/* * 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" 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 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: case ir_var_in: case ir_var_const_in: case ir_var_uniform: case ir_var_system_value: var->read_only = true; break; case ir_var_inout: case ir_var_out: break; default: assert(0); break; } var->location = slot; var->explicit_location = (slot >= 0); /* 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); return var; } static ir_variable * add_uniform(exec_list *instructions, struct _mesa_glsl_parse_state *state, const char *name, const glsl_type *type) { return add_variable(name, ir_var_uniform, -1, type, instructions, state->symbols); } 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); } /* 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_100ES_uniforms(exec_list *instructions, struct _mesa_glsl_parse_state *state) { add_builtin_constant(instructions, state, "gl_MaxVertexAttribs", state->Const.MaxVertexAttribs); add_builtin_constant(instructions, state, "gl_MaxVertexUniformVectors", state->Const.MaxVertexUniformComponents); add_builtin_constant(instructions, state, "gl_MaxVaryingVectors", state->Const.MaxVaryingFloats / 4); 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_MaxFragmentUniformVectors", state->Const.MaxFragmentUniformComponents); add_uniform(instructions, state, "gl_DepthRange", state->symbols->get_type("gl_DepthRangeParameters")); } 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(glsl_type::mat4_type, state->Const.MaxTextureCoords); add_uniform(instructions, state, "gl_TextureMatrix", mat4_array_type); add_uniform(instructions, state, "gl_TextureMatrixInverse", mat4_array_type); add_uniform(instructions, state, "gl_TextureMatrixTranspose", mat4_array_type); add_uniform(instructions, state, "gl_TextureMatrixInverseTranspose", mat4_array_type); add_uniform(instructions, state, "gl_DepthRange", state->symbols->get_type("gl_DepthRangeParameters")); add_uniform(instructions, state, "gl_ClipPlane", glsl_type::get_array_instance(glsl_type::vec4_type, state->Const.MaxClipPlanes)); add_uniform(instructions, state, "gl_Point", state->symbols->get_type("gl_PointParameters")); const glsl_type *const material_parameters_type = state->symbols->get_type("gl_MaterialParameters"); add_uniform(instructions, state, "gl_FrontMaterial", material_parameters_type); add_uniform(instructions, state, "gl_BackMaterial", material_parameters_type); const glsl_type *const light_source_array_type = glsl_type::get_array_instance(state->symbols->get_type("gl_LightSourceParameters"), state->Const.MaxLights); add_uniform(instructions, state, "gl_LightSource", light_source_array_type); const glsl_type *const light_model_products_type = state->symbols->get_type("gl_LightModelProducts"); add_uniform(instructions, state, "gl_FrontLightModelProduct", light_model_products_type); add_uniform(instructions, state, "gl_BackLightModelProduct", light_model_products_type); const glsl_type *const light_products_type = glsl_type::get_array_instance(state->symbols->get_type("gl_LightProducts"), state->Const.MaxLights); add_uniform(instructions, state, "gl_FrontLightProduct", light_products_type); add_uniform(instructions, state, "gl_BackLightProduct", light_products_type); add_uniform(instructions, state, "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, state, "gl_EyePlaneS", texcoords_vec4); add_uniform(instructions, state, "gl_EyePlaneT", texcoords_vec4); add_uniform(instructions, state, "gl_EyePlaneR", texcoords_vec4); add_uniform(instructions, state, "gl_EyePlaneQ", texcoords_vec4); add_uniform(instructions, state, "gl_ObjectPlaneS", texcoords_vec4); add_uniform(instructions, state, "gl_ObjectPlaneT", texcoords_vec4); add_uniform(instructions, state, "gl_ObjectPlaneR", texcoords_vec4); add_uniform(instructions, state, "gl_ObjectPlaneQ", texcoords_vec4); add_uniform(instructions, state, "gl_Fog", state->symbols->get_type("gl_FogParameters")); } /* 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(& builtin_core_vs_variables[i], instructions, state->symbols); } generate_100ES_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) { 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(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) { 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); } const glsl_type *const clip_distance_array_type = glsl_type::get_array_instance(glsl_type::float_type, state->Const.MaxClipPlanes); /* 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 100: generate_100ES_vs_variables(instructions, state); break; 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; } if (state->ARB_draw_instanced_enable) generate_ARB_draw_instanced_variables(instructions, state, false, vertex_shader); } /* 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(& builtin_core_fs_variables[i], instructions, state->symbols); } for (unsigned i = 0; i < Elements(builtin_100ES_fs_variables); i++) { add_builtin_variable(& builtin_100ES_fs_variables[i], instructions, state->symbols); } generate_100ES_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) { 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_fs_variables); i++) { add_builtin_variable(& builtin_110_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(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(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_ARB_draw_instanced_variables(exec_list *instructions, struct _mesa_glsl_parse_state *state, bool warn, _mesa_glsl_parser_targets target) { /* gl_InstanceIDARB is only available in the vertex shader. */ if (target == vertex_shader) { ir_variable *const inst = add_variable("gl_InstanceIDARB", ir_var_system_value, SYSTEM_VALUE_INSTANCE_ID, glsl_type::int_type, instructions, state->symbols); if (warn) inst->warn_extension = "GL_ARB_draw_instanced"; } } 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("gl_FragStencilRefARB", ir_var_out, FRAG_RESULT_STENCIL, glsl_type::int_type, instructions, state->symbols); if (warn) fd->warn_extension = "GL_ARB_shader_stencil_export"; } 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) { generate_120_fs_variables(instructions, state); const glsl_type *const clip_distance_array_type = glsl_type::get_array_instance(glsl_type::float_type, state->Const.MaxClipPlanes); /* 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 100: generate_100ES_fs_variables(instructions, state); break; 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; } if (state->ARB_shader_stencil_export_enable) generate_ARB_shader_stencil_export_variables(instructions, state, state->ARB_shader_stencil_export_warn); } 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; } }