "gl_PointCoord" },
-};
-
-static const builtin_variable builtin_130_vs_variables[] = {
- { ir_var_system_value, SYSTEM_VALUE_VERTEX_ID, "int", "gl_VertexID" },
-};
-
-static const builtin_variable builtin_110_deprecated_uniforms[] = {
- { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrix" },
- { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrix" },
- { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrix" },
- { ir_var_uniform, -1, "mat3", "gl_NormalMatrix" },
- { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixInverse" },
- { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixInverse" },
- { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixInverse" },
- { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixTranspose" },
- { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixTranspose" },
- { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixTranspose" },
- { ir_var_uniform, -1, "mat4", "gl_ModelViewMatrixInverseTranspose" },
- { ir_var_uniform, -1, "mat4", "gl_ProjectionMatrixInverseTranspose" },
- { ir_var_uniform, -1, "mat4", "gl_ModelViewProjectionMatrixInverseTranspose" },
- { ir_var_uniform, -1, "float", "gl_NormalScale" },
- { ir_var_uniform, -1, "gl_LightModelParameters", "gl_LightModel"},
-
- /* Mesa-internal ATI_envmap_bumpmap state. */
- { ir_var_uniform, -1, "vec2", "gl_BumpRotMatrix0MESA"},
- { ir_var_uniform, -1, "vec2", "gl_BumpRotMatrix1MESA"},
- { ir_var_uniform, -1, "vec4", "gl_FogParamsOptimizedMESA"},
-};
static struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
{"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
{NULL, NULL, 0}
};
-static ir_variable *
-add_variable(exec_list *instructions, glsl_symbol_table *symtab,
- const char *name, const glsl_type *type,
- enum ir_variable_mode mode, int slot)
+
+namespace {
+
+class builtin_variable_generator
+{
+public:
+ builtin_variable_generator(exec_list *instructions,
+ struct _mesa_glsl_parse_state *state);
+ void generate_constants();
+ void generate_uniforms();
+ void generate_vs_special_vars();
+ void generate_gs_special_vars();
+ void generate_fs_special_vars();
+ void generate_varyings();
+
+private:
+ const glsl_type *array(const glsl_type *base, unsigned elements)
+ {
+ return glsl_type::get_array_instance(base, elements);
+ }
+
+ const glsl_type *type(const char *name)
+ {
+ return symtab->get_type(name);
+ }
+
+ ir_variable *add_input(int slot, const glsl_type *type, const char *name)
+ {
+ return add_variable(name, type, ir_var_shader_in, slot);
+ }
+
+ ir_variable *add_output(int slot, const glsl_type *type, const char *name)
+ {
+ return add_variable(name, type, ir_var_shader_out, slot);
+ }
+
+ ir_variable *add_system_value(int slot, const glsl_type *type,
+ const char *name)
+ {
+ return add_variable(name, type, ir_var_system_value, slot);
+ }
+
+ ir_variable *add_variable(const char *name, const glsl_type *type,
+ enum ir_variable_mode mode, int slot);
+ ir_variable *add_uniform(const glsl_type *type, const char *name);
+ ir_variable *add_const(const char *name, int value);
+ void add_varying(int slot, const glsl_type *type, const char *name,
+ const char *name_as_gs_input);
+
+ exec_list * const instructions;
+ struct _mesa_glsl_parse_state * const state;
+ glsl_symbol_table * const symtab;
+
+ /**
+ * True if compatibility-profile-only variables should be included. (In
+ * desktop GL, these are always included when the GLSL version is 1.30 and
+ * or below).
+ */
+ const bool compatibility;
+
+ const glsl_type * const bool_t;
+ const glsl_type * const int_t;
+ const glsl_type * const float_t;
+ const glsl_type * const vec2_t;
+ const glsl_type * const vec3_t;
+ const glsl_type * const vec4_t;
+ const glsl_type * const mat3_t;
+ const glsl_type * const mat4_t;
+};
+
+
+builtin_variable_generator::builtin_variable_generator(
+ exec_list *instructions, struct _mesa_glsl_parse_state *state)
+ : instructions(instructions), state(state), symtab(state->symbols),
+ compatibility(!state->is_version(140, 100)),
+ bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
+ float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
+ vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
+ mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
+{
+}
+
+
+ir_variable *
+builtin_variable_generator::add_variable(const char *name,
+ const glsl_type *type,
+ enum ir_variable_mode mode, int slot)
{
ir_variable *var = new(symtab) ir_variable(type, name, mode);
return var;
}
-static ir_variable *
-add_uniform(exec_list *instructions, glsl_symbol_table *symtab,
- const char *name, const glsl_type *type)
+
+ir_variable *
+builtin_variable_generator::add_uniform(const glsl_type *type,
+ const char *name)
{
- ir_variable *const uni =
- add_variable(instructions, symtab, name, type, ir_var_uniform, -1);
+ ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1);
unsigned i;
for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
return uni;
}
-static void
-add_builtin_variable(exec_list *instructions, glsl_symbol_table *symtab,
- const builtin_variable *proto)
-{
- /* Create a new variable declaration from the description supplied by
- * the caller.
- */
- const glsl_type *const type = symtab->get_type(proto->type);
-
- assert(type != NULL);
-
- if (proto->mode == ir_var_uniform) {
- add_uniform(instructions, symtab, proto->name, type);
- } else {
- add_variable(instructions, symtab, proto->name, type, proto->mode,
- proto->slot);
- }
-}
-static ir_variable *
-add_builtin_constant(exec_list *instructions, glsl_symbol_table *symtab,
- const char *name, int value)
+ir_variable *
+builtin_variable_generator::add_const(const char *name, int value)
{
- ir_variable *const var = add_variable(instructions, symtab,
- name, glsl_type::int_type,
+ ir_variable *const var = add_variable(name, glsl_type::int_type,
ir_var_auto, -1);
var->constant_value = new(var) ir_constant(value);
var->constant_initializer = new(var) ir_constant(value);
return var;
}
-/**
- * Uniforms that are common to all GLSL ES implementations.
- *
- * Several constants in GLSL ES have different names than normal desktop GLSL.
- * Therefore, this function should only be called on the ES path.
- */
-static void
-generate_common_ES_uniforms(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- glsl_symbol_table *const symtab = state->symbols;
-
- add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
- state->Const.MaxVertexAttribs);
- add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformVectors",
- state->Const.MaxVertexUniformComponents / 4);
- add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
- state->Const.MaxVertexTextureImageUnits);
- add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
- state->Const.MaxCombinedTextureImageUnits);
- add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
- state->Const.MaxTextureImageUnits);
- add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformVectors",
- state->Const.MaxFragmentUniformComponents / 4);
-
- add_uniform(instructions, symtab, "gl_DepthRange",
- state->symbols->get_type("gl_DepthRangeParameters"));
-}
-static void
-generate_100ES_uniforms(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- generate_common_ES_uniforms(instructions, state);
-
- glsl_symbol_table *const symtab = state->symbols;
-
- add_builtin_constant(instructions, symtab, "gl_MaxVaryingVectors",
- state->Const.MaxVaryingFloats / 4);
-}
-
-static void
-generate_300ES_uniforms(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
+void
+builtin_variable_generator::generate_constants()
{
- generate_common_ES_uniforms(instructions, state);
-
- glsl_symbol_table *const symtab = state->symbols;
-
- add_builtin_constant(instructions, symtab, "gl_MaxVertexOutputVectors",
- state->Const.MaxVaryingFloats / 4);
- add_builtin_constant(instructions, symtab, "gl_MaxFragmentInputVectors",
- state->Const.MaxVaryingFloats / 4);
- add_builtin_constant(instructions, symtab, "gl_MinProgramTexelOffset",
- state->Const.MinProgramTexelOffset);
- add_builtin_constant(instructions, symtab, "gl_MaxProgramTexelOffset",
- state->Const.MaxProgramTexelOffset);
-}
+ add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
+ add_const("gl_MaxVertexTextureImageUnits",
+ state->Const.MaxVertexTextureImageUnits);
+ add_const("gl_MaxCombinedTextureImageUnits",
+ state->Const.MaxCombinedTextureImageUnits);
+ add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
+ add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
+
+ /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
+ * GL counts them in units of "components" or "floats".
+ */
+ if (state->es_shader) {
+ add_const("gl_MaxVertexUniformVectors",
+ state->Const.MaxVertexUniformComponents / 4);
+ add_const("gl_MaxFragmentUniformVectors",
+ state->Const.MaxFragmentUniformComponents / 4);
-static void
-generate_110_uniforms(exec_list *instructions,
- struct _mesa_glsl_parse_state *state,
- bool add_deprecated)
-{
- glsl_symbol_table *const symtab = state->symbols;
-
- if (add_deprecated) {
- for (unsigned i = 0
- ; i < Elements(builtin_110_deprecated_uniforms)
- ; i++) {
- add_builtin_variable(instructions, symtab,
- & builtin_110_deprecated_uniforms[i]);
+ /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
+ * vertex and fragment shader constants.
+ */
+ if (state->is_version(0, 300)) {
+ add_const("gl_MaxVertexOutputVectors",
+ state->Const.MaxVaryingFloats / 4);
+ add_const("gl_MaxFragmentInputVectors",
+ state->Const.MaxVaryingFloats / 4);
+ } else {
+ add_const("gl_MaxVaryingVectors", state->Const.MaxVaryingFloats / 4);
}
- }
-
- if (add_deprecated) {
- add_builtin_constant(instructions, symtab, "gl_MaxLights",
- state->Const.MaxLights);
- add_builtin_constant(instructions, symtab, "gl_MaxClipPlanes",
- state->Const.MaxClipPlanes);
- add_builtin_constant(instructions, symtab, "gl_MaxTextureUnits",
- state->Const.MaxTextureUnits);
- add_builtin_constant(instructions, symtab, "gl_MaxTextureCoords",
- state->Const.MaxTextureCoords);
- }
- add_builtin_constant(instructions, symtab, "gl_MaxVertexAttribs",
- state->Const.MaxVertexAttribs);
- add_builtin_constant(instructions, symtab, "gl_MaxVertexUniformComponents",
- state->Const.MaxVertexUniformComponents);
- add_builtin_constant(instructions, symtab, "gl_MaxVaryingFloats",
- state->Const.MaxVaryingFloats);
- add_builtin_constant(instructions, symtab, "gl_MaxVertexTextureImageUnits",
- state->Const.MaxVertexTextureImageUnits);
- add_builtin_constant(instructions, symtab, "gl_MaxCombinedTextureImageUnits",
- state->Const.MaxCombinedTextureImageUnits);
- add_builtin_constant(instructions, symtab, "gl_MaxTextureImageUnits",
- state->Const.MaxTextureImageUnits);
- add_builtin_constant(instructions, symtab, "gl_MaxFragmentUniformComponents",
- state->Const.MaxFragmentUniformComponents);
-
- if (add_deprecated) {
- const glsl_type *const mat4_array_type =
- glsl_type::get_array_instance(glsl_type::mat4_type,
- state->Const.MaxTextureCoords);
-
- add_uniform(instructions, symtab, "gl_TextureMatrix", mat4_array_type);
- add_uniform(instructions, symtab, "gl_TextureMatrixInverse", mat4_array_type);
- add_uniform(instructions, symtab, "gl_TextureMatrixTranspose", mat4_array_type);
- add_uniform(instructions, symtab, "gl_TextureMatrixInverseTranspose", mat4_array_type);
- }
-
- add_uniform(instructions, symtab, "gl_DepthRange",
- symtab->get_type("gl_DepthRangeParameters"));
-
- if (add_deprecated) {
- add_uniform(instructions, symtab, "gl_ClipPlane",
- glsl_type::get_array_instance(glsl_type::vec4_type,
- state->Const.MaxClipPlanes));
- add_uniform(instructions, symtab, "gl_Point",
- symtab->get_type("gl_PointParameters"));
-
- const glsl_type *const material_parameters_type =
- symtab->get_type("gl_MaterialParameters");
- add_uniform(instructions, symtab, "gl_FrontMaterial", material_parameters_type);
- add_uniform(instructions, symtab, "gl_BackMaterial", material_parameters_type);
-
- const glsl_type *const light_source_array_type =
- glsl_type::get_array_instance(symtab->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
-
- add_uniform(instructions, symtab, "gl_LightSource", light_source_array_type);
-
- const glsl_type *const light_model_products_type =
- symtab->get_type("gl_LightModelProducts");
- add_uniform(instructions, symtab, "gl_FrontLightModelProduct",
- light_model_products_type);
- add_uniform(instructions, symtab, "gl_BackLightModelProduct",
- light_model_products_type);
-
- const glsl_type *const light_products_type =
- glsl_type::get_array_instance(symtab->get_type("gl_LightProducts"),
- state->Const.MaxLights);
- add_uniform(instructions, symtab, "gl_FrontLightProduct", light_products_type);
- add_uniform(instructions, symtab, "gl_BackLightProduct", light_products_type);
-
- add_uniform(instructions, symtab, "gl_TextureEnvColor",
- glsl_type::get_array_instance(glsl_type::vec4_type,
- state->Const.MaxTextureUnits));
-
- const glsl_type *const texcoords_vec4 =
- glsl_type::get_array_instance(glsl_type::vec4_type,
- state->Const.MaxTextureCoords);
- add_uniform(instructions, symtab, "gl_EyePlaneS", texcoords_vec4);
- add_uniform(instructions, symtab, "gl_EyePlaneT", texcoords_vec4);
- add_uniform(instructions, symtab, "gl_EyePlaneR", texcoords_vec4);
- add_uniform(instructions, symtab, "gl_EyePlaneQ", texcoords_vec4);
- add_uniform(instructions, symtab, "gl_ObjectPlaneS", texcoords_vec4);
- add_uniform(instructions, symtab, "gl_ObjectPlaneT", texcoords_vec4);
- add_uniform(instructions, symtab, "gl_ObjectPlaneR", texcoords_vec4);
- add_uniform(instructions, symtab, "gl_ObjectPlaneQ", texcoords_vec4);
-
- add_uniform(instructions, symtab, "gl_Fog",
- symtab->get_type("gl_FogParameters"));
- }
-
- /* Mesa-internal current attrib state */
- const glsl_type *const vert_attribs =
- glsl_type::get_array_instance(glsl_type::vec4_type, VERT_ATTRIB_MAX);
- add_uniform(instructions, symtab, "gl_CurrentAttribVertMESA", vert_attribs);
- const glsl_type *const frag_attribs =
- glsl_type::get_array_instance(glsl_type::vec4_type, VARYING_SLOT_MAX);
- add_uniform(instructions, symtab, "gl_CurrentAttribFragMESA", frag_attribs);
-}
-
-/* This function should only be called for ES, not desktop GL. */
-static void
-generate_100ES_vs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
- add_builtin_variable(instructions, state->symbols,
- & builtin_core_vs_variables[i]);
- }
-
- generate_100ES_uniforms(instructions, state);
+ } else {
+ add_const("gl_MaxVertexUniformComponents",
+ state->Const.MaxVertexUniformComponents);
- generate_ARB_draw_buffers_variables(instructions, state, false,
- vertex_shader);
-}
+ /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
+ * removed
+ */
+ add_const("gl_MaxVaryingFloats", state->Const.MaxVaryingFloats);
-static void
-generate_300ES_vs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
- add_builtin_variable(instructions, state->symbols,
- & builtin_core_vs_variables[i]);
+ add_const("gl_MaxFragmentUniformComponents",
+ state->Const.MaxFragmentUniformComponents);
}
- for (unsigned i = 0; i < Elements(builtin_300ES_vs_variables); i++) {
- add_builtin_variable(instructions, state->symbols,
- & builtin_300ES_vs_variables[i]);
+ /* Texel offsets were introduced in ARB_shading_language_420pack (which
+ * requires desktop GLSL version 130), and adopted into desktop GLSL
+ * version 4.20 and GLSL ES version 3.00.
+ */
+ if ((state->is_version(130, 0) &&
+ state->ARB_shading_language_420pack_enable) ||
+ state->is_version(420, 300)) {
+ add_const("gl_MinProgramTexelOffset",
+ state->Const.MinProgramTexelOffset);
+ add_const("gl_MaxProgramTexelOffset",
+ state->Const.MaxProgramTexelOffset);
}
- generate_300ES_uniforms(instructions, state);
-
- generate_ARB_draw_buffers_variables(instructions, state, false,
- vertex_shader);
-}
-
-
-static void
-generate_110_vs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state,
- bool add_deprecated)
-{
- for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
- add_builtin_variable(instructions, state->symbols,
- & builtin_core_vs_variables[i]);
+ if (state->is_version(130, 0)) {
+ add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
+ add_const("gl_MaxVaryingComponents", state->Const.MaxVaryingFloats);
}
- if (add_deprecated) {
- for (unsigned i = 0
- ; i < Elements(builtin_110_deprecated_vs_variables)
- ; i++) {
- add_builtin_variable(instructions, state->symbols,
- & builtin_110_deprecated_vs_variables[i]);
- }
- }
- generate_110_uniforms(instructions, state, add_deprecated);
-
- if (add_deprecated) {
- /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
- *
- * "As with all arrays, indices used to subscript gl_TexCoord must
- * either be an integral constant expressions, or this array must be
- * re-declared by the shader with a size. The size can be at most
- * gl_MaxTextureCoords. Using indexes close to 0 may aid the
- * implementation in preserving varying resources."
+ if (compatibility) {
+ /* Note: gl_MaxLights stopped being listed as an explicit constant in
+ * GLSL 1.30, however it continues to be referred to (as a minimum size
+ * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
+ * this seems like it was probably an oversight.
*/
- const glsl_type *const vec4_array_type =
- glsl_type::get_array_instance(glsl_type::vec4_type, 0);
-
- add_variable(instructions, state->symbols,
- "gl_TexCoord", vec4_array_type, ir_var_shader_out,
- VARYING_SLOT_TEX0);
- }
-
- generate_ARB_draw_buffers_variables(instructions, state, false,
- vertex_shader);
-}
+ add_const("gl_MaxLights", state->Const.MaxLights);
+ add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
-static void
-generate_120_vs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state,
- bool add_deprecated)
-{
- /* GLSL version 1.20 did not add any built-in variables in the vertex
- * shader.
- */
- generate_110_vs_variables(instructions, state, add_deprecated);
-}
-
+ /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
+ * 1.50, however this seems like it was probably an oversight.
+ */
+ add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
-static void
-generate_130_uniforms(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- glsl_symbol_table *const symtab = state->symbols;
-
- add_builtin_constant(instructions, symtab, "gl_MaxClipDistances",
- state->Const.MaxClipPlanes);
- add_builtin_constant(instructions, symtab, "gl_MaxVaryingComponents",
- state->Const.MaxVaryingFloats);
-
- if (state->ARB_shading_language_420pack_enable) {
- add_builtin_constant(instructions, symtab, "gl_MinProgramTexelOffset",
- state->Const.MinProgramTexelOffset);
- add_builtin_constant(instructions, symtab, "gl_MaxProgramTexelOffset",
- state->Const.MaxProgramTexelOffset);
+ /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
+ * re-introduced in GLSL 1.50, so this seems like it was probably an
+ * oversight.
+ */
+ add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
}
}
-static void
-generate_130_vs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state,
- bool add_deprecated)
+/**
+ * Generate uniform variables (which exist in all types of shaders).
+ */
+void
+builtin_variable_generator::generate_uniforms()
{
- generate_120_vs_variables(instructions, state, add_deprecated);
-
- for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) {
- add_builtin_variable(instructions, state->symbols,
- & builtin_130_vs_variables[i]);
- }
-
- generate_130_uniforms(instructions, state);
+ add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
+ add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
+ add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
+
+ if (compatibility) {
+ add_uniform(mat4_t, "gl_ModelViewMatrix");
+ add_uniform(mat4_t, "gl_ProjectionMatrix");
+ add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
+ add_uniform(mat3_t, "gl_NormalMatrix");
+ add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
+ add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
+ add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
+ add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
+ add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
+ add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
+ add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
+ add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
+ add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
+ add_uniform(float_t, "gl_NormalScale");
+ add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
+ add_uniform(vec2_t, "gl_BumpRotMatrix0MESA");
+ add_uniform(vec2_t, "gl_BumpRotMatrix1MESA");
+ add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
- /* From the GLSL 1.30 spec, section 7.1 (Vertex Shader Special
- * Variables):
- *
- * The gl_ClipDistance array is predeclared as unsized and must
- * be sized by the shader either redeclaring it with a size or
- * indexing it only with integral constant expressions.
- *
- * We represent this in Mesa by initially declaring the array as
- * size 0.
- */
- const glsl_type *const clip_distance_array_type =
- glsl_type::get_array_instance(glsl_type::float_type, 0);
+ const glsl_type *const mat4_array_type =
+ array(mat4_t, state->Const.MaxTextureCoords);
+ add_uniform(mat4_array_type, "gl_TextureMatrix");
+ add_uniform(mat4_array_type, "gl_TextureMatrixInverse");
+ add_uniform(mat4_array_type, "gl_TextureMatrixTranspose");
+ add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
- add_variable(instructions, state->symbols,
- "gl_ClipDistance", clip_distance_array_type, ir_var_shader_out,
- VARYING_SLOT_CLIP_DIST0);
+ add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
+ add_uniform(type("gl_PointParameters"), "gl_Point");
- generate_AMD_vertex_shader_layer_variables(instructions, state, false,
- vertex_shader);
-}
+ const glsl_type *const material_parameters_type =
+ type("gl_MaterialParameters");
+ add_uniform(material_parameters_type, "gl_FrontMaterial");
+ add_uniform(material_parameters_type, "gl_BackMaterial");
+ add_uniform(array(type("gl_LightSourceParameters"),
+ state->Const.MaxLights),
+ "gl_LightSource");
-static void
-initialize_vs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- if (state->es_shader) {
- switch (state->language_version) {
- case 100:
- generate_100ES_vs_variables(instructions, state);
- break;
- case 300:
- generate_300ES_vs_variables(instructions, state);
- break;
- default:
- assert(!"Unexpected language version");
- break;
- }
- } else {
- switch (state->language_version) {
- case 110:
- generate_110_vs_variables(instructions, state, true);
- break;
- case 120:
- generate_120_vs_variables(instructions, state, true);
- break;
- case 130:
- generate_130_vs_variables(instructions, state, true);
- break;
- case 140:
- case 150:
- generate_130_vs_variables(instructions, state, false);
- break;
- default:
- assert(!"Unexpected language version");
- break;
- }
- }
-
- generate_ARB_draw_instanced_variables(instructions, state, false,
- vertex_shader);
-}
+ const glsl_type *const light_model_products_type =
+ type("gl_LightModelProducts");
+ add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
+ add_uniform(light_model_products_type, "gl_BackLightModelProduct");
+ const glsl_type *const light_products_type =
+ array(type("gl_LightProducts"), state->Const.MaxLights);
+ add_uniform(light_products_type, "gl_FrontLightProduct");
+ add_uniform(light_products_type, "gl_BackLightProduct");
-/* This function should only be called for ES, not desktop GL. */
-static void
-generate_100ES_fs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
- add_builtin_variable(instructions, state->symbols,
- & builtin_core_fs_variables[i]);
- }
+ add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
+ "gl_TextureEnvColor");
- for (unsigned i = 0; i < Elements(builtin_100ES_fs_variables); i++) {
- add_builtin_variable(instructions, state->symbols,
- & builtin_100ES_fs_variables[i]);
+ const glsl_type *const texcoords_vec4 =
+ array(vec4_t, state->Const.MaxTextureCoords);
+ add_uniform(texcoords_vec4, "gl_EyePlaneS");
+ add_uniform(texcoords_vec4, "gl_EyePlaneT");
+ add_uniform(texcoords_vec4, "gl_EyePlaneR");
+ add_uniform(texcoords_vec4, "gl_EyePlaneQ");
+ add_uniform(texcoords_vec4, "gl_ObjectPlaneS");
+ add_uniform(texcoords_vec4, "gl_ObjectPlaneT");
+ add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
+ add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
+
+ add_uniform(type("gl_FogParameters"), "gl_Fog");
}
-
- generate_100ES_uniforms(instructions, state);
-
- generate_ARB_draw_buffers_variables(instructions, state, false,
- fragment_shader);
}
-static void
-generate_300ES_fs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- /* Note: we don't add builtin_core_fs_variables, because it contains
- * gl_FragColor, which is not in GLSL 3.00 ES.
- */
-
- for (unsigned i = 0; i < Elements(builtin_300ES_fs_variables); i++) {
- add_builtin_variable(instructions, state->symbols,
- & builtin_300ES_fs_variables[i]);
- }
- generate_300ES_uniforms(instructions, state);
-
- generate_ARB_draw_buffers_variables(instructions, state, false,
- fragment_shader);
-}
-
-static void
-generate_110_fs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state,
- bool add_deprecated)
+/**
+ * Generate variables which only exist in vertex shaders.
+ */
+void
+builtin_variable_generator::generate_vs_special_vars()
{
- for (unsigned i = 0; i < Elements(builtin_core_fs_variables); i++) {
- add_builtin_variable(instructions, state->symbols,
- & builtin_core_fs_variables[i]);
- }
-
- for (unsigned i = 0; i < Elements(builtin_110_fs_variables); i++) {
- add_builtin_variable(instructions, state->symbols,
- & builtin_110_fs_variables[i]);
- }
-
- if (add_deprecated) {
- for (unsigned i = 0
- ; i < Elements(builtin_110_deprecated_fs_variables)
- ; i++) {
- add_builtin_variable(instructions, state->symbols,
- & builtin_110_deprecated_fs_variables[i]);
- }
+ if (state->is_version(130, 300))
+ add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
+ if (state->ARB_draw_instanced_enable)
+ add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
+ if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
+ add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
+ if (state->AMD_vertex_shader_layer_enable)
+ add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
+ if (compatibility) {
+ add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
+ add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
+ add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
+ add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
+ add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
+ add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
+ add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
+ add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
+ add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
+ add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
+ add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
+ add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
+ add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
}
-
- generate_110_uniforms(instructions, state, add_deprecated);
-
- if (add_deprecated) {
- /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
- *
- * "As with all arrays, indices used to subscript gl_TexCoord must
- * either be an integral constant expressions, or this array must be
- * re-declared by the shader with a size. The size can be at most
- * gl_MaxTextureCoords. Using indexes close to 0 may aid the
- * implementation in preserving varying resources."
- */
- const glsl_type *const vec4_array_type =
- glsl_type::get_array_instance(glsl_type::vec4_type, 0);
-
- add_variable(instructions, state->symbols,
- "gl_TexCoord", vec4_array_type, ir_var_shader_in,
- VARYING_SLOT_TEX0);
- }
-
- generate_ARB_draw_buffers_variables(instructions, state, false,
- fragment_shader);
}
-static void
-generate_ARB_draw_buffers_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state,
- bool warn, _mesa_glsl_parser_targets target)
+/**
+ * Generate variables which only exist in geometry shaders.
+ */
+void
+builtin_variable_generator::generate_gs_special_vars()
{
- /* gl_MaxDrawBuffers is available in all shader stages.
- */
- ir_variable *const mdb =
- add_builtin_constant(instructions, state->symbols, "gl_MaxDrawBuffers",
- state->Const.MaxDrawBuffers);
-
- if (warn)
- mdb->warn_extension = "GL_ARB_draw_buffers";
+ add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
- /* gl_FragData is only available in the fragment shader.
- * It is not present in GLSL 3.00 ES.
+ /* Although gl_PrimitiveID appears in tessellation control and tessellation
+ * evaluation shaders, it has a different function there than it has in
+ * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
+ * as special geometry shader variables.
+ *
+ * Note that although the general convention of suffixing geometry shader
+ * input varyings with "In" was not adopted into GLSL 1.50, it is used in
+ * the specific case of gl_PrimitiveIDIn. So we don't need to treat
+ * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
*/
- if (target == fragment_shader && !state->is_version(0, 300)) {
- const glsl_type *const vec4_array_type =
- glsl_type::get_array_instance(glsl_type::vec4_type,
- state->Const.MaxDrawBuffers);
-
- ir_variable *const fd =
- add_variable(instructions, state->symbols,
- "gl_FragData", vec4_array_type,
- ir_var_shader_out, FRAG_RESULT_DATA0);
-
- if (warn)
- fd->warn_extension = "GL_ARB_draw_buffers";
- }
+ add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
+ add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
}
-static void
-generate_ARB_draw_instanced_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state,
- bool warn,
- _mesa_glsl_parser_targets target)
+/**
+ * Generate variables which only exist in fragment shaders.
+ */
+void
+builtin_variable_generator::generate_fs_special_vars()
{
- /* gl_InstanceIDARB is only available in the vertex shader.
+ add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
+ add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
+ if (state->is_version(120, 100))
+ add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
+
+ /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
+ * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
+ * They were removed from GLSL ES 3.00.
*/
- if (target != vertex_shader)
- return;
-
- if (state->ARB_draw_instanced_enable) {
- ir_variable *inst =
- add_variable(instructions, state->symbols,
- "gl_InstanceIDARB", glsl_type::int_type,
- ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID);
-
- if (warn)
- inst->warn_extension = "GL_ARB_draw_instanced";
+ if (compatibility || !state->is_version(420, 300)) {
+ add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor");
+ add_output(FRAG_RESULT_DATA0,
+ array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
}
- bool available_in_core = state->is_version(140, 300);
- if (state->ARB_draw_instanced_enable || available_in_core) {
- /* Originally ARB_draw_instanced only specified that ARB decorated name.
- * Since no vendor actually implemented that behavior and some apps use
- * the undecorated name, the extension now specifies that both names are
- * available.
- */
- ir_variable *inst =
- add_variable(instructions, state->symbols,
- "gl_InstanceID", glsl_type::int_type,
- ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID);
-
- if (!available_in_core && warn)
- inst->warn_extension = "GL_ARB_draw_instanced";
- }
-}
-
-static void
-generate_AMD_vertex_shader_layer_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state,
- bool warn,
- _mesa_glsl_parser_targets target)
-{
- /* gl_Layer is only available in the vertex shader for the
- * AMD_vertex_shader_layer extension. It will also be available in the
- * geometry shader when GLSL 1.50 is supported.
+ /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
+ * ES 1.00.
*/
- if (target != vertex_shader)
- return;
+ if (state->is_version(110, 300))
+ add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth");
- if (state->AMD_vertex_shader_layer_enable) {
- ir_variable *inst =
- add_variable(instructions, state->symbols,
- "gl_Layer", glsl_type::int_type,
- ir_var_shader_out, VARYING_SLOT_LAYER);
-
- if (warn)
- inst->warn_extension = "GL_AMD_vertex_shader_layer";
+ if (state->ARB_shader_stencil_export_enable) {
+ ir_variable *const var =
+ add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
+ if (state->ARB_shader_stencil_export_warn)
+ var->warn_extension = "GL_ARB_shader_stencil_export";
}
-}
-
-static void
-generate_ARB_shader_stencil_export_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state,
- bool warn)
-{
- /* gl_FragStencilRefARB is only available in the fragment shader.
- */
- ir_variable *const fd =
- add_variable(instructions, state->symbols,
- "gl_FragStencilRefARB", glsl_type::int_type,
- ir_var_shader_out, FRAG_RESULT_STENCIL);
- if (warn)
- fd->warn_extension = "GL_ARB_shader_stencil_export";
-}
-
-static void
-generate_AMD_shader_stencil_export_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state,
- bool warn)
-{
- /* gl_FragStencilRefAMD is only available in the fragment shader.
- */
- ir_variable *const fd =
- add_variable(instructions, state->symbols,
- "gl_FragStencilRefAMD", glsl_type::int_type,
- ir_var_shader_out, FRAG_RESULT_STENCIL);
-
- if (warn)
- fd->warn_extension = "GL_AMD_shader_stencil_export";
-}
-
-static void
-generate_120_fs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state,
- bool add_deprecated)
-{
- generate_110_fs_variables(instructions, state, add_deprecated);
-
- for (unsigned i = 0
- ; i < Elements(builtin_120_fs_variables)
- ; i++) {
- add_builtin_variable(instructions, state->symbols,
- & builtin_120_fs_variables[i]);
+ if (state->AMD_shader_stencil_export_enable) {
+ ir_variable *const var =
+ add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
+ if (state->AMD_shader_stencil_export_warn)
+ var->warn_extension = "GL_AMD_shader_stencil_export";
}
}
-static void
-generate_fs_clipdistance(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- /* From the GLSL 1.30 spec, section 7.2 (Fragment Shader Special
- * Variables):
- *
- * The built-in input variable gl_ClipDistance array contains linearly
- * interpolated values for the vertex values written by the vertex shader
- * to the gl_ClipDistance vertex output variable. This array must be
- * sized in the fragment shader either implicitly or explicitly to be the
- * same size as it was sized in the vertex shader.
- *
- * In other words, the array must be pre-declared as implicitly sized. We
- * represent this in Mesa by initially declaring the array as size 0.
- */
- const glsl_type *const clip_distance_array_type =
- glsl_type::get_array_instance(glsl_type::float_type, 0);
- add_variable(instructions, state->symbols,
- "gl_ClipDistance", clip_distance_array_type, ir_var_shader_in,
- VARYING_SLOT_CLIP_DIST0);
-}
-
-static void
-generate_130_fs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
+/**
+ * Add a single "varying" variable. The variable's type and direction (input
+ * or output) are adjusted as appropriate for the type of shader being
+ * compiled. For geometry shaders using {ARB,EXT}_geometry_shader4,
+ * name_as_gs_input is used for the input (to avoid ambiguity).
+ */
+void
+builtin_variable_generator::add_varying(int slot, const glsl_type *type,
+ const char *name,
+ const char *name_as_gs_input)
{
- generate_120_fs_variables(instructions, state, true);
-
- generate_130_uniforms(instructions, state);
- generate_fs_clipdistance(instructions, state);
+ switch (state->target) {
+ case geometry_shader:
+ add_input(slot, array(type, 0), name_as_gs_input);
+ /* FALLTHROUGH */
+ case vertex_shader:
+ add_output(slot, type, name);
+ break;
+ case fragment_shader:
+ add_input(slot, type, name);
+ break;
+ }
}
-static void
-generate_140_fs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
-{
- generate_120_fs_variables(instructions, state, false);
-
- generate_130_uniforms(instructions, state);
- generate_fs_clipdistance(instructions, state);
-}
-
-static void
-initialize_fs_variables(exec_list *instructions,
- struct _mesa_glsl_parse_state *state)
+/**
+ * Generate variables that are used to communicate data from one shader stage
+ * to the next ("varyings").
+ */
+void
+builtin_variable_generator::generate_varyings()
{
- if (state->es_shader) {
- switch (state->language_version) {
- case 100:
- generate_100ES_fs_variables(instructions, state);
- break;
- case 300:
- generate_300ES_fs_variables(instructions, state);
- break;
- default:
- assert(!"Unexpected language version");
- break;
- }
- } else {
- switch (state->language_version) {
- case 110:
- generate_110_fs_variables(instructions, state, true);
- break;
- case 120:
- generate_120_fs_variables(instructions, state, true);
- break;
- case 130:
- generate_130_fs_variables(instructions, state);
- break;
- case 140:
- case 150:
- generate_140_fs_variables(instructions, state);
- break;
- default:
- assert(!"Unexpected language version");
- break;
+#define ADD_VARYING(loc, type, name) \
+ add_varying(loc, type, name, name "In")
+
+ /* gl_Position and gl_PointSize are not visible from fragment shaders. */
+ if (state->target != fragment_shader) {
+ ADD_VARYING(VARYING_SLOT_POS, vec4_t, "gl_Position");
+ ADD_VARYING(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
+ }
+
+ if (state->is_version(130, 0)) {
+ ADD_VARYING(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
+ "gl_ClipDistance");
+ }
+
+ if (compatibility) {
+ ADD_VARYING(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
+ ADD_VARYING(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
+ if (state->target == fragment_shader) {
+ ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_Color");
+ ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
+ } else {
+ ADD_VARYING(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
+ ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
+ ADD_VARYING(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
+ ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
+ ADD_VARYING(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
}
}
+}
- if (state->ARB_shader_stencil_export_enable)
- generate_ARB_shader_stencil_export_variables(instructions, state,
- state->ARB_shader_stencil_export_warn);
- if (state->AMD_shader_stencil_export_enable)
- generate_AMD_shader_stencil_export_variables(instructions, state,
- state->AMD_shader_stencil_export_warn);
-}
+}; /* Anonymous namespace */
+
void
_mesa_glsl_initialize_variables(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
{
+ builtin_variable_generator gen(instructions, state);
+
+ gen.generate_constants();
+ gen.generate_uniforms();
+
+ gen.generate_varyings();
+
switch (state->target) {
case vertex_shader:
- initialize_vs_variables(instructions, state);
+ gen.generate_vs_special_vars();
break;
case geometry_shader:
+ gen.generate_gs_special_vars();
break;
case fragment_shader:
- initialize_fs_variables(instructions, state);
+ gen.generate_fs_special_vars();
break;
}
}