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  1. /*
  2.  * Copyright © 2010 Intel Corporation
  3.  *
  4.  * Permission is hereby granted, free of charge, to any person obtaining a
  5.  * copy of this software and associated documentation files (the "Software"),
  6.  * to deal in the Software without restriction, including without limitation
  7.  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
  8.  * and/or sell copies of the Software, and to permit persons to whom the
  9.  * Software is furnished to do so, subject to the following conditions:
  10.  *
  11.  * The above copyright notice and this permission notice (including the next
  12.  * paragraph) shall be included in all copies or substantial portions of the
  13.  * Software.
  14.  *
  15.  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16.  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17.  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
  18.  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19.  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  20.  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
  21.  * DEALINGS IN THE SOFTWARE.
  22.  */
  23.  
  24. #include "ir.h"
  25. #include "glsl_parser_extras.h"
  26. #include "glsl_symbol_table.h"
  27. #include "main/core.h"
  28. #include "main/uniforms.h"
  29. #include "program/prog_parameter.h"
  30. #include "program/prog_statevars.h"
  31. #include "program/prog_instruction.h"
  32.  
  33.  
  34. static struct gl_builtin_uniform_element gl_DepthRange_elements[] = {
  35.    {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX},
  36.    {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY},
  37.    {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ},
  38. };
  39.  
  40. static struct gl_builtin_uniform_element gl_ClipPlane_elements[] = {
  41.    {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW}
  42. };
  43.  
  44. static struct gl_builtin_uniform_element gl_Point_elements[] = {
  45.    {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX},
  46.    {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY},
  47.    {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ},
  48.    {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW},
  49.    {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX},
  50.    {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY},
  51.    {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ},
  52. };
  53.  
  54. static struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
  55.    {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
  56.    {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
  57.    {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
  58.    {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
  59.    {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
  60. };
  61.  
  62. static struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
  63.    {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
  64.    {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
  65.    {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
  66.    {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
  67.    {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
  68. };
  69.  
  70. static struct gl_builtin_uniform_element gl_LightSource_elements[] = {
  71.    {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
  72.    {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
  73.    {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
  74.    {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
  75.    {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
  76.    {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
  77.     MAKE_SWIZZLE4(SWIZZLE_X,
  78.                   SWIZZLE_Y,
  79.                   SWIZZLE_Z,
  80.                   SWIZZLE_Z)},
  81.    {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
  82.    {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX},
  83.    {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW},
  84.    {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
  85.    {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
  86.    {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
  87. };
  88.  
  89. static struct gl_builtin_uniform_element gl_LightModel_elements[] = {
  90.    {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW},
  91. };
  92.  
  93. static struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = {
  94.    {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW},
  95. };
  96.  
  97. static struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = {
  98.    {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW},
  99. };
  100.  
  101. static struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
  102.    {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
  103.    {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
  104.    {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
  105. };
  106.  
  107. static struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
  108.    {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
  109.    {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
  110.    {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
  111. };
  112.  
  113. static struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
  114.    {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW},
  115. };
  116.  
  117. static struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = {
  118.    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW},
  119. };
  120.  
  121. static struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = {
  122.    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW},
  123. };
  124.  
  125. static struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = {
  126.    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW},
  127. };
  128.  
  129. static struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = {
  130.    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW},
  131. };
  132.  
  133. static struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = {
  134.    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW},
  135. };
  136.  
  137. static struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = {
  138.    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW},
  139. };
  140.  
  141. static struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = {
  142.    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW},
  143. };
  144.  
  145. static struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = {
  146.    {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW},
  147. };
  148.  
  149. static struct gl_builtin_uniform_element gl_Fog_elements[] = {
  150.    {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW},
  151.    {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX},
  152.    {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY},
  153.    {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ},
  154.    {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW},
  155. };
  156.  
  157. static struct gl_builtin_uniform_element gl_NormalScale_elements[] = {
  158.    {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX},
  159. };
  160.  
  161. static struct gl_builtin_uniform_element gl_BumpRotMatrix0MESA_elements[] = {
  162.    {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_0}, SWIZZLE_XYZW},
  163. };
  164.  
  165. static struct gl_builtin_uniform_element gl_BumpRotMatrix1MESA_elements[] = {
  166.    {NULL, {STATE_INTERNAL, STATE_ROT_MATRIX_1}, SWIZZLE_XYZW},
  167. };
  168.  
  169. static struct gl_builtin_uniform_element gl_FogParamsOptimizedMESA_elements[] = {
  170.    {NULL, {STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED}, SWIZZLE_XYZW},
  171. };
  172.  
  173. static struct gl_builtin_uniform_element gl_CurrentAttribVertMESA_elements[] = {
  174.    {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB, 0}, SWIZZLE_XYZW},
  175. };
  176.  
  177. static struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements[] = {
  178.    {NULL, {STATE_INTERNAL, STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED, 0}, SWIZZLE_XYZW},
  179. };
  180.  
  181. #define MATRIX(name, statevar, modifier)                                \
  182.    static struct gl_builtin_uniform_element name ## _elements[] = {     \
  183.       { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW },           \
  184.       { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW },           \
  185.       { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW },           \
  186.       { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW },           \
  187.    }
  188.  
  189. MATRIX(gl_ModelViewMatrix,
  190.        STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE);
  191. MATRIX(gl_ModelViewMatrixInverse,
  192.        STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS);
  193. MATRIX(gl_ModelViewMatrixTranspose,
  194.        STATE_MODELVIEW_MATRIX, 0);
  195. MATRIX(gl_ModelViewMatrixInverseTranspose,
  196.        STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE);
  197.  
  198. MATRIX(gl_ProjectionMatrix,
  199.        STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE);
  200. MATRIX(gl_ProjectionMatrixInverse,
  201.        STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS);
  202. MATRIX(gl_ProjectionMatrixTranspose,
  203.        STATE_PROJECTION_MATRIX, 0);
  204. MATRIX(gl_ProjectionMatrixInverseTranspose,
  205.        STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE);
  206.  
  207. MATRIX(gl_ModelViewProjectionMatrix,
  208.        STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE);
  209. MATRIX(gl_ModelViewProjectionMatrixInverse,
  210.        STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS);
  211. MATRIX(gl_ModelViewProjectionMatrixTranspose,
  212.        STATE_MVP_MATRIX, 0);
  213. MATRIX(gl_ModelViewProjectionMatrixInverseTranspose,
  214.        STATE_MVP_MATRIX, STATE_MATRIX_INVERSE);
  215.  
  216. MATRIX(gl_TextureMatrix,
  217.        STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE);
  218. MATRIX(gl_TextureMatrixInverse,
  219.        STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS);
  220. MATRIX(gl_TextureMatrixTranspose,
  221.        STATE_TEXTURE_MATRIX, 0);
  222. MATRIX(gl_TextureMatrixInverseTranspose,
  223.        STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE);
  224.  
  225. static struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
  226.    { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE},
  227.      MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
  228.    { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE},
  229.      MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
  230.    { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE},
  231.      MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
  232. };
  233.  
  234. #undef MATRIX
  235.  
  236. #define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)}
  237.  
  238. static const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = {
  239.    STATEVAR(gl_DepthRange),
  240.    STATEVAR(gl_ClipPlane),
  241.    STATEVAR(gl_Point),
  242.    STATEVAR(gl_FrontMaterial),
  243.    STATEVAR(gl_BackMaterial),
  244.    STATEVAR(gl_LightSource),
  245.    STATEVAR(gl_LightModel),
  246.    STATEVAR(gl_FrontLightModelProduct),
  247.    STATEVAR(gl_BackLightModelProduct),
  248.    STATEVAR(gl_FrontLightProduct),
  249.    STATEVAR(gl_BackLightProduct),
  250.    STATEVAR(gl_TextureEnvColor),
  251.    STATEVAR(gl_EyePlaneS),
  252.    STATEVAR(gl_EyePlaneT),
  253.    STATEVAR(gl_EyePlaneR),
  254.    STATEVAR(gl_EyePlaneQ),
  255.    STATEVAR(gl_ObjectPlaneS),
  256.    STATEVAR(gl_ObjectPlaneT),
  257.    STATEVAR(gl_ObjectPlaneR),
  258.    STATEVAR(gl_ObjectPlaneQ),
  259.    STATEVAR(gl_Fog),
  260.  
  261.    STATEVAR(gl_ModelViewMatrix),
  262.    STATEVAR(gl_ModelViewMatrixInverse),
  263.    STATEVAR(gl_ModelViewMatrixTranspose),
  264.    STATEVAR(gl_ModelViewMatrixInverseTranspose),
  265.  
  266.    STATEVAR(gl_ProjectionMatrix),
  267.    STATEVAR(gl_ProjectionMatrixInverse),
  268.    STATEVAR(gl_ProjectionMatrixTranspose),
  269.    STATEVAR(gl_ProjectionMatrixInverseTranspose),
  270.  
  271.    STATEVAR(gl_ModelViewProjectionMatrix),
  272.    STATEVAR(gl_ModelViewProjectionMatrixInverse),
  273.    STATEVAR(gl_ModelViewProjectionMatrixTranspose),
  274.    STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose),
  275.  
  276.    STATEVAR(gl_TextureMatrix),
  277.    STATEVAR(gl_TextureMatrixInverse),
  278.    STATEVAR(gl_TextureMatrixTranspose),
  279.    STATEVAR(gl_TextureMatrixInverseTranspose),
  280.  
  281.    STATEVAR(gl_NormalMatrix),
  282.    STATEVAR(gl_NormalScale),
  283.  
  284.    STATEVAR(gl_BumpRotMatrix0MESA),
  285.    STATEVAR(gl_BumpRotMatrix1MESA),
  286.    STATEVAR(gl_FogParamsOptimizedMESA),
  287.    STATEVAR(gl_CurrentAttribVertMESA),
  288.    STATEVAR(gl_CurrentAttribFragMESA),
  289.  
  290.    {NULL, NULL, 0}
  291. };
  292.  
  293.  
  294. namespace {
  295.  
  296. class builtin_variable_generator
  297. {
  298. public:
  299.    builtin_variable_generator(exec_list *instructions,
  300.                               struct _mesa_glsl_parse_state *state);
  301.    void generate_constants();
  302.    void generate_uniforms();
  303.    void generate_vs_special_vars();
  304.    void generate_gs_special_vars();
  305.    void generate_fs_special_vars();
  306.    void generate_varyings();
  307.  
  308. private:
  309.    const glsl_type *array(const glsl_type *base, unsigned elements)
  310.    {
  311.       return glsl_type::get_array_instance(base, elements);
  312.    }
  313.  
  314.    const glsl_type *type(const char *name)
  315.    {
  316.       return symtab->get_type(name);
  317.    }
  318.  
  319.    ir_variable *add_input(int slot, const glsl_type *type, const char *name)
  320.    {
  321.       return add_variable(name, type, ir_var_shader_in, slot);
  322.    }
  323.  
  324.    ir_variable *add_output(int slot, const glsl_type *type, const char *name)
  325.    {
  326.       return add_variable(name, type, ir_var_shader_out, slot);
  327.    }
  328.  
  329.    ir_variable *add_system_value(int slot, const glsl_type *type,
  330.                                  const char *name)
  331.    {
  332.       return add_variable(name, type, ir_var_system_value, slot);
  333.    }
  334.  
  335.    ir_variable *add_variable(const char *name, const glsl_type *type,
  336.                              enum ir_variable_mode mode, int slot);
  337.    ir_variable *add_uniform(const glsl_type *type, const char *name);
  338.    ir_variable *add_const(const char *name, int value);
  339.    void add_varying(int slot, const glsl_type *type, const char *name,
  340.                     const char *name_as_gs_input);
  341.  
  342.    exec_list * const instructions;
  343.    struct _mesa_glsl_parse_state * const state;
  344.    glsl_symbol_table * const symtab;
  345.  
  346.    /**
  347.     * True if compatibility-profile-only variables should be included.  (In
  348.     * desktop GL, these are always included when the GLSL version is 1.30 and
  349.     * or below).
  350.     */
  351.    const bool compatibility;
  352.  
  353.    const glsl_type * const bool_t;
  354.    const glsl_type * const int_t;
  355.    const glsl_type * const float_t;
  356.    const glsl_type * const vec2_t;
  357.    const glsl_type * const vec3_t;
  358.    const glsl_type * const vec4_t;
  359.    const glsl_type * const mat3_t;
  360.    const glsl_type * const mat4_t;
  361. };
  362.  
  363.  
  364. builtin_variable_generator::builtin_variable_generator(
  365.    exec_list *instructions, struct _mesa_glsl_parse_state *state)
  366.    : instructions(instructions), state(state), symtab(state->symbols),
  367.      compatibility(!state->is_version(140, 100)),
  368.      bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
  369.      float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
  370.      vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
  371.      mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
  372. {
  373. }
  374.  
  375.  
  376. ir_variable *
  377. builtin_variable_generator::add_variable(const char *name,
  378.                                          const glsl_type *type,
  379.                                          enum ir_variable_mode mode, int slot)
  380. {
  381.    ir_variable *var = new(symtab) ir_variable(type, name, mode);
  382.  
  383.    switch (var->mode) {
  384.    case ir_var_auto:
  385.    case ir_var_shader_in:
  386.    case ir_var_uniform:
  387.    case ir_var_system_value:
  388.       var->read_only = true;
  389.       break;
  390.    case ir_var_shader_out:
  391.       break;
  392.    default:
  393.       /* The only variables that are added using this function should be
  394.        * uniforms, shader inputs, and shader outputs, constants (which use
  395.        * ir_var_auto), and system values.
  396.        */
  397.       assert(0);
  398.       break;
  399.    }
  400.  
  401.    var->location = slot;
  402.    var->explicit_location = (slot >= 0);
  403.    var->explicit_index = 0;
  404.  
  405.    /* Once the variable is created an initialized, add it to the symbol table
  406.     * and add the declaration to the IR stream.
  407.     */
  408.    instructions->push_tail(var);
  409.  
  410.    symtab->add_variable(var);
  411.    return var;
  412. }
  413.  
  414.  
  415. ir_variable *
  416. builtin_variable_generator::add_uniform(const glsl_type *type,
  417.                                         const char *name)
  418. {
  419.    ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1);
  420.  
  421.    unsigned i;
  422.    for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
  423.       if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
  424.          break;
  425.       }
  426.    }
  427.  
  428.    assert(_mesa_builtin_uniform_desc[i].name != NULL);
  429.    const struct gl_builtin_uniform_desc* const statevar =
  430.       &_mesa_builtin_uniform_desc[i];
  431.  
  432.    const unsigned array_count = type->is_array() ? type->length : 1;
  433.    uni->num_state_slots = array_count * statevar->num_elements;
  434.  
  435.    ir_state_slot *slots =
  436.       ralloc_array(uni, ir_state_slot, uni->num_state_slots);
  437.  
  438.    uni->state_slots = slots;
  439.  
  440.    for (unsigned a = 0; a < array_count; a++) {
  441.       for (unsigned j = 0; j < statevar->num_elements; j++) {
  442.          struct gl_builtin_uniform_element *element = &statevar->elements[j];
  443.  
  444.          memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
  445.          if (type->is_array()) {
  446.             if (strcmp(name, "gl_CurrentAttribVertMESA") == 0 ||
  447.                 strcmp(name, "gl_CurrentAttribFragMESA") == 0) {
  448.                slots->tokens[2] = a;
  449.             } else {
  450.                slots->tokens[1] = a;
  451.             }
  452.          }
  453.  
  454.          slots->swizzle = element->swizzle;
  455.          slots++;
  456.       }
  457.    }
  458.  
  459.    return uni;
  460. }
  461.  
  462.  
  463. ir_variable *
  464. builtin_variable_generator::add_const(const char *name, int value)
  465. {
  466.    ir_variable *const var = add_variable(name, glsl_type::int_type,
  467.                                          ir_var_auto, -1);
  468.    var->constant_value = new(var) ir_constant(value);
  469.    var->constant_initializer = new(var) ir_constant(value);
  470.    var->has_initializer = true;
  471.    return var;
  472. }
  473.  
  474.  
  475. void
  476. builtin_variable_generator::generate_constants()
  477. {
  478.    add_const("gl_MaxVertexAttribs", state->Const.MaxVertexAttribs);
  479.    add_const("gl_MaxVertexTextureImageUnits",
  480.              state->Const.MaxVertexTextureImageUnits);
  481.    add_const("gl_MaxCombinedTextureImageUnits",
  482.              state->Const.MaxCombinedTextureImageUnits);
  483.    add_const("gl_MaxTextureImageUnits", state->Const.MaxTextureImageUnits);
  484.    add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
  485.  
  486.    /* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
  487.     * GL counts them in units of "components" or "floats".
  488.     */
  489.    if (state->es_shader) {
  490.       add_const("gl_MaxVertexUniformVectors",
  491.                 state->Const.MaxVertexUniformComponents / 4);
  492.       add_const("gl_MaxFragmentUniformVectors",
  493.                 state->Const.MaxFragmentUniformComponents / 4);
  494.  
  495.       /* In GLSL ES 3.00, gl_MaxVaryingVectors was split out to separate
  496.        * vertex and fragment shader constants.
  497.        */
  498.       if (state->is_version(0, 300)) {
  499.          add_const("gl_MaxVertexOutputVectors",
  500.                    state->Const.MaxVaryingFloats / 4);
  501.          add_const("gl_MaxFragmentInputVectors",
  502.                    state->Const.MaxVaryingFloats / 4);
  503.       } else {
  504.          add_const("gl_MaxVaryingVectors", state->Const.MaxVaryingFloats / 4);
  505.       }
  506.    } else {
  507.       add_const("gl_MaxVertexUniformComponents",
  508.                 state->Const.MaxVertexUniformComponents);
  509.  
  510.       /* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
  511.        * removed
  512.        */
  513.       add_const("gl_MaxVaryingFloats", state->Const.MaxVaryingFloats);
  514.  
  515.       add_const("gl_MaxFragmentUniformComponents",
  516.                 state->Const.MaxFragmentUniformComponents);
  517.    }
  518.  
  519.    /* Texel offsets were introduced in ARB_shading_language_420pack (which
  520.     * requires desktop GLSL version 130), and adopted into desktop GLSL
  521.     * version 4.20 and GLSL ES version 3.00.
  522.     */
  523.    if ((state->is_version(130, 0) &&
  524.         state->ARB_shading_language_420pack_enable) ||
  525.       state->is_version(420, 300)) {
  526.       add_const("gl_MinProgramTexelOffset",
  527.                 state->Const.MinProgramTexelOffset);
  528.       add_const("gl_MaxProgramTexelOffset",
  529.                 state->Const.MaxProgramTexelOffset);
  530.    }
  531.  
  532.    if (state->is_version(130, 0)) {
  533.       add_const("gl_MaxClipDistances", state->Const.MaxClipPlanes);
  534.       add_const("gl_MaxVaryingComponents", state->Const.MaxVaryingFloats);
  535.    }
  536.  
  537.    if (compatibility) {
  538.       /* Note: gl_MaxLights stopped being listed as an explicit constant in
  539.        * GLSL 1.30, however it continues to be referred to (as a minimum size
  540.        * for compatibility-mode uniforms) all the way up through GLSL 4.30, so
  541.        * this seems like it was probably an oversight.
  542.        */
  543.       add_const("gl_MaxLights", state->Const.MaxLights);
  544.  
  545.       add_const("gl_MaxClipPlanes", state->Const.MaxClipPlanes);
  546.  
  547.       /* Note: gl_MaxTextureUnits wasn't made compatibility-only until GLSL
  548.        * 1.50, however this seems like it was probably an oversight.
  549.        */
  550.       add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits);
  551.  
  552.       /* Note: gl_MaxTextureCoords was left out of GLSL 1.40, but it was
  553.        * re-introduced in GLSL 1.50, so this seems like it was probably an
  554.        * oversight.
  555.        */
  556.       add_const("gl_MaxTextureCoords", state->Const.MaxTextureCoords);
  557.    }
  558. }
  559.  
  560.  
  561. /**
  562.  * Generate uniform variables (which exist in all types of shaders).
  563.  */
  564. void
  565. builtin_variable_generator::generate_uniforms()
  566. {
  567.    add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
  568.    add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
  569.    add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
  570.  
  571.    if (compatibility) {
  572.       add_uniform(mat4_t, "gl_ModelViewMatrix");
  573.       add_uniform(mat4_t, "gl_ProjectionMatrix");
  574.       add_uniform(mat4_t, "gl_ModelViewProjectionMatrix");
  575.       add_uniform(mat3_t, "gl_NormalMatrix");
  576.       add_uniform(mat4_t, "gl_ModelViewMatrixInverse");
  577.       add_uniform(mat4_t, "gl_ProjectionMatrixInverse");
  578.       add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse");
  579.       add_uniform(mat4_t, "gl_ModelViewMatrixTranspose");
  580.       add_uniform(mat4_t, "gl_ProjectionMatrixTranspose");
  581.       add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose");
  582.       add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose");
  583.       add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
  584.       add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
  585.       add_uniform(float_t, "gl_NormalScale");
  586.       add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
  587.       add_uniform(vec2_t, "gl_BumpRotMatrix0MESA");
  588.       add_uniform(vec2_t, "gl_BumpRotMatrix1MESA");
  589.       add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
  590.  
  591.       const glsl_type *const mat4_array_type =
  592.          array(mat4_t, state->Const.MaxTextureCoords);
  593.       add_uniform(mat4_array_type, "gl_TextureMatrix");
  594.       add_uniform(mat4_array_type, "gl_TextureMatrixInverse");
  595.       add_uniform(mat4_array_type, "gl_TextureMatrixTranspose");
  596.       add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
  597.  
  598.       add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
  599.       add_uniform(type("gl_PointParameters"), "gl_Point");
  600.  
  601.       const glsl_type *const material_parameters_type =
  602.          type("gl_MaterialParameters");
  603.       add_uniform(material_parameters_type, "gl_FrontMaterial");
  604.       add_uniform(material_parameters_type, "gl_BackMaterial");
  605.  
  606.       add_uniform(array(type("gl_LightSourceParameters"),
  607.                         state->Const.MaxLights),
  608.                   "gl_LightSource");
  609.  
  610.       const glsl_type *const light_model_products_type =
  611.          type("gl_LightModelProducts");
  612.       add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
  613.       add_uniform(light_model_products_type, "gl_BackLightModelProduct");
  614.  
  615.       const glsl_type *const light_products_type =
  616.          array(type("gl_LightProducts"), state->Const.MaxLights);
  617.       add_uniform(light_products_type, "gl_FrontLightProduct");
  618.       add_uniform(light_products_type, "gl_BackLightProduct");
  619.  
  620.       add_uniform(array(vec4_t, state->Const.MaxTextureUnits),
  621.                   "gl_TextureEnvColor");
  622.  
  623.       const glsl_type *const texcoords_vec4 =
  624.          array(vec4_t, state->Const.MaxTextureCoords);
  625.       add_uniform(texcoords_vec4, "gl_EyePlaneS");
  626.       add_uniform(texcoords_vec4, "gl_EyePlaneT");
  627.       add_uniform(texcoords_vec4, "gl_EyePlaneR");
  628.       add_uniform(texcoords_vec4, "gl_EyePlaneQ");
  629.       add_uniform(texcoords_vec4, "gl_ObjectPlaneS");
  630.       add_uniform(texcoords_vec4, "gl_ObjectPlaneT");
  631.       add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
  632.       add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
  633.  
  634.       add_uniform(type("gl_FogParameters"), "gl_Fog");
  635.    }
  636. }
  637.  
  638.  
  639. /**
  640.  * Generate variables which only exist in vertex shaders.
  641.  */
  642. void
  643. builtin_variable_generator::generate_vs_special_vars()
  644. {
  645.    if (state->is_version(130, 300))
  646.       add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
  647.    if (state->ARB_draw_instanced_enable)
  648.       add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
  649.    if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
  650.       add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
  651.    if (state->AMD_vertex_shader_layer_enable)
  652.       add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
  653.    if (compatibility) {
  654.       add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
  655.       add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
  656.       add_input(VERT_ATTRIB_COLOR0, vec4_t, "gl_Color");
  657.       add_input(VERT_ATTRIB_COLOR1, vec4_t, "gl_SecondaryColor");
  658.       add_input(VERT_ATTRIB_TEX0, vec4_t, "gl_MultiTexCoord0");
  659.       add_input(VERT_ATTRIB_TEX1, vec4_t, "gl_MultiTexCoord1");
  660.       add_input(VERT_ATTRIB_TEX2, vec4_t, "gl_MultiTexCoord2");
  661.       add_input(VERT_ATTRIB_TEX3, vec4_t, "gl_MultiTexCoord3");
  662.       add_input(VERT_ATTRIB_TEX4, vec4_t, "gl_MultiTexCoord4");
  663.       add_input(VERT_ATTRIB_TEX5, vec4_t, "gl_MultiTexCoord5");
  664.       add_input(VERT_ATTRIB_TEX6, vec4_t, "gl_MultiTexCoord6");
  665.       add_input(VERT_ATTRIB_TEX7, vec4_t, "gl_MultiTexCoord7");
  666.       add_input(VERT_ATTRIB_FOG, float_t, "gl_FogCoord");
  667.    }
  668. }
  669.  
  670.  
  671. /**
  672.  * Generate variables which only exist in geometry shaders.
  673.  */
  674. void
  675. builtin_variable_generator::generate_gs_special_vars()
  676. {
  677.    add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
  678.  
  679.    /* Although gl_PrimitiveID appears in tessellation control and tessellation
  680.     * evaluation shaders, it has a different function there than it has in
  681.     * geometry shaders, so we treat it (and its counterpart gl_PrimitiveIDIn)
  682.     * as special geometry shader variables.
  683.     *
  684.     * Note that although the general convention of suffixing geometry shader
  685.     * input varyings with "In" was not adopted into GLSL 1.50, it is used in
  686.     * the specific case of gl_PrimitiveIDIn.  So we don't need to treat
  687.     * gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
  688.     */
  689.    add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
  690.    add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
  691. }
  692.  
  693.  
  694. /**
  695.  * Generate variables which only exist in fragment shaders.
  696.  */
  697. void
  698. builtin_variable_generator::generate_fs_special_vars()
  699. {
  700.    add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
  701.    add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
  702.    if (state->is_version(120, 100))
  703.       add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
  704.  
  705.    /* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
  706.     * 1.30, and were relegated to the compatibility profile in GLSL 4.20.
  707.     * They were removed from GLSL ES 3.00.
  708.     */
  709.    if (compatibility || !state->is_version(420, 300)) {
  710.       add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor");
  711.       add_output(FRAG_RESULT_DATA0,
  712.                  array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
  713.    }
  714.  
  715.    /* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
  716.     * ES 1.00.
  717.     */
  718.    if (state->is_version(110, 300))
  719.       add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth");
  720.  
  721.    if (state->ARB_shader_stencil_export_enable) {
  722.       ir_variable *const var =
  723.          add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
  724.       if (state->ARB_shader_stencil_export_warn)
  725.          var->warn_extension = "GL_ARB_shader_stencil_export";
  726.    }
  727.  
  728.    if (state->AMD_shader_stencil_export_enable) {
  729.       ir_variable *const var =
  730.          add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
  731.       if (state->AMD_shader_stencil_export_warn)
  732.          var->warn_extension = "GL_AMD_shader_stencil_export";
  733.    }
  734. }
  735.  
  736.  
  737. /**
  738.  * Add a single "varying" variable.  The variable's type and direction (input
  739.  * or output) are adjusted as appropriate for the type of shader being
  740.  * compiled.  For geometry shaders using {ARB,EXT}_geometry_shader4,
  741.  * name_as_gs_input is used for the input (to avoid ambiguity).
  742.  */
  743. void
  744. builtin_variable_generator::add_varying(int slot, const glsl_type *type,
  745.                                         const char *name,
  746.                                         const char *name_as_gs_input)
  747. {
  748.    switch (state->target) {
  749.    case geometry_shader:
  750.       add_input(slot, array(type, 0), name_as_gs_input);
  751.       /* FALLTHROUGH */
  752.    case vertex_shader:
  753.       add_output(slot, type, name);
  754.       break;
  755.    case fragment_shader:
  756.       add_input(slot, type, name);
  757.       break;
  758.    }
  759. }
  760.  
  761.  
  762. /**
  763.  * Generate variables that are used to communicate data from one shader stage
  764.  * to the next ("varyings").
  765.  */
  766. void
  767. builtin_variable_generator::generate_varyings()
  768. {
  769. #define ADD_VARYING(loc, type, name) \
  770.    add_varying(loc, type, name, name "In")
  771.  
  772.    /* gl_Position and gl_PointSize are not visible from fragment shaders. */
  773.    if (state->target != fragment_shader) {
  774.       ADD_VARYING(VARYING_SLOT_POS, vec4_t, "gl_Position");
  775.       ADD_VARYING(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
  776.    }
  777.  
  778.    if (state->is_version(130, 0)) {
  779.        ADD_VARYING(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
  780.                    "gl_ClipDistance");
  781.    }
  782.  
  783.    if (compatibility) {
  784.       ADD_VARYING(VARYING_SLOT_TEX0, array(vec4_t, 0), "gl_TexCoord");
  785.       ADD_VARYING(VARYING_SLOT_FOGC, float_t, "gl_FogFragCoord");
  786.       if (state->target == fragment_shader) {
  787.          ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_Color");
  788.          ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_SecondaryColor");
  789.       } else {
  790.          ADD_VARYING(VARYING_SLOT_CLIP_VERTEX, vec4_t, "gl_ClipVertex");
  791.          ADD_VARYING(VARYING_SLOT_COL0, vec4_t, "gl_FrontColor");
  792.          ADD_VARYING(VARYING_SLOT_BFC0, vec4_t, "gl_BackColor");
  793.          ADD_VARYING(VARYING_SLOT_COL1, vec4_t, "gl_FrontSecondaryColor");
  794.          ADD_VARYING(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
  795.       }
  796.    }
  797. }
  798.  
  799.  
  800. }; /* Anonymous namespace */
  801.  
  802.  
  803. void
  804. _mesa_glsl_initialize_variables(exec_list *instructions,
  805.                                 struct _mesa_glsl_parse_state *state)
  806. {
  807.    builtin_variable_generator gen(instructions, state);
  808.  
  809.    gen.generate_constants();
  810.    gen.generate_uniforms();
  811.  
  812.    gen.generate_varyings();
  813.  
  814.    switch (state->target) {
  815.    case vertex_shader:
  816.       gen.generate_vs_special_vars();
  817.       break;
  818.    case geometry_shader:
  819.       gen.generate_gs_special_vars();
  820.       break;
  821.    case fragment_shader:
  822.       gen.generate_fs_special_vars();
  823.       break;
  824.    }
  825. }
  826.