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1901 serge 1
/*
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 * Copyright © 2010 Intel Corporation
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice (including the next
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 * paragraph) shall be included in all copies or substantial portions of the
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 * Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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 * DEALINGS IN THE SOFTWARE.
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 */
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#include "ir.h"
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#include "glsl_parser_extras.h"
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#include "glsl_symbol_table.h"
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#include "builtin_variables.h"
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static void generate_ARB_draw_buffers_variables(exec_list *,
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						struct _mesa_glsl_parse_state *,
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						bool, _mesa_glsl_parser_targets);
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static ir_variable *
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add_variable(const char *name, enum ir_variable_mode mode, int slot,
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	     const glsl_type *type, exec_list *instructions,
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		     glsl_symbol_table *symtab)
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{
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   ir_variable *var = new(symtab) ir_variable(type, name, mode);
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   switch (var->mode) {
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   case ir_var_auto:
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   case ir_var_in:
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   case ir_var_uniform:
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      var->read_only = true;
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      break;
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   case ir_var_inout:
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   case ir_var_out:
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      break;
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   default:
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      assert(0);
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      break;
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   }
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   var->location = slot;
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   var->explicit_location = (slot >= 0);
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   /* Once the variable is created an initialized, add it to the symbol table
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    * and add the declaration to the IR stream.
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    */
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   instructions->push_tail(var);
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   symtab->add_variable(var);
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   return var;
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}
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static ir_variable *
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add_uniform(exec_list *instructions,
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	    struct _mesa_glsl_parse_state *state,
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	    const char *name, const glsl_type *type)
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{
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   return add_variable(name, ir_var_uniform, -1, type, instructions,
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		       state->symbols);
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}
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static void
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add_builtin_variable(const builtin_variable *proto, exec_list *instructions,
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		     glsl_symbol_table *symtab)
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{
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   /* Create a new variable declaration from the description supplied by
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    * the caller.
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    */
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   const glsl_type *const type = symtab->get_type(proto->type);
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   assert(type != NULL);
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   add_variable(proto->name, proto->mode, proto->slot, type, instructions,
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		symtab);
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}
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static void
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add_builtin_constant(exec_list *instructions,
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		     struct _mesa_glsl_parse_state *state,
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		     const char *name, int value)
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{
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   ir_variable *const var = add_variable(name, ir_var_auto,
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					 -1, glsl_type::int_type,
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					 instructions, state->symbols);
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   var->constant_value = new(var) ir_constant(value);
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}
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/* Several constants in GLSL ES have different names than normal desktop GLSL.
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 * Therefore, this function should only be called on the ES path.
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 */
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static void
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generate_100ES_uniforms(exec_list *instructions,
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		     struct _mesa_glsl_parse_state *state)
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{
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   add_builtin_constant(instructions, state, "gl_MaxVertexAttribs",
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			state->Const.MaxVertexAttribs);
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   add_builtin_constant(instructions, state, "gl_MaxVertexUniformVectors",
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			state->Const.MaxVertexUniformComponents);
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   add_builtin_constant(instructions, state, "gl_MaxVaryingVectors",
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			state->Const.MaxVaryingFloats / 4);
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   add_builtin_constant(instructions, state, "gl_MaxVertexTextureImageUnits",
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			state->Const.MaxVertexTextureImageUnits);
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   add_builtin_constant(instructions, state, "gl_MaxCombinedTextureImageUnits",
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			state->Const.MaxCombinedTextureImageUnits);
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   add_builtin_constant(instructions, state, "gl_MaxTextureImageUnits",
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			state->Const.MaxTextureImageUnits);
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   add_builtin_constant(instructions, state, "gl_MaxFragmentUniformVectors",
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			state->Const.MaxFragmentUniformComponents);
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   add_uniform(instructions, state, "gl_DepthRange",
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	       state->symbols->get_type("gl_DepthRangeParameters"));
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}
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static void
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generate_110_uniforms(exec_list *instructions,
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		      struct _mesa_glsl_parse_state *state)
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{
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   for (unsigned i = 0
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	   ; i < Elements(builtin_110_deprecated_uniforms)
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	   ; i++) {
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      add_builtin_variable(& builtin_110_deprecated_uniforms[i],
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			   instructions, state->symbols);
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   }
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   add_builtin_constant(instructions, state, "gl_MaxLights",
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			state->Const.MaxLights);
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   add_builtin_constant(instructions, state, "gl_MaxClipPlanes",
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			state->Const.MaxClipPlanes);
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   add_builtin_constant(instructions, state, "gl_MaxTextureUnits",
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			state->Const.MaxTextureUnits);
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   add_builtin_constant(instructions, state, "gl_MaxTextureCoords",
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			state->Const.MaxTextureCoords);
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   add_builtin_constant(instructions, state, "gl_MaxVertexAttribs",
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			state->Const.MaxVertexAttribs);
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   add_builtin_constant(instructions, state, "gl_MaxVertexUniformComponents",
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			state->Const.MaxVertexUniformComponents);
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   add_builtin_constant(instructions, state, "gl_MaxVaryingFloats",
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			state->Const.MaxVaryingFloats);
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   add_builtin_constant(instructions, state, "gl_MaxVertexTextureImageUnits",
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			state->Const.MaxVertexTextureImageUnits);
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   add_builtin_constant(instructions, state, "gl_MaxCombinedTextureImageUnits",
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			state->Const.MaxCombinedTextureImageUnits);
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   add_builtin_constant(instructions, state, "gl_MaxTextureImageUnits",
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			state->Const.MaxTextureImageUnits);
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   add_builtin_constant(instructions, state, "gl_MaxFragmentUniformComponents",
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			state->Const.MaxFragmentUniformComponents);
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   const glsl_type *const mat4_array_type =
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      glsl_type::get_array_instance(glsl_type::mat4_type,
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				    state->Const.MaxTextureCoords);
164
 
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   add_uniform(instructions, state, "gl_TextureMatrix", mat4_array_type);
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   add_uniform(instructions, state, "gl_TextureMatrixInverse", mat4_array_type);
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   add_uniform(instructions, state, "gl_TextureMatrixTranspose", mat4_array_type);
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   add_uniform(instructions, state, "gl_TextureMatrixInverseTranspose", mat4_array_type);
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   add_uniform(instructions, state, "gl_DepthRange",
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		state->symbols->get_type("gl_DepthRangeParameters"));
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   add_uniform(instructions, state, "gl_ClipPlane",
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	       glsl_type::get_array_instance(glsl_type::vec4_type,
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					     state->Const.MaxClipPlanes));
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   add_uniform(instructions, state, "gl_Point",
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	       state->symbols->get_type("gl_PointParameters"));
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   const glsl_type *const material_parameters_type =
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      state->symbols->get_type("gl_MaterialParameters");
181
   add_uniform(instructions, state, "gl_FrontMaterial", material_parameters_type);
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   add_uniform(instructions, state, "gl_BackMaterial", material_parameters_type);
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   const glsl_type *const light_source_array_type =
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      glsl_type::get_array_instance(state->symbols->get_type("gl_LightSourceParameters"), state->Const.MaxLights);
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   add_uniform(instructions, state, "gl_LightSource", light_source_array_type);
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   const glsl_type *const light_model_products_type =
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      state->symbols->get_type("gl_LightModelProducts");
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   add_uniform(instructions, state, "gl_FrontLightModelProduct",
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	       light_model_products_type);
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   add_uniform(instructions, state, "gl_BackLightModelProduct",
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	       light_model_products_type);
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   const glsl_type *const light_products_type =
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      glsl_type::get_array_instance(state->symbols->get_type("gl_LightProducts"),
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				    state->Const.MaxLights);
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   add_uniform(instructions, state, "gl_FrontLightProduct", light_products_type);
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   add_uniform(instructions, state, "gl_BackLightProduct", light_products_type);
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   add_uniform(instructions, state, "gl_TextureEnvColor",
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	       glsl_type::get_array_instance(glsl_type::vec4_type,
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					     state->Const.MaxTextureUnits));
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206
   const glsl_type *const texcoords_vec4 =
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      glsl_type::get_array_instance(glsl_type::vec4_type,
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				    state->Const.MaxTextureCoords);
209
   add_uniform(instructions, state, "gl_EyePlaneS", texcoords_vec4);
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   add_uniform(instructions, state, "gl_EyePlaneT", texcoords_vec4);
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   add_uniform(instructions, state, "gl_EyePlaneR", texcoords_vec4);
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   add_uniform(instructions, state, "gl_EyePlaneQ", texcoords_vec4);
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   add_uniform(instructions, state, "gl_ObjectPlaneS", texcoords_vec4);
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   add_uniform(instructions, state, "gl_ObjectPlaneT", texcoords_vec4);
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   add_uniform(instructions, state, "gl_ObjectPlaneR", texcoords_vec4);
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   add_uniform(instructions, state, "gl_ObjectPlaneQ", texcoords_vec4);
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218
   add_uniform(instructions, state, "gl_Fog",
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	       state->symbols->get_type("gl_FogParameters"));
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}
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/* This function should only be called for ES, not desktop GL. */
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static void
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generate_100ES_vs_variables(exec_list *instructions,
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			  struct _mesa_glsl_parse_state *state)
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{
227
   for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
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      add_builtin_variable(& builtin_core_vs_variables[i],
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			   instructions, state->symbols);
230
   }
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   generate_100ES_uniforms(instructions, state);
233
 
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   generate_ARB_draw_buffers_variables(instructions, state, false,
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				       vertex_shader);
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}
237
 
238
 
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static void
240
generate_110_vs_variables(exec_list *instructions,
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			  struct _mesa_glsl_parse_state *state)
242
{
243
   for (unsigned i = 0; i < Elements(builtin_core_vs_variables); i++) {
244
      add_builtin_variable(& builtin_core_vs_variables[i],
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			   instructions, state->symbols);
246
   }
247
 
248
   for (unsigned i = 0
249
	   ; i < Elements(builtin_110_deprecated_vs_variables)
250
	   ; i++) {
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      add_builtin_variable(& builtin_110_deprecated_vs_variables[i],
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			   instructions, state->symbols);
253
   }
254
   generate_110_uniforms(instructions, state);
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   /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
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    *