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/*
* 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 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_uniform:
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->name, 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;
}
}
/* 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_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;
}
}
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