/* * Copyright © 2010 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ #include "ir.h" #include "glsl_parser_extras.h" #include "glsl_symbol_table.h" #include "builtin_variables.h" #ifndef Elements #define Elements(x) (sizeof(x)/sizeof(*(x))) #endif static void generate_ARB_draw_buffers_variables(exec_list *, struct _mesa_glsl_parse_state *, bool, _mesa_glsl_parser_targets); static ir_variable * add_variable(const char *name, enum ir_variable_mode mode, int slot, const glsl_type *type, exec_list *instructions, glsl_symbol_table *symtab) { ir_variable *var = new(symtab) ir_variable(type, name, mode); switch (var->mode) { case ir_var_auto: var->read_only = true; break; case ir_var_in: var->shader_in = true; var->read_only = true; break; case ir_var_inout: var->shader_in = true; var->shader_out = true; break; case ir_var_out: var->shader_out = true; break; case ir_var_uniform: var->shader_in = true; var->read_only = true; break; default: assert(0); break; } var->location = slot; /* Once the variable is created an initialized, add it to the symbol table * and add the declaration to the IR stream. */ instructions->push_tail(var); symtab->add_variable(var->name, var); return var; } static void add_builtin_variable(const builtin_variable *proto, exec_list *instructions, glsl_symbol_table *symtab) { /* 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); add_variable(proto->name, proto->mode, proto->slot, type, instructions, symtab); } static void add_builtin_constant(exec_list *instructions, struct _mesa_glsl_parse_state *state, const char *name, int value) { ir_variable *const var = add_variable(name, ir_var_auto, -1, glsl_type::int_type, instructions, state->symbols); var->constant_value = new(var) ir_constant(value); } static void generate_110_uniforms(exec_list *instructions, struct _mesa_glsl_parse_state *state) { for (unsigned i = 0 ; i < Elements(builtin_110_deprecated_uniforms) ; i++) { add_builtin_variable(& builtin_110_deprecated_uniforms[i], instructions, state->symbols); } add_builtin_constant(instructions, state, "gl_MaxLights", state->Const.MaxLights); add_builtin_constant(instructions, state, "gl_MaxClipPlanes", state->Const.MaxClipPlanes); add_builtin_constant(instructions, state, "gl_MaxTextureUnits", state->Const.MaxTextureUnits); add_builtin_constant(instructions, state, "gl_MaxTextureCoords", state->Const.MaxTextureCoords); add_builtin_constant(instructions, state, "gl_MaxVertexAttribs", state->Const.MaxVertexAttribs); add_builtin_constant(instructions, state, "gl_MaxVertexUniformComponents", state->Const.MaxVertexUniformComponents); add_builtin_constant(instructions, state, "gl_MaxVaryingFloats", state->Const.MaxVaryingFloats); add_builtin_constant(instructions, state, "gl_MaxVertexTextureImageUnits", state->Const.MaxVertexTextureImageUnits); add_builtin_constant(instructions, state, "gl_MaxCombinedTextureImageUnits", state->Const.MaxCombinedTextureImageUnits); add_builtin_constant(instructions, state, "gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits); add_builtin_constant(instructions, state, "gl_MaxFragmentUniformComponents", state->Const.MaxFragmentUniformComponents); const glsl_type *const mat4_array_type = glsl_type::get_array_instance(state->symbols, glsl_type::mat4_type, state->Const.MaxTextureCoords); add_variable("gl_TextureMatrix", ir_var_uniform, -1, mat4_array_type, instructions, state->symbols); /* FINISHME: Add support for gl_DepthRangeParameters */ /* FINISHME: Add support for gl_ClipPlane[] */ /* FINISHME: Add support for gl_PointParameters */ /* FINISHME: Add support for gl_MaterialParameters * FINISHME: (glFrontMaterial, glBackMaterial) */ /* FINISHME: The size of this array is implementation dependent based on the * FINISHME: value of GL_MAX_TEXTURE_LIGHTS. GL_MAX_TEXTURE_LIGHTS must be * FINISHME: at least 8, so hard-code 8 for now. */ const glsl_type *const light_source_array_type = glsl_type::get_array_instance(state->symbols, state->symbols->get_type("gl_LightSourceParameters"), 8); add_variable("gl_LightSource", ir_var_uniform, -1, light_source_array_type, instructions, state->symbols); /* FINISHME: Add support for gl_LightModel */ /* FINISHME: Add support for gl_FrontLightProduct[], gl_BackLightProduct[] */ /* FINISHME: Add support for gl_TextureEnvColor[] */ /* FINISHME: Add support for gl_ObjectPlane*[], gl_EyePlane*[] */ /* FINISHME: Add support for gl_Fog */ } static void generate_110_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(& builtin_core_vs_variables[i], instructions, state->symbols); } for (unsigned i = 0 ; i < Elements(builtin_110_deprecated_vs_variables) ; i++) { add_builtin_variable(& builtin_110_deprecated_vs_variables[i], instructions, state->symbols); } generate_110_uniforms(instructions, state); /* 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(state->symbols, glsl_type::vec4_type, 0); add_variable("gl_TexCoord", ir_var_out, VERT_RESULT_TEX0, vec4_array_type, instructions, state->symbols); generate_ARB_draw_buffers_variables(instructions, state, false, vertex_shader); } static void generate_120_vs_variables(exec_list *instructions, struct _mesa_glsl_parse_state *state) { /* GLSL version 1.20 did not add any built-in variables in the vertex * shader. */ generate_110_vs_variables(instructions, state); } static void generate_130_vs_variables(exec_list *instructions, struct _mesa_glsl_parse_state *state) { void *ctx = state->symbols; generate_120_vs_variables(instructions, state); for (unsigned i = 0; i < Elements(builtin_130_vs_variables); i++) { add_builtin_variable(& builtin_130_vs_variables[i], instructions, state->symbols); } /* FINISHME: The size of this array is implementation dependent based on * FINISHME: the value of GL_MAX_CLIP_DISTANCES. */ const glsl_type *const clip_distance_array_type = glsl_type::get_array_instance(ctx, glsl_type::float_type, 8); /* FINISHME: gl_ClipDistance needs a real location assigned. */ add_variable("gl_ClipDistance", ir_var_out, -1, clip_distance_array_type, instructions, state->symbols); } static void initialize_vs_variables(exec_list *instructions, struct _mesa_glsl_parse_state *state) { switch (state->language_version) { case 110: generate_110_vs_variables(instructions, state); break; case 120: generate_120_vs_variables(instructions, state); break; case 130: generate_130_vs_variables(instructions, state); break; } } static void generate_110_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(& builtin_core_fs_variables[i], instructions, state->symbols); } for (unsigned i = 0 ; i < Elements(builtin_110_deprecated_fs_variables) ; i++) { add_builtin_variable(& builtin_110_deprecated_fs_variables[i], instructions, state->symbols); } generate_110_uniforms(instructions, state); /* 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(state->symbols, glsl_type::vec4_type, 0); add_variable("gl_TexCoord", ir_var_in, FRAG_ATTRIB_TEX0, vec4_array_type, instructions, state->symbols); 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) { /* gl_MaxDrawBuffers is available in all shader stages. */ ir_variable *const mdb = add_variable("gl_MaxDrawBuffers", ir_var_auto, -1, glsl_type::int_type, instructions, state->symbols); if (warn) mdb->warn_extension = "GL_ARB_draw_buffers"; mdb->constant_value = new(mdb) ir_constant(int(state->Const.MaxDrawBuffers)); /* gl_FragData is only available in the fragment shader. */ if (target == fragment_shader) { const glsl_type *const vec4_array_type = glsl_type::get_array_instance(state->symbols, glsl_type::vec4_type, state->Const.MaxDrawBuffers); ir_variable *const fd = add_variable("gl_FragData", ir_var_out, FRAG_RESULT_DATA0, vec4_array_type, instructions, state->symbols); if (warn) fd->warn_extension = "GL_ARB_draw_buffers"; } } static void generate_120_fs_variables(exec_list *instructions, struct _mesa_glsl_parse_state *state) { generate_110_fs_variables(instructions, state); for (unsigned i = 0 ; i < Elements(builtin_120_fs_variables) ; i++) { add_builtin_variable(& builtin_120_fs_variables[i], instructions, state->symbols); } } static void generate_130_fs_variables(exec_list *instructions, struct _mesa_glsl_parse_state *state) { void *ctx = state->symbols; generate_120_fs_variables(instructions, state); /* FINISHME: The size of this array is implementation dependent based on * FINISHME: the value of GL_MAX_CLIP_DISTANCES. */ const glsl_type *const clip_distance_array_type = glsl_type::get_array_instance(ctx, glsl_type::float_type, 8); /* FINISHME: gl_ClipDistance needs a real location assigned. */ add_variable("gl_ClipDistance", ir_var_in, -1, clip_distance_array_type, instructions, state->symbols); } static void initialize_fs_variables(exec_list *instructions, struct _mesa_glsl_parse_state *state) { switch (state->language_version) { case 110: generate_110_fs_variables(instructions, state); break; case 120: generate_120_fs_variables(instructions, state); break; case 130: generate_130_fs_variables(instructions, state); break; } } void _mesa_glsl_initialize_variables(exec_list *instructions, struct _mesa_glsl_parse_state *state) { switch (state->target) { case vertex_shader: initialize_vs_variables(instructions, state); break; case geometry_shader: break; case fragment_shader: initialize_fs_variables(instructions, state); break; case ir_shader: fprintf(stderr, "ir reader has no builtin variables"); exit(1); break; } }