0,0 → 1,825 |
/* |
* 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 "main/core.h" |
#include "main/uniforms.h" |
#include "program/prog_parameter.h" |
#include "program/prog_statevars.h" |
#include "program/prog_instruction.h" |
|
|
static struct gl_builtin_uniform_element gl_DepthRange_elements[] = { |
{"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX}, |
{"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY}, |
{"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ}, |
}; |
|
static struct gl_builtin_uniform_element gl_ClipPlane_elements[] = { |
{NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW} |
}; |
|
static struct gl_builtin_uniform_element gl_Point_elements[] = { |
{"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX}, |
{"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY}, |
{"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ}, |
{"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW}, |
{"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX}, |
{"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY}, |
{"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ}, |
}; |
|
static struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = { |
{"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW}, |
{"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW}, |
{"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW}, |
{"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW}, |
{"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX}, |
}; |
|
static struct gl_builtin_uniform_element gl_BackMaterial_elements[] = { |
{"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW}, |
{"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW}, |
{"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW}, |
{"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW}, |
{"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX}, |
}; |
|
static struct gl_builtin_uniform_element gl_LightSource_elements[] = { |
{"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW}, |
{"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW}, |
{"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW}, |
{"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW}, |
{"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW}, |
{"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, |
MAKE_SWIZZLE4(SWIZZLE_X, |
SWIZZLE_Y, |
SWIZZLE_Z, |
SWIZZLE_Z)}, |
{"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW}, |
{"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX}, |
{"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW}, |
{"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX}, |
{"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY}, |
{"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ}, |
}; |
|
static struct gl_builtin_uniform_element gl_LightModel_elements[] = { |
{"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW}, |
}; |
|
static struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = { |
{"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW}, |
}; |
|
static struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = { |
{"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW}, |
}; |
|
static struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = { |
{"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW}, |
{"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW}, |
{"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW}, |
}; |
|
static struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = { |
{"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW}, |
{"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW}, |
{"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW}, |
}; |
|
static struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = { |
{NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW}, |
}; |
|
static struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = { |
{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW}, |
}; |
|
static struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = { |
{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW}, |
}; |
|
static struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = { |
{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW}, |
}; |
|
static struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = { |
{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW}, |
}; |
|
static struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = { |
{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW}, |
}; |
|
static struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = { |
{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW}, |
}; |
|
static struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = { |
{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW}, |
}; |
|
static struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = { |
{NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW}, |
}; |
|
static struct gl_builtin_uniform_element gl_Fog_elements[] = { |
{"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW}, |
{"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX}, |
{"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY}, |
{"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ}, |
{"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW}, |
}; |
|
static struct gl_builtin_uniform_element gl_NormalScale_elements[] = { |
{NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX}, |
}; |
|
static struct gl_builtin_uniform_element gl_BumpRotMatrix0MESA_elements[] = { |
{NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_0}, SWIZZLE_XYZW}, |
}; |
|
static struct gl_builtin_uniform_element gl_BumpRotMatrix1MESA_elements[] = { |
{NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_1}, SWIZZLE_XYZW}, |
}; |
|
static struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = { |
{NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW}, |
}; |
|
static struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = { |
{NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW}, |
}; |
|
static struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = { |
{NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, SWIZZLE_XYZW}, |
}; |
|
#define MATRIX(name, statevar, modifier) \ |
static struct gl_builtin_uniform_element name ## _elements[] = { \ |
{ NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW }, \ |
{ NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW }, \ |
{ NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW }, \ |
{ NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW }, \ |
} |
|
MATRIX(gl_ModelViewMatrix, |
STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE); |
MATRIX(gl_ModelViewMatrixInverse, |
STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS); |
MATRIX(gl_ModelViewMatrixTranspose, |
STATE_MODELVIEW_MATRIX, 0); |
MATRIX(gl_ModelViewMatrixInverseTranspose, |
STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE); |
|
MATRIX(gl_ProjectionMatrix, |
STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE); |
MATRIX(gl_ProjectionMatrixInverse, |
STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS); |
MATRIX(gl_ProjectionMatrixTranspose, |
STATE_PROJECTION_MATRIX, 0); |
MATRIX(gl_ProjectionMatrixInverseTranspose, |
STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE); |
|
MATRIX(gl_ModelViewProjectionMatrix, |
STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE); |
MATRIX(gl_ModelViewProjectionMatrixInverse, |
STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS); |
MATRIX(gl_ModelViewProjectionMatrixTranspose, |
STATE_MVP_MATRIX, 0); |
MATRIX(gl_ModelViewProjectionMatrixInverseTranspose, |
STATE_MVP_MATRIX, STATE_MATRIX_INVERSE); |
|
MATRIX(gl_TextureMatrix, |
STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE); |
MATRIX(gl_TextureMatrixInverse, |
STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS); |
MATRIX(gl_TextureMatrixTranspose, |
STATE_TEXTURE_MATRIX, 0); |
MATRIX(gl_TextureMatrixInverseTranspose, |
STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE); |
|
static struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = { |
{ NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE}, |
MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) }, |
{ NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE}, |
MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) }, |
{ NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE}, |
MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) }, |
}; |
|
#undef MATRIX |
|
#define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)} |
|
static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = { |
STATEVAR(gl_DepthRange), |
STATEVAR(gl_ClipPlane), |
STATEVAR(gl_Point), |
STATEVAR(gl_FrontMaterial), |
STATEVAR(gl_BackMaterial), |
STATEVAR(gl_LightSource), |
STATEVAR(gl_LightModel), |
STATEVAR(gl_FrontLightModelProduct), |
STATEVAR(gl_BackLightModelProduct), |
STATEVAR(gl_FrontLightProduct), |
STATEVAR(gl_BackLightProduct), |
STATEVAR(gl_TextureEnvColor), |
STATEVAR(gl_EyePlaneS), |
STATEVAR(gl_EyePlaneT), |
STATEVAR(gl_EyePlaneR), |
STATEVAR(gl_EyePlaneQ), |
STATEVAR(gl_ObjectPlaneS), |
STATEVAR(gl_ObjectPlaneT), |
STATEVAR(gl_ObjectPlaneR), |
STATEVAR(gl_ObjectPlaneQ), |
STATEVAR(gl_Fog), |
|
STATEVAR(gl_ModelViewMatrix), |
STATEVAR(gl_ModelViewMatrixInverse), |
STATEVAR(gl_ModelViewMatrixTranspose), |
STATEVAR(gl_ModelViewMatrixInverseTranspose), |
|
STATEVAR(gl_ProjectionMatrix), |
STATEVAR(gl_ProjectionMatrixInverse), |
STATEVAR(gl_ProjectionMatrixTranspose), |
STATEVAR(gl_ProjectionMatrixInverseTranspose), |
|
STATEVAR(gl_ModelViewProjectionMatrix), |
STATEVAR(gl_ModelViewProjectionMatrixInverse), |
STATEVAR(gl_ModelViewProjectionMatrixTranspose), |
STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose), |
|
STATEVAR(gl_TextureMatrix), |
STATEVAR(gl_TextureMatrixInverse), |
STATEVAR(gl_TextureMatrixTranspose), |
STATEVAR(gl_TextureMatrixInverseTranspose), |
|
STATEVAR(gl_NormalMatrix), |
STATEVAR(gl_NormalScale), |
|
STATEVAR(gl_BumpRotMatrix0MESA), |
STATEVAR(gl_BumpRotMatrix1MESA), |
STATEVAR(gl_FogParamsOptimizedMESA), |
STATEVAR(gl_CurrentAttribVertMESA), |
STATEVAR(gl_CurrentAttribFragMESA), |
|
{NULL, NULL, 0} |
}; |
|
|
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); |
|
switch (var->mode) { |
case ir_var_auto: |
case ir_var_shader_in: |
case ir_var_uniform: |
case ir_var_system_value: |
var->read_only = true; |
break; |
case ir_var_shader_out: |
break; |
default: |
/* The only variables that are added using this function should be |
* uniforms, shader inputs, and shader outputs, constants (which use |
* ir_var_auto), and system values. |
*/ |
assert(0); |
break; |
} |
|
var->location = slot; |
var->explicit_location = (slot >= 0); |
var->explicit_index = 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; |
} |
|
|
ir_variable * |
builtin_variable_generator::add_uniform(const glsl_type *type, |
const char *name) |
{ |
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++) { |
if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) { |
break; |
} |
} |
|
assert(_mesa_builtin_uniform_desc[i].name != NULL); |
const struct gl_builtin_uniform_desc* const statevar = |
&_mesa_builtin_uniform_desc[i]; |
|
const unsigned array_count = type->is_array() ? type->length : 1; |
uni->num_state_slots = array_count * statevar->num_elements; |
|
ir_state_slot *slots = |
ralloc_array(uni, ir_state_slot, uni->num_state_slots); |
|
uni->state_slots = slots; |
|
for (unsigned a = 0; a < array_count; a++) { |
for (unsigned j = 0; j < statevar->num_elements; j++) { |
struct gl_builtin_uniform_element *element = &statevar->elements[j]; |
|
memcpy(slots->tokens, element->tokens, sizeof(element->tokens)); |
if (type->is_array()) { |
if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 || |
strcmp(name, "gl_CurrentAttribFragMESA") == 0) { |
slots->tokens[2] = a; |
} else { |
slots->tokens[1] = a; |
} |
} |
|
slots->swizzle = element->swizzle; |
slots++; |
} |
} |
|
return uni; |
} |
|
|
ir_variable * |
builtin_variable_generator::add_const(const char *name, int value) |
{ |
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); |
var->has_initializer = true; |
return var; |
} |
|
|
void |
builtin_variable_generator::generate_constants() |
{ |
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); |
|
/* 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); |
} |
} else { |
add_const("gl_MaxVertexUniformComponents", |
state->Const.MaxVertexUniformComponents); |
|
/* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not |
* removed |
*/ |
add_const("gl_MaxVaryingFloats", state->Const.MaxVaryingFloats); |
|
add_const("gl_MaxFragmentUniformComponents", |
state->Const.MaxFragmentUniformComponents); |
} |
|
/* 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); |
} |
|
if (state->is_version(130, 0)) { |
add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes); |
add_const("gl_MaxVaryingComponents", state->Const.MaxVaryingFloats); |
} |
|
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. |
*/ |
add_const("gl_MaxLights", state->Const.MaxLights); |
|
add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes); |
|
/* 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); |
|
/* 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); |
} |
} |
|
|
/** |
* Generate uniform variables (which exist in all types of shaders). |
*/ |
void |
builtin_variable_generator::generate_uniforms() |
{ |
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"); |
|
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_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane"); |
add_uniform(type("gl_PointParameters"), "gl_Point"); |
|
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"); |
|
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"); |
|
add_uniform(array(vec4_t, state->Const.MaxTextureUnits), |
"gl_TextureEnvColor"); |
|
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 variables which only exist in vertex shaders. |
*/ |
void |
builtin_variable_generator::generate_vs_special_vars() |
{ |
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 variables which only exist in geometry shaders. |
*/ |
void |
builtin_variable_generator::generate_gs_special_vars() |
{ |
add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer"); |
|
/* 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. |
*/ |
add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn"); |
add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID"); |
} |
|
|
/** |
* Generate variables which only exist in fragment shaders. |
*/ |
void |
builtin_variable_generator::generate_fs_special_vars() |
{ |
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 (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"); |
} |
|
/* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL |
* ES 1.00. |
*/ |
if (state->is_version(110, 300)) |
add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth"); |
|
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"; |
} |
|
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"; |
} |
} |
|
|
/** |
* 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) |
{ |
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; |
} |
} |
|
|
/** |
* Generate variables that are used to communicate data from one shader stage |
* to the next ("varyings"). |
*/ |
void |
builtin_variable_generator::generate_varyings() |
{ |
#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"); |
} |
} |
} |
|
|
}; /* 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: |
gen.generate_vs_special_vars(); |
break; |
case geometry_shader: |
gen.generate_gs_special_vars(); |
break; |
case fragment_shader: |
gen.generate_fs_special_vars(); |
break; |
} |
} |